92 lines
4.1 KiB
C
92 lines
4.1 KiB
C
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/*
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** Command & Conquer Generals Zero Hour(tm)
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** Copyright 2025 Electronic Arts Inc.
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**
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** This program 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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**
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** This program 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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**
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** You should have received a copy of the GNU General Public License
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** along with this program. If not, see <http://www.gnu.org/licenses/>.
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*/
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////////////////////////////////////////////////////////////////////////////////
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// //
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// (c) 2001-2003 Electronic Arts Inc. //
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// //
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////////////////////////////////////////////////////////////////////////////////
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// FILE: Line2D.h /////////////////////////////////////////////////////////////////////////////////
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// Author: Colin Day, January 2002
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// Desc: 2D line helping stuff
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///////////////////////////////////////////////////////////////////////////////////////////////////
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#pragma once
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#ifndef __LINE2D_H_
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#define __LINE2D_H_
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typedef std::vector<ICoord2D> Coord2DVector;
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typedef std::vector<ICoord3D> Coord3DVector;
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// PROTOTYPES /////////////////////////////////////////////////////////////////////////////////////
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extern Bool ClipLine2D( ICoord2D *p1, ICoord2D *p2, ICoord2D *c1, ICoord2D *c2,
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IRegion2D *clipRegion );
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///< IntersectLine2D will take two segments delimited by ab and cd and will return whether
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///< they intersect within the length of ab. They will also return the intersection point out
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///< intersection if it is non-NULL.
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extern Bool IntersectLine2D( const Coord2D *a, const Coord2D *b,
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const Coord2D *c, const Coord2D *d,
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Coord2D *intersection = NULL);
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///< PointInsideRect2D will return true iff inputPoint lies iside of the rectangle specified
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///< by bl, tl, br, tr.
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extern Bool PointInsideRect2D( const Coord2D *bl, const Coord2D *tl,
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const Coord2D *br, const Coord2D *tr,
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const Coord2D *inputPoint);
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///< Checks if a point is inside a perfect rectangle (top left and bottom right)
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extern Bool Coord3DInsideRect2D( const Coord3D *inputPoint, const Coord2D *tl, const Coord2D *br );
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///< Scales a rect by a factor either growing or shrinking it.
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extern void ScaleRect2D( Coord2D *tl, Coord2D *br, Real scaleFactor );
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/** PointInsideRect3D will return true iff inputPoint lies iside of the rectangle specified
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by bl, tl, br, tr. It does not actually consider the Z value, it is merely a convenience function
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for calling PointInsideRect2D */
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extern Bool PointInsideRect3D( const Coord3D *bl, const Coord3D *tl,
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const Coord3D *br, const Coord3D *tr,
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const Coord3D *inputPoint);
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///< This function will take the ptToTest and will perform even-odd checking against the area.
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///< If the area is not closed, it will be closed for this check.
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extern Bool PointInsideArea2D( const Coord2D *ptToTest,
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const Coord2D *area,
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Int numPointsInArea);
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///< This function will take the ptToTest and will perform even-odd checking against the area.
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///< The area and the ptToTest will be flattened first, so a 2-D check will be sufficient.
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///< This function is only for convenience so that points do not need to first be flattened.
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extern Bool PointInsideArea2D( const Coord3D *ptToTest,
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const Coord3D *area,
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Int numPointsInArea);
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///< This function will find the shortest distance between the given segment (ab) and the pt.
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///< It will also give the intersection points on the segment (ab) if desired.
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///< outU will return the U value determined. This is a shortcut for panning
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extern void ShortestDistancePointToSegment2D( const Coord2D *a, const Coord2D *b, const Coord2D *pt,
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Real *outDistance, Coord2D *outPosition, Real *outU );
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#endif // __LINE2D_H_
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