mirror of
https://github.com/blendogames/quadrilateralcowboy.git
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222 lines
5.1 KiB
C++
222 lines
5.1 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef IDRECTANGLE_H_
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#define IDRECTANGLE_H_
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//
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// simple rectangle
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//
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extern void RotateVector(idVec3 &v, idVec3 origin, float a, float c, float s);
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class idRectangle {
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public:
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float x; // horiz position
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float y; // vert position
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float w; // width
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float h; // height;
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idRectangle() { x = y = w= h = 0.0; }
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idRectangle(float ix, float iy, float iw, float ih) { x = ix; y = iy; w = iw; h = ih; }
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float Bottom() const { return y + h; }
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float Right() const { return x + w; }
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void Offset (float x, float y) {
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this->x += x;
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this->y += y;
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}
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bool Contains(float xt, float yt) {
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if (w == 0.0 && h == 0.0) {
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return false;
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}
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if (xt >= x && xt <= Right() && yt >= y && yt <= Bottom()) {
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return true;
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}
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return false;
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}
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void Empty() { x = y = w = h = 0.0; };
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void ClipAgainst(idRectangle r, bool sizeOnly) {
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if (!sizeOnly) {
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if (x < r.x) {
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x = r.x;
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}
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if (y < r.y) {
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y = r.y;
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}
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}
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if (x + w > r.x + r.w) {
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w = (r.x + r.w) - x;
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}
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if (y + h > r.y + r.h) {
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h = (r.y + r.h) - y;
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}
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}
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void Rotate(float a, idRectangle &out) {
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idVec3 p1, p2, p3, p4, p5;
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float c, s;
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idVec3 center;
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center.Set((x + w) / 2.0, (y + h) / 2.0, 0);
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p1.Set(x, y, 0);
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p2.Set(Right(), y, 0);
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p4.Set(x, Bottom(), 0);
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if (a) {
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s = sin( DEG2RAD( a ) );
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c = cos( DEG2RAD( a ) );
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}
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else {
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s = c = 0;
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}
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RotateVector(p1, center, a, c, s);
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RotateVector(p2, center, a, c, s);
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RotateVector(p4, center, a, c, s);
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out.x = p1.x;
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out.y = p1.y;
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out.w = (p2 - p1).Length();
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out.h = (p4 - p1).Length();
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}
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idRectangle & operator+=( const idRectangle &a );
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idRectangle & operator-=( const idRectangle &a );
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idRectangle & operator/=( const idRectangle &a );
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idRectangle & operator/=( const float a );
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idRectangle & operator*=( const float a );
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idRectangle & operator=( const idVec4 v );
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int operator==(const idRectangle &a) const;
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float & operator[]( const int index );
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char * String( void ) const;
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const idVec4& ToVec4() const;
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};
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ID_INLINE const idVec4 &idRectangle::ToVec4() const {
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return *reinterpret_cast<const idVec4 *>(&x);
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}
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ID_INLINE idRectangle &idRectangle::operator+=( const idRectangle &a ) {
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x += a.x;
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y += a.y;
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w += a.w;
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h += a.h;
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return *this;
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}
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ID_INLINE idRectangle &idRectangle::operator/=( const idRectangle &a ) {
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x /= a.x;
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y /= a.y;
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w /= a.w;
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h /= a.h;
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return *this;
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}
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ID_INLINE idRectangle &idRectangle::operator/=( const float a ) {
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float inva = 1.0f / a;
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x *= inva;
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y *= inva;
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w *= inva;
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h *= inva;
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return *this;
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}
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ID_INLINE idRectangle &idRectangle::operator-=( const idRectangle &a ) {
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x -= a.x;
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y -= a.y;
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w -= a.w;
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h -= a.h;
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return *this;
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}
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ID_INLINE idRectangle &idRectangle::operator*=( const float a ) {
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x *= a;
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y *= a;
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w *= a;
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h *= a;
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return *this;
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}
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ID_INLINE idRectangle &idRectangle::operator=( const idVec4 v ) {
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x = v.x;
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y = v.y;
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w = v.z;
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h = v.w;
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return *this;
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}
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ID_INLINE int idRectangle::operator==( const idRectangle &a ) const {
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return (x == a.x && y == a.y && w == a.w && a.h);
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}
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ID_INLINE float& idRectangle::operator[]( int index ) {
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return ( &x )[ index ];
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}
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class idRegion {
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public:
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idRegion() { };
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void Empty() {
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rects.Clear();
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}
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bool Contains(float xt, float yt) {
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int c = rects.Num();
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for (int i = 0; i < c; i++) {
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if (rects[i].Contains(xt, yt)) {
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return true;
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}
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}
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return false;
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}
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void AddRect(float x, float y, float w, float h) {
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rects.Append(idRectangle(x, y, w, h));
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}
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int GetRectCount() {
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return rects.Num();
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}
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idRectangle *GetRect(int index) {
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if (index >= 0 && index < rects.Num()) {
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return &rects[index];
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}
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return NULL;
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}
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protected:
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idList<idRectangle> rects;
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};
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#endif
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