/* =========================================================================== Doom 3 BFG Edition GPL Source Code Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code"). Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation, either version 3 of the License, or (at your option) any later version. Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with Doom 3 BFG Edition Source Code. If not, see . In addition, the Doom 3 BFG Edition 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 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below. 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. =========================================================================== */ #ifndef IDRECTANGLE_H_ #define IDRECTANGLE_H_ // // simple rectangle // extern void RotateVector(idVec3 &v, idVec3 origin, float a, float c, float s); class idRectangle { public: float x; // horiz position float y; // vert position float w; // width float h; // height; idRectangle() { x = y = w= h = 0.0; } idRectangle(float ix, float iy, float iw, float ih) { x = ix; y = iy; w = iw; h = ih; } float Bottom() const { return y + h; } float Right() const { return x + w; } void Offset (float x, float y) { this->x += x; this->y += y; } bool Contains(float xt, float yt) { if (w == 0.0 && h == 0.0) { return false; } if (xt >= x && xt <= Right() && yt >= y && yt <= Bottom()) { return true; } return false; } void Empty() { x = y = w = h = 0.0; }; void ClipAgainst(idRectangle r, bool sizeOnly) { if (!sizeOnly) { if (x < r.x) { w -= r.x - x; x = r.x; } if (y < r.y) { h -= r.y - y; y = r.y; } } if (x + w > r.x + r.w) { w = (r.x + r.w) - x; } if (y + h > r.y + r.h) { h = (r.y + r.h) - y; } } void Rotate(float a, idRectangle &out) { idVec3 p1, p2, p3, p4, p5; float c, s; idVec3 center; center.Set((x + w) / 2.0, (y + h) / 2.0, 0); p1.Set(x, y, 0); p2.Set(Right(), y, 0); p4.Set(x, Bottom(), 0); if (a) { s = sin( DEG2RAD( a ) ); c = cos( DEG2RAD( a ) ); } else { s = c = 0; } RotateVector(p1, center, a, c, s); RotateVector(p2, center, a, c, s); RotateVector(p4, center, a, c, s); out.x = p1.x; out.y = p1.y; out.w = (p2 - p1).Length(); out.h = (p4 - p1).Length(); } idRectangle & operator+=( const idRectangle &a ); idRectangle & operator-=( const idRectangle &a ); idRectangle & operator/=( const idRectangle &a ); idRectangle & operator/=( const float a ); idRectangle & operator*=( const float a ); idRectangle & operator=( const idVec4 v ); int operator==(const idRectangle &a) const; float & operator[]( const int index ); char * String() const; const idVec4& ToVec4() const; }; ID_INLINE const idVec4 &idRectangle::ToVec4() const { return *reinterpret_cast(&x); } ID_INLINE idRectangle &idRectangle::operator+=( const idRectangle &a ) { x += a.x; y += a.y; w += a.w; h += a.h; return *this; } ID_INLINE idRectangle &idRectangle::operator/=( const idRectangle &a ) { x /= a.x; y /= a.y; w /= a.w; h /= a.h; return *this; } ID_INLINE idRectangle &idRectangle::operator/=( const float a ) { float inva = 1.0f / a; x *= inva; y *= inva; w *= inva; h *= inva; return *this; } ID_INLINE idRectangle &idRectangle::operator-=( const idRectangle &a ) { x -= a.x; y -= a.y; w -= a.w; h -= a.h; return *this; } ID_INLINE idRectangle &idRectangle::operator*=( const float a ) { x *= a; y *= a; w *= a; h *= a; return *this; } ID_INLINE idRectangle &idRectangle::operator=( const idVec4 v ) { x = v.x; y = v.y; w = v.z; h = v.w; return *this; } ID_INLINE int idRectangle::operator==( const idRectangle &a ) const { return (x == a.x && y == a.y && w == a.w && a.h); } ID_INLINE float& idRectangle::operator[]( int index ) { return ( &x )[ index ]; } class idRegion { public: idRegion() { }; void Empty() { rects.Clear(); } bool Contains(float xt, float yt) { int c = rects.Num(); for (int i = 0; i < c; i++) { if (rects[i].Contains(xt, yt)) { return true; } } return false; } void AddRect(float x, float y, float w, float h) { rects.Append(idRectangle(x, y, w, h)); } int GetRectCount() { return rects.Num(); } idRectangle *GetRect(int index) { if (index >= 0 && index < rects.Num()) { return &rects[index]; } return NULL; } protected: idList rects; }; #endif