mirror of https://github.com/axmolengine/axmol.git
585 lines
14 KiB
C++
585 lines
14 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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#ifndef __CCGEMETRY_H__
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#define __CCGEMETRY_H__
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#include <math.h>
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#include <functional>
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#include "CCPlatformMacros.h"
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#include "CCObject.h"
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#include "ccMacros.h"
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NS_CC_BEGIN
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/** Clamp a value between from and to.
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@since v0.99.1
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*/
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inline 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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/**
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* @addtogroup data_structures
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* @{
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*/
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// for Point assignement operator and copy constructor
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class CC_DLL Size;
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class CC_DLL Point
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{
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public:
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float x;
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float y;
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public:
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/**
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* @js NA
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*/
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Point();
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/**
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* @js NA
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*/
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Point(float x, float y);
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/**
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* @js NA
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* @lua NA
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*/
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Point(const Point& other);
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/**
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* @js NA
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* @lua NA
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*/
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explicit Point(const Size& size);
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/**
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* @js NA
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* @lua NA
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*/
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Point& operator= (const Point& other);
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/**
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* @js NA
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* @lua NA
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*/
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Point& operator= (const Size& size);
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/**
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* @js NA
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* @lua NA
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*/
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Point operator+(const Point& right) const;
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/**
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* @js NA
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* @lua NA
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*/
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Point& operator+=(const Point& right);
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/**
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* @js NA
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* @lua NA
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*/
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Point operator-(const Point& right) const;
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/**
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* @js NA
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* @lua NA
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*/
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Point& operator-=(const Point& right);
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/**
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* @js NA
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* @lua NA
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*/
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Point operator-() const;
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/**
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* @js NA
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* @lua NA
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*/
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bool operator==(const Point& right);
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/**
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* @js NA
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* @lua NA
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*/
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bool operator!=(const Point& right);
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/**
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* @js NA
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* @lua NA
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*/
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Point operator*(float a) const;
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/**
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* @js NA
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* @lua NA
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*/
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Point operator/(float a) const;
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/**
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* @js NA
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* @lua NA
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*/
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void setPoint(float x, float y);
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/**
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* @js NA
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*/
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bool equals(const Point& target) const;
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/** @returns if points have fuzzy equality which means equal with some degree of variance.
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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bool fuzzyEquals(const Point& target, float variance) const;
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/** Calculates distance between point an origin
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@return float
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float getLength() const {
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return sqrtf(x*x + y*y);
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};
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/** Calculates the square length of a Point (not calling sqrt() )
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@return float
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float getLengthSq() const {
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return dot(*this); //x*x + y*y;
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};
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/** Calculates the square distance between two points (not calling sqrt() )
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@return float
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float getDistanceSq(const Point& other) const {
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return (*this - other).getLengthSq();
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};
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/** Calculates the distance between two points
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@return float
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float getDistance(const Point& other) const {
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return (*this - other).getLength();
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};
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/** @returns the angle in radians between this vector and the x axis
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float getAngle() const {
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return atan2f(y, x);
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};
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/** @returns the angle in radians between two vector directions
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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float getAngle(const Point& other) const;
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/** Calculates dot product of two points.
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@return float
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float dot(const Point& other) const {
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return x*other.x + y*other.y;
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};
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/** Calculates cross product of two points.
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@return float
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline float cross(const Point& other) const {
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return x*other.y - y*other.x;
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};
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/** Calculates perpendicular of v, rotated 90 degrees counter-clockwise -- cross(v, perp(v)) >= 0
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@return Point
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point getPerp() const {
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return Point(-y, x);
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};
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/** Calculates midpoint between two points.
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@return Point
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@since v3.0
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* @js NA
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* @lua NA
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*/
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inline Point getMidpoint(const Point& other) const
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{
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return Point((x + other.x) / 2.0f, (y + other.y) / 2.0f);
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}
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/** Clamp a point between from and to.
