/* ** Command & Conquer Generals Zero Hour(tm) ** Copyright 2025 Electronic Arts Inc. ** ** This program 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. ** ** This program 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 this program. If not, see . */ /*********************************************************************************************** *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S *** *********************************************************************************************** * * * Project Name: Command & Conquer * * * * Archive: /Sun/Point.h * * * * Author: Joe_b * * * * Modtime: 2/02/98 10:09a * * * * Revision: 24 * * * *---------------------------------------------------------------------------------------------* * Functions: * * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */ #pragma once #ifndef POINT_H #define POINT_H #include //#include "always.h" //#include "cctypes.h" //#ifdef __cplusplus //extern "C"{ //#endif //#pragma pack(1) typedef struct Point2DStruct { int X; int Y; } Point2DStruct; //#pragma pack() //#ifdef __cplusplus //} //#endif template class TRect; /*********************************************************************************************** ** This class describes a point in 2 dimensional space using arbitrary ** components. The interpretation of which is outside the scope ** of this class. This class is the successor to the old style COORDINATE ** and CELL types but also serves anywhere an X and Y value are treated ** as a logical object (e.g., pixel location). */ template class TPoint2D { public: TPoint2D(void) {} // Default constructor does nothing by design. TPoint2D(T x, T y) : X(x), Y(y) {} // Equality comparison operators. bool operator == (TPoint2D const & rvalue) const {return(X==rvalue.X && Y==rvalue.Y);} bool operator != (TPoint2D const & rvalue) const {return(X!=rvalue.X || Y!=rvalue.Y);} // Addition and subtraction operators. TPoint2D const & operator += (TPoint2D const & rvalue) {X += rvalue.X;Y += rvalue.Y;return(*this);} TPoint2D const & operator -= (TPoint2D const & rvalue) {X -= rvalue.X;Y -= rvalue.Y;return(*this);} TPoint2D const operator - (TPoint2D const & rvalue) const {return(TPoint2D(T(X - rvalue.X), T(Y - rvalue.Y)));} TPoint2D const operator + (TPoint2D const & rvalue) const {return(TPoint2D(T(X + rvalue.X), T(Y + rvalue.Y)));} // Scalar multiplication and division. TPoint2D const operator * (T rvalue) const {return(TPoint2D(T(X * rvalue), T(Y * rvalue)));} TPoint2D const & operator *= (T rvalue) {X *= rvalue; Y *= rvalue;return(*this);} TPoint2D const operator / (T rvalue) const {if (rvalue == T(0)) return(TPoint2D(0,0));return(TPoint2D(T(X / rvalue), T(Y / rvalue)));} TPoint2D const & operator /= (T rvalue) {if (rvalue != T(0)) {X /= rvalue;Y /= rvalue;}return(*this);} // Dot and cross product. TPoint2D const operator * (TPoint2D const & rvalue) const {return(TPoint2D(T(X * rvalue.X), T(Y * rvalue.Y)));} T Dot_Product(TPoint2D const & rvalue) const {return((T(X * rvalue.X + Y * rvalue.Y)));} TPoint2D const Cross_Product(TPoint2D const & rvalue) const {return(TPoint2D(T(Y - rvalue.Y), T(rvalue.X - X)));} // Negation operator -- simple and effective TPoint2D const operator - (void) const {return(TPoint2D(T(-X), T(-Y)));} // Vector support functions. T Length(void) const {return(T(sqrt(double(X*X + Y*Y))));} TPoint2D const Normalize(void) const { double len = sqrt(X*X + Y*Y); if (len != 0.0) { return(TPoint2D((T)(X / len), (T)(Y / len))); } else { return(*this); } } // Find distance between points. T Distance_To(TPoint2D const & point) const {return((*this - point).Length());} public: T X; T Y; }; /*********************************************************************************************** ** This typedef provides an uncluttered type name for use by simple integer points. */ class Point2D : public TPoint2D { public: Point2D(void) {} // Default constructor does nothing by design. Point2D(int x, int y) : TPoint2D(x, y) {} Point2D(Point2DStruct const & rvalue) : TPoint2D(rvalue.X, rvalue.Y) {} Point2D(TPoint2D const & rvalue) : TPoint2D(rvalue) {} operator Point2DStruct (void) const {Point2DStruct pt;pt.X = X;pt.Y = Y;return(pt);} Point2D const & operator += (Point2D const & rvalue) {X += rvalue.X;Y += rvalue.Y;return(*this);} Point2D const & operator -= (Point2D const & rvalue) {X -= rvalue.X;Y -= rvalue.Y;return(*this);} Point2D const operator - (Point2D const & rvalue) const {return(Point2D(int(X - rvalue.X), int(Y - rvalue.Y)));} Point2D const operator + (Point2D const & rvalue) const {return(Point2D(int(X + rvalue.X), int(Y + rvalue.Y)));} }; template T Distance(TPoint2D const & point1, TPoint2D const & point2) { return((point1 - point2).Length()); } template TPoint2D const Cross_Product(TPoint2D const & lvalue, TPoint2D const & rvalue) { return(lvalue.Cross_Product(rvalue)); } /*********************************************************************************************** ** This describes a point in 3 dimensional space using arbitrary ** components. This is the successor to the COORDINATE type for those ** times when height (Z axis) needs to be tracked. ** ** Notice that it is NOT implemented as a virtually derived class. This ** is for efficiency reasons. This class chooses to be smaller and faster at the ** expense of polymorphism. However, since it is publicly derived, inheritance is ** the next best thing. */ template class TPoint3D : public TPoint2D { typedef TPoint2D BASECLASS; public: TPoint3D(void) {} // Default constructor does nothing by design. TPoint3D(T x, T y, T z) : BASECLASS(x, y), Z(z) {} TPoint3D(BASECLASS const & rvalue, T z /*= 0*/) : BASECLASS(rvalue), Z(z) {} // Equality comparison operators. bool operator == (TPoint3D const & rvalue) const {return(X==rvalue.X && Y==rvalue.Y && Z==rvalue.Z);} bool operator != (TPoint3D const & rvalue) const {return(X!=rvalue.X || Y!=rvalue.Y || Z!=rvalue.Z);} // Addition and subtraction operators. TPoint3D const & operator += (TPoint3D const & rvalue) {X += rvalue.X;Y += rvalue.Y;Z += rvalue.Z;return(*this);} TPoint2D const & operator += (TPoint2D const & rvalue) {BASECLASS::operator += (rvalue);return(*this);} TPoint3D const & operator -= (TPoint3D const & rvalue) {X -= rvalue.X;Y -= rvalue.Y;Z -= rvalue.Z;return(*this);} TPoint2D const & operator -= (TPoint2D const & rvalue) {BASECLASS::operator -= (rvalue);return(*this);} TPoint3D const operator - (TPoint3D const & rvalue) const {return(TPoint3D(X - rvalue.X, Y - rvalue.Y, Z - rvalue.Z));} TPoint3D const operator - (TPoint2D const & rvalue) const {return(TPoint3D(X - rvalue.X, Y - rvalue.Y, Z));} TPoint3D const operator + (TPoint3D const & rvalue) const {return(TPoint3D(X + rvalue.X, Y + rvalue.Y, Z + rvalue.Z));} TPoint3D const operator + (TPoint2D const & rvalue) const {return(TPoint3D(X + rvalue.X, Y + rvalue.Y, Z));} // Scalar multiplication and division. TPoint3D const operator * (T rvalue) const {return(TPoint3D(X * rvalue, Y * rvalue, Z * rvalue));} TPoint3D const & operator *= (T rvalue) {X *= rvalue;Y *= rvalue;Z *= rvalue;return(*this);} TPoint3D const operator / (T rvalue) const {if (rvalue == T(0)) return(TPoint3D(0,0,0));return(TPoint3D(X / rvalue, Y / rvalue, Z / rvalue));} TPoint3D const & operator /= (T rvalue) {if (rvalue != T(0)) {X /= rvalue;Y /= rvalue;Z /= rvalue;}return(*this);} // Dot and cross product. TPoint3D const operator * (TPoint3D const & rvalue) const {return(TPoint3D(X * rvalue.X, Y * rvalue.Y, Z * rvalue.Z));} T Dot_Product(TPoint3D const & rvalue) const {return(T(X * rvalue.X + Y * rvalue.Y + Z * rvalue.Z));} TPoint3D const Cross_Product(TPoint3D const & rvalue) const {return TPoint3D(Y * rvalue.Z - Z * rvalue.Y, Z * rvalue.X - X * rvalue.Z, X * rvalue.Y - Y * rvalue.X);} // Negation operator -- simple and effective TPoint3D const operator - (void) const {return(TPoint3D(-X, -Y, -Z));} // Vector support functions. T Length(void) const {return(T(sqrt(double(X*X + Y*Y + Z*Z))));} TPoint3D const Normalize(void) const { double len = sqrt(X*X + Y*Y + Z*Z); if (len != 0.0) { return(TPoint3D((T)(X / len), (T)(Y / len), (T)(Z / len))); } else { return(*this); } } public: /* ** The Z component of this point. */ T Z; }; /*********************************************************************************************** ** This typedef provides a simple uncluttered type name for use by ** integer 3D points. */ typedef TPoint3D Point3D; template TPoint3D const Cross_Product(TPoint3D const & lvalue, TPoint3D const & rvalue) { return(lvalue.Cross_Product(rvalue)); } #endif