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Point and Rect now reside in library
This commit is contained in:
parent
e0842d416c
commit
9a30484183
@ -1,4 +1,5 @@
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/*
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*
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* Geometries.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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@ -7,32 +8,29 @@
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Geometries.h"
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#include "../CMT.h"
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#include <SDL_rect.h>
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#include <SDL_events.h>
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#include "../../lib/int3.h"
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Point::Point(const int3 &a)
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:x(a.x),y(a.y)
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{}
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Point::Point(const SDL_MouseMotionEvent &a)
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:x(a.x),y(a.y)
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{}
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Rect Rect::createCentered( int w, int h )
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Rect Geometry::fromSDL(const SDL_Rect & rect)
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{
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return Rect(screen->w/2 - w/2, screen->h/2 - h/2, w, h);
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return Rect(Point(rect.x, rect.y), Point(rect.w, rect.h));
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}
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Rect Rect::around(const Rect &r, int width)
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SDL_Rect Geometry::toSDL(const Rect & rect)
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{
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return Rect(r.x - width, r.y - width, r.w + width * 2, r.h + width * 2);
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SDL_Rect result;
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result.x = rect.x;
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result.y = rect.y;
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result.w = rect.w;
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result.h = rect.h;
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return result;
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}
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Rect Rect::centerIn(const Rect &r)
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Point Geometry::fromSDL(const SDL_MouseMotionEvent & motion)
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{
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return Rect(r.x + (r.w - w) / 2, r.y + (r.h - h) / 2, w, h);
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return { motion.x, motion.y };
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}
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@ -9,241 +9,34 @@
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*/
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#pragma once
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#include <SDL2/SDL_rect.h>
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enum class ETextAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
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struct SDL_MouseMotionEvent;
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struct SDL_Rect;
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#include "../../lib/Point.h"
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#include "../../lib/Rect.h"
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VCMI_LIB_NAMESPACE_BEGIN
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class int3;
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VCMI_LIB_NAMESPACE_END
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// A point with x/y coordinate, used mostly for graphic rendering
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struct Point
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#ifdef VCMI_LIB_NAMESPACE
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using VCMI_LIB_WRAP_NAMESPACE(Rect);
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using VCMI_LIB_WRAP_NAMESPACE(Point);
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#endif
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enum class ETextAlignment {TOPLEFT, CENTER, BOTTOMRIGHT};
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namespace Geometry
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{
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int x, y;
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//constructors
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Point()
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{
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x = y = 0;
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};
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/// creates Point using provided event
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Point fromSDL(const SDL_MouseMotionEvent & motion);
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Point(int X, int Y)
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:x(X),y(Y)
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{};
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/// creates Rect using provided rect
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Rect fromSDL(const SDL_Rect & rect);
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Point(const int3 &a);
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/// creates SDL_Rect using provided rect
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SDL_Rect toSDL(const Rect & rect);
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explicit Point(const SDL_MouseMotionEvent &a);
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}
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template<typename T>
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Point operator+(const T &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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template<typename T>
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Point operator/(const T &div) const
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{
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return Point(x/div, y/div);
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}
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template<typename T>
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Point operator*(const T &mul) const
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{
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return Point(x*mul, y*mul);
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}
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template<typename T>
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Point& operator+=(const T &b)
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{
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x += b.x;
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y += b.y;
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return *this;
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}
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template<typename T>
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Point operator-(const T &b) const
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{
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return Point(x - b.x, y - b.y);
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}
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template<typename T>
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Point& operator-=(const T &b)
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{
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x -= b.x;
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y -= b.y;
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return *this;
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}
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template<typename T> Point& operator=(const T &t)
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{
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x = t.x;
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y = t.y;
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return *this;
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}
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template<typename T> bool operator==(const T &t) const
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{
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return x == t.x && y == t.y;
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}
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template<typename T> bool operator!=(const T &t) const
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{
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return !(*this == t);
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}
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};
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/// Rectangle class, which have a position and a size
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struct Rect : public SDL_Rect
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{
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Rect()
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{
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x = y = w = h = -1;
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}
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Rect(int X, int Y, int W, int H)
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{
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x = X;
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y = Y;
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w = W;
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h = H;
