mirror of https://github.com/axmolengine/axmol.git
192 lines
4.6 KiB
C++
192 lines
4.6 KiB
C++
/****************************************************************************
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Copyright (c) 2010-2012 cocos2d-x.org
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Copyright (c) 2007 Scott Lembcke
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Copyright (c) 2010 Lam Pham
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http://www.cocos2d-x.org
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Permission is hereby granted, free of charge, to any person obtaining a copy
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of this software and associated documentation files (the "Software"), to deal
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in the Software without restriction, including without limitation the rights
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to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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copies of the Software, and to permit persons to whom the Software is
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furnished to do so, subject to the following conditions:
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The above copyright notice and this permission notice shall be included in
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all copies or substantial portions of the Software.
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THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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THE SOFTWARE.
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****************************************************************************/
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#include "CCPointExtension.h"
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#include "ccMacros.h" // FLT_EPSILON
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#include <stdio.h>
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NS_CC_BEGIN
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#define kPointEpsilon FLT_EPSILON
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float
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ccpLength(const Point& v)
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{
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return v.getLength();
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}
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float
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ccpDistance(const Point& v1, const Point& v2)
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{
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return (v1 - v2).getLength();
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}
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Point
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ccpNormalize(const Point& v)
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{
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return v.normalize();
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}
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Point
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ccpForAngle(const float a)
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{
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return Point::forAngle(a);
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}
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float
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ccpToAngle(const Point& v)
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{
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return v.getAngle();
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}
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Point ccpLerp(const Point& a, const Point& b, float alpha)
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{
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return a.lerp(b, alpha);
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}
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float clampf(float value, float min_inclusive, float max_inclusive)
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{
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if (min_inclusive > max_inclusive) {
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CC_SWAP(min_inclusive, max_inclusive, float);
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}
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return value < min_inclusive ? min_inclusive : value < max_inclusive? value : max_inclusive;
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}
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Point ccpClamp(const Point& p, const Point& min_inclusive, const Point& max_inclusive)
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{
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return ccp(clampf(p.x,min_inclusive.x,max_inclusive.x), clampf(p.y, min_inclusive.y, max_inclusive.y));
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}
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Point ccpFromSize(const Size& s)
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{
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return Point(s);
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}
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Point ccpCompOp(const Point& p, float (*opFunc)(float))
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{
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return ccp(opFunc(p.x), opFunc(p.y));
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}
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bool ccpFuzzyEqual(const Point& a, const Point& b, float var)
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{
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return a.fuzzyEquals(b, var);
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}
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Point ccpCompMult(const Point& a, const Point& b)
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{
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return ccp(a.x * b.x, a.y * b.y);
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}
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float ccpAngleSigned(const Point& a, const Point& b)
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{
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return a.getAngle(b);
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}
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Point ccpRotateByAngle(const Point& v, const Point& pivot, float angle)
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{
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return v.rotateByAngle(pivot, angle);
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}
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bool ccpSegmentIntersect(const Point& A, const Point& B, const Point& C, const Point& D)
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{
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float S, T;
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if( ccpLineIntersect(A, B, C, D, &S, &T )
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&& (S >= 0.0f && S <= 1.0f && T >= 0.0f && T <= 1.0f) )
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return true;
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return false;
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}
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Point ccpIntersectPoint(const Point& A, const Point& B, const Point& C, const Point& D)
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{
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float S, T;
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if( ccpLineIntersect(A, B, C, D, &S, &T) )
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{
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// Point of intersection
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Point P;
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P.x = A.x + S * (B.x - A.x);
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P.y = A.y + S * (B.y - A.y);
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return P;
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}
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return PointZero;
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}
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bool ccpLineIntersect(const Point& A, const Point& B,
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const Point& C, const Point& D,
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float *S, float *T)
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{
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// FAIL: Line undefined
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if ( (A.x==B.x && A.y==B.y) || (C.x==D.x && C.y==D.y) )
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{
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return false;
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}
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const float BAx = B.x - A.x;
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const float BAy = B.y - A.y;
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const float DCx = D.x - C.x;
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const float DCy = D.y - C.y;
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const float ACx = A.x - C.x;
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const float ACy = A.y - C.y;
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const float denom = DCy*BAx - DCx*BAy;
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*S = DCx*ACy - DCy*ACx;
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*T = BAx*ACy - BAy*ACx;
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if (denom == 0)
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{
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if (*S == 0 || *T == 0)
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{
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// Lines incident
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return true;
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}
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// Lines parallel and not incident
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return false;
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}
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*S = *S / denom;
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*T = *T / denom;
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// Point of intersection
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// CGPoint P;
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// P.x = A.x + *S * (B.x - A.x);
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// P.y = A.y + *S * (B.y - A.y);
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return true;
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}
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float ccpAngle(const Point& a, const Point& b)
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{
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float angle = acosf(ccpDot(ccpNormalize(a), ccpNormalize(b)));
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if( fabs(angle) < kPointEpsilon ) return 0.f;
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return angle;
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}
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NS_CC_END
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