mirror of https://github.com/axmolengine/axmol.git
169 lines
4.3 KiB
C++
169 lines
4.3 KiB
C++
/****************************************************************************
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Copyright (c) 2010 cocos2d-x.org
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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 "CGPointExtension.h"
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#include "ccMacros.h" // FLT_EPSILON
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#include <stdio.h>
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namespace cocos2d {
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#define kCGPointEpsilon FLT_EPSILON
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CGFloat
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ccpLength(const CGPoint v)
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{
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return sqrtf(ccpLengthSQ(v));
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}
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CGFloat
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ccpDistance(const CGPoint v1, const CGPoint v2)
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{
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return ccpLength(ccpSub(v1, v2));
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}
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CGPoint
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ccpNormalize(const CGPoint v)
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{
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return ccpMult(v, 1.0f/ccpLength(v));
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}
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CGPoint
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ccpForAngle(const CGFloat a)
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{
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return ccp(cosf(a), sinf(a));
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}
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CGFloat
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ccpToAngle(const CGPoint v)
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{
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return atan2f(v.y, v.x);
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}
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CGPoint ccpLerp(CGPoint a, CGPoint b, float alpha)
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{
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return ccpAdd(ccpMult(a, 1.f - alpha), ccpMult(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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float ftmp;
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ftmp = min_inclusive;
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min_inclusive = max_inclusive;
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max_inclusive = min_inclusive;
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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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CGPoint ccpClamp(CGPoint p, CGPoint min_inclusive, CGPoint 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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CGPoint ccpFromSize(CGSize s)
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{
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return ccp(s.width, s.height);
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}
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CGPoint ccpCompOp(CGPoint p, float (*opFunc)(float)){
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return ccp(opFunc(p.x), opFunc(p.y));
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}
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bool ccpFuzzyEqual(CGPoint a, CGPoint b, float var)
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{
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if(a.x - var <= b.x && b.x <= a.x + var)
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if(a.y - var <= b.y && b.y <= a.y + var)
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return true;
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return false;
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}
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CGPoint ccpCompMult(CGPoint a, CGPoint 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(CGPoint a, CGPoint b)
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{
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CGPoint a2 = ccpNormalize(a); CGPoint b2 = ccpNormalize(b);
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float angle = atan2f(a2.x * b2.y - a2.y * b2.x, ccpDot(a2, b2));
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if( fabs(angle) < kCGPointEpsilon ) return 0.f;
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return angle;
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}
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CGPoint ccpRotateByAngle(CGPoint v, CGPoint pivot, float angle) {
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CGPoint r = ccpSub(v, pivot);
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float t = r.x;
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float cosa = cosf(angle), sina = sinf(angle);
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r.x = t*cosa - r.y*sina;
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r.y = t*sina + r.y*cosa;
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r = ccpAdd(r, pivot);
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return r;
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}
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bool ccpLineIntersect(CGPoint p1, CGPoint p2,
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CGPoint p3, CGPoint p4,
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float *s, float *t){
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CGPoint p13, p43, p21;
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float d1343, d4321, d1321, d4343, d2121;
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float numer, denom;
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p13 = ccpSub(p1, p3);
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p43 = ccpSub(p4, p3);
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//Roughly equal to zero but with an epsilon deviation for float
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//correction
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if (ccpFuzzyEqual(p43, CGPointZero, kCGPointEpsilon))
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return false;
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p21 = ccpSub(p2, p1);
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//Roughly equal to zero
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if (ccpFuzzyEqual(p21,CGPointZero, kCGPointEpsilon))
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return false;
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d1343 = ccpDot(p13, p43);
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d4321 = ccpDot(p43, p21);
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d1321 = ccpDot(p13, p21);
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d4343 = ccpDot(p43, p43);
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d2121 = ccpDot(p21, p21);
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denom = d2121 * d4343 - d4321 * d4321;
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if (fabs(denom) < kCGPointEpsilon)
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return false;
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numer = d1343 * d4321 - d1321 * d4343;
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*s = numer / denom;
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*t = (d1343 + d4321 *(*s)) / d4343;
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return true;
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}
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float ccpAngle(CGPoint a, CGPoint b)
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{
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float angle = acosf(ccpDot(ccpNormalize(a), ccpNormalize(b)));
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if( fabs(angle) < kCGPointEpsilon ) return 0.f;
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return angle;
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}
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}//namespace cocos2d
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