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}
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Rect(const Point & position, const Point & size)
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{
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x = position.x;
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y = position.y;
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w = size.x;
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h = size.y;
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}
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Rect(const SDL_Rect & r)
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{
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x = r.x;
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y = r.y;
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w = r.w;
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h = r.h;
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}
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Rect(const Rect& r) = default;
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Rect centerIn(const Rect &r);
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static Rect createCentered(int w, int h);
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static Rect around(const Rect &r, int width = 1);
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bool isIn(int qx, int qy) const
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{
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if (qx > x && qx<x+w && qy>y && qy<y+h)
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return true;
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return false;
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}
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bool isIn(const Point & q) const
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{
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return isIn(q.x,q.y);
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}
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Point topLeft() const
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{
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return Point(x,y);
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}
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Point topRight() const
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{
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return Point(x+w,y);
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}
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Point bottomLeft() const
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{
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return Point(x,y+h);
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}
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Point bottomRight() const
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{
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return Point(x+w,y+h);
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}
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Point center() const
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{
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return Point(x+w/2,y+h/2);
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}
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Point dimensions() const
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{
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return Point(w,h);
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}
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void moveTo(const Point & dest)
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{
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x = dest.x;
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y = dest.y;
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}
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Rect operator+(const Point &p) const
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{
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return Rect(x+p.x,y+p.y,w,h);
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}
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Rect& operator=(const Rect &p)
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{
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x = p.x;
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y = p.y;
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w = p.w;
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h = p.h;
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return *this;
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}
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Rect& operator+=(const Point &p)
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{
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x += p.x;
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y += p.y;
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return *this;
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}
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Rect& operator-=(const Point &p)
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{
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x -= p.x;
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y -= p.y;
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return *this;
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}
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Rect operator&(const Rect &p) const //rect intersection
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{
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bool intersect = true;
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if(p.topLeft().y < y && p.bottomLeft().y < y) //rect p is above *this
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{
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intersect = false;
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}
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else if(p.topLeft().y > y+h && p.bottomLeft().y > y+h) //rect p is below *this
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{
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intersect = false;
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}
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else if(p.topLeft().x > x+w && p.topRight().x > x+w) //rect p is on the right hand side of this
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{
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intersect = false;
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}
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else if(p.topLeft().x < x && p.topRight().x < x) //rect p is on the left hand side of this
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{
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intersect = false;
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}
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if(intersect)
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{
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Rect ret;
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ret.x = std::max(this->x, p.x);
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ret.y = std::max(this->y, p.y);
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Point bR; //bottomRight point of returned rect
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bR.x = std::min(this->w+this->x, p.w+p.x);
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bR.y = std::min(this->h+this->y, p.h+p.y);
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ret.w = bR.x - ret.x;
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ret.h = bR.y - ret.y;
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return ret;
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}
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else
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{
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return Rect();
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}
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}
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Rect operator|(const Rect &p) const //union of two rects
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{
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Rect ret;
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ret.x = std::min(p.x, this->x);
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ret.y = std::min(p.y, this->y);
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int x2 = std::max(p.x+p.w, this->x+this->w);
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int y2 = std::max(p.y+p.h, this->y+this->h);
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ret.w = x2 -ret.x;
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ret.h = y2 -ret.y;
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return ret;
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}
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};
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@ -442,6 +442,9 @@ macro(add_main_lib TARGET_NAME LIBRARY_TYPE)
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${MAIN_LIB_DIR}/NetPacksLobby.h
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${MAIN_LIB_DIR}/ObstacleHandler.h
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${MAIN_LIB_DIR}/PathfinderUtil.h
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${MAIN_LIB_DIR}/Point.h
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${MAIN_LIB_DIR}/Rect.h
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${MAIN_LIB_DIR}/Rect.cpp
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${MAIN_LIB_DIR}/ResourceSet.h
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${MAIN_LIB_DIR}/RiverHandler.h
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${MAIN_LIB_DIR}/RoadHandler.h
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96
lib/Point.h
Normal file
96
lib/Point.h
Normal file
@ -0,0 +1,96 @@
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/*
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* Geometries.h, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#pragma once
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VCMI_LIB_NAMESPACE_BEGIN
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class int3;
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// A point with x/y coordinate, used mostly for graphic rendering
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class Point
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{
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public:
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int x, y;
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//constructors
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Point()
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{
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x = y = 0;
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};
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Point(int X, int Y)
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:x(X),y(Y)
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{};
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Point(const int3 &a);
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template<typename T>
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Point operator+(const T &b) const
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{
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return Point(x+b.x,y+b.y);
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}
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template<typename T>
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Point operator/(const T &div) const
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{
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return Point(x/div, y/div);
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}
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template<typename T>
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Point operator*(const T &mul) const
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{
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return Point(x*mul, y*mul);
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}
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template<typename T>
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Point& operator+=(const T &b)
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{
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x += b.x;
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y += b.y;
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return *this;
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}
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template<typename T>
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Point operator-(const T &b) const
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{
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return Point(x - b.x, y - b.y);
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}
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template<typename T>
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Point& operator-=(const T &b)
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{
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x -= b.x;
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y -= b.y;
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return *this;
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}
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template<typename T> Point& operator=(const T &t)
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{
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x = t.x;
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y = t.y;
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return *this;
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}
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template<typename T> bool operator==(const T &t) const
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{
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return x == t.x && y == t.y;
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}
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template<typename T> bool operator!=(const T &t) const
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{
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return !(*this == t);
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}
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template <typename Handler>
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void serialize(Handler &h, const int version)
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{
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h & x;
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h & y;
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}
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};
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VCMI_LIB_NAMESPACE_END
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133
lib/Rect.cpp
Normal file
133
lib/Rect.cpp
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@ -0,0 +1,133 @@
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/*
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* ResourceSet.cpp, part of VCMI engine
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*
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* Authors: listed in file AUTHORS in main folder
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*
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* License: GNU General Public License v2.0 or later
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* Full text of license available in license.txt file, in main folder
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*
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*/
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#include "StdInc.h"
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#include "Rect.h"
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VCMI_LIB_NAMESPACE_BEGIN
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/// Returns rect union - rect that covers both this rect and provided rect
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Rect Rect::include(const Rect & other) const
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{
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Point topLeft{
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std::min(this->topLeft().x, other.topLeft().x),
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std::min(this->topLeft().y, other.topLeft().y)
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};
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Point bottomRight{
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std::max(this->bottomRight().x, other.bottomRight().x),
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std::max(this->bottomRight().y, other.bottomRight().y)
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};
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return Rect(topLeft, bottomRight - topLeft);
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}
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Rect Rect::createCentered( const Point & around, const Point & dimensions )
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{
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return Rect(around - dimensions/2, dimensions);
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}
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Rect Rect::createAround(const Rect &r, int width)
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{
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return Rect(r.x - width, r.y - width, r.w + width * 2, r.h + width * 2);
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}
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Rect Rect::createCentered( const Rect & rect, const Point & dimensions)
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{
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return createCentered(rect.center(), dimensions);
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}
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bool Rect::intersectionTest(const Rect & other) const
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{
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// this rect is above other rect
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if(this->bottomLeft().y < other.topLeft().y)
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return false;
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// this rect is below other rect
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if(this->topLeft().y > other.bottomLeft().y )
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return false;
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// this rect is to the left of other rect
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if(this->topRight().x < other.topLeft().x)
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return false;
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// this rect is to the right of other rect
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if(this->topLeft().x > other.topRight().x)
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return false;
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return true;
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}
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/// Algorithm to test whether line segment between points line1-line2 will intersect with
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/// rectangle specified by top-left and bottom-right points
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/// Note that in order to avoid floating point rounding errors algorithm uses integers with no divisions
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bool Rect::intersectionTest(const Point & line1, const Point & line2) const
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{
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// check whether segment is located to the left of our rect
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if (line1.x < topLeft().x && line2.x < topLeft().