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@since v3.0
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* @js NA
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* @lua NA
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*/
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inline Point getClampPoint(const Point& min_inclusive, const Point& max_inclusive) const
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{
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return Point(clampf(x,min_inclusive.x,max_inclusive.x), clampf(y, min_inclusive.y, max_inclusive.y));
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}
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/** Run a math operation function on each point component
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* absf, fllorf, ceilf, roundf
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* any function that has the signature: float func(float);
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* For example: let's try to take the floor of x,y
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* p.compOp(floorf);
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@since v3.0
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* @js NA
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* @lua NA
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*/
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inline Point compOp(std::function<float(float)> function) const
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{
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return Point(function(x), function(y));
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}
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/** Calculates perpendicular of v, rotated 90 degrees clockwise -- cross(v, rperp(v)) <= 0
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@return Point
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point getRPerp() const {
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return Point(y, -x);
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};
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/** Calculates the projection of this over other.
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@return Point
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point project(const Point& other) const {
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return other * (dot(other)/other.dot(other));
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};
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/** Complex multiplication of two points ("rotates" two points).
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@return Point vector with an angle of this.getAngle() + other.getAngle(),
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and a length of this.getLength() * other.getLength().
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point rotate(const Point& other) const {
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return Point(x*other.x - y*other.y, x*other.y + y*other.x);
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};
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/** Unrotates two points.
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@return Point vector with an angle of this.getAngle() - other.getAngle(),
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and a length of this.getLength() * other.getLength().
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point unrotate(const Point& other) const {
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return Point(x*other.x + y*other.y, y*other.x - x*other.y);
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};
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/** Returns point multiplied to a length of 1.
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* If the point is 0, it returns (1, 0)
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@return Point
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point normalize() const {
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float length = getLength();
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if(length == 0.) return Point(1.f, 0);
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return *this / getLength();
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};
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/** Linear Interpolation between two points a and b
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@returns
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alpha == 0 ? a
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alpha == 1 ? b
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otherwise a value between a..b
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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inline Point lerp(const Point& other, float alpha) const {
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return *this * (1.f - alpha) + other * alpha;
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};
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/** Rotates a point counter clockwise by the angle around a pivot
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@param pivot is the pivot, naturally
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@param angle is the angle of rotation ccw in radians
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@returns the rotated point
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@since v2.1.4
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* @js NA
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* @lua NA
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*/
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Point rotateByAngle(const Point& pivot, float angle) const;
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/**
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* @js NA
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* @lua NA
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*/
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static inline Point forAngle(const float a)
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{
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return Point(cosf(a), sinf(a));
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}
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/** A general line-line intersection test
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@param A the startpoint for the first line L1 = (A - B)
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@param B the endpoint for the first line L1 = (A - B)
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@param C the startpoint for the second line L2 = (C - D)
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@param D the endpoint for the second line L2 = (C - D)
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@param S the range for a hitpoint in L1 (p = A + S*(B - A))
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@param T the range for a hitpoint in L2 (p = C + T*(D - C))
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@returns whether these two lines interects.
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Note that to truly test intersection for segments we have to make
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sure that S & T lie within [0..1] and for rays, make sure S & T > 0
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the hit point is C + T * (D - C);
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the hit point also is A + S * (B - A);
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@since 3.0
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* @js NA
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* @lua NA
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*/
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static bool isLineIntersect(const Point& A, const Point& B,
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const Point& C, const Point& D,
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float *S = nullptr, float *T = nullptr);
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/**
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returns true if Line A-B overlap with segment C-D
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@since v3.0
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* @js NA
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* @lua NA
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*/
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static bool isLineOverlap(const Point& A, const Point& B,
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const Point& C, const Point& D);
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/**
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returns true if Line A-B parallel with segment C-D
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@since v3.0
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* @js NA
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* @lua NA
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*/
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static bool isLineParallel(const Point& A, const Point& B,
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const Point& C, const Point& D);
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/**
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returns true if Segment A-B overlap with segment C-D
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@since v3.0
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* @js NA
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* @lua NA
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*/
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static bool isSegmentOverlap(const Point& A, const Point& B,
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const Point& C, const Point& D,
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Point* S = nullptr, Point* E = nullptr);
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/**
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returns true if Segment A-B intersects with segment C-D
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@since v3.0
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* @js NA
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* @lua NA
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*/
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static bool isSegmentIntersect(const Point& A, const Point& B, const Point& C, const Point& D);
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/**
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returns the intersection point of line A-B, C-D
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@since v3.0
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* @js NA
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* @lua NA
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*/
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static Point getIntersectPoint(const Point& A, const Point& B, const Point& C, const Point& D);
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static const Point ZERO;
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private:
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// returns true if segment A-B intersects with segment C-D. S->E is the ovderlap part
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static bool isOneDemensionSegmentOverlap(float A, float B, float C, float D, float *S, float * E);
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// cross procuct of 2 vector. A->B X C->D
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static float crossProduct2Vector(const Point& A, const Point& B, const Point& C, const Point& D) { return (D.y - C.y) * (B.x - A.x) - (D.x - C.x) * (B.y - A.y); }
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};
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class CC_DLL Size
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{
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public:
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float width;
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float height;
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public:
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/**
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* @js NA
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*/
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Size();
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/**
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* @js NA
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*/
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Size(float width, float height);
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/**
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* @js NA
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* @lua NA
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*/
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Size(const Size& other);
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/**
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* @js NA
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* @lua NA
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*/
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explicit Size(const Point& point);
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/**
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* @js NA
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* @lua NA
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*/
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Size& operator= (const Size& other);
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/**
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* @js NA
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* @lua NA
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*/
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Size& operator= (const Point& point);
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/**
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* @js NA
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* @lua NA
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*/
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Size operator+(const Size& right) const;
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/**
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* @js NA
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* @lua NA
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*/
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Size operator-(const Size& right) const;
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/**
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* @js NA
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* @lua NA
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*/
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Size operator*(float a) const;
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/**
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* @js NA
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* @lua NA
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*/
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Size operator/(float a) const;
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/**
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* @js NA
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* @lua NA
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*/
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void setSize(float width, float height);
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/**
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* @js NA
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*/
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bool equals(const Size& target) const;
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static const Size ZERO;
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};
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class CC_DLL Rect
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{
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public:
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Point origin;
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Size size;
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public:
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/**
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* @js NA
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*/
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Rect();
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/**
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* @js NA
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*/
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Rect(float x, float y, float width, float height);
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/**
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* @js NA
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* @lua NA
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*/
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Rect(const Rect& other);
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/**
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* @js NA
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* @lua NA
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*/
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Rect& operator= (const Rect& other);
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/**
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* @js NA
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* @lua NA
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*/
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void setRect(float x, float y, float width, float height);
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/**
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* @js NA
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*/
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float getMinX() const; /// return the leftmost x-value of current rect
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/**
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* @js NA
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*/
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float getMidX() const; /// return the midpoint x-value of current rect
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/**
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* @js NA
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*/
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float getMaxX() const; /// return the rightmost x-value of current rect
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/**
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* @js NA
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*/
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float getMinY() const; /// return the bottommost y-value of current rect
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/**
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* @js NA
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*/
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float getMidY() const; /// return the midpoint y-value of current rect
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/**
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* @js NA
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*/
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float getMaxY() const; /// return the topmost y-value of current rect
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/**
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* @js NA
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*/
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bool equals(const Rect& rect) const;
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/**
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* @js NA
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*/
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bool containsPoint(const Point& point) const;
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/**
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* @js NA
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*/
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bool intersectsRect(const Rect& rect) const;
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/**
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* @js NA
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* @lua NA
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*/
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Rect unionWithRect(const Rect & rect) const;
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static const Rect ZERO;
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};
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// end of data_structure group
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/// @}
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NS_CC_END
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#endif // __CCGEMETRY_H__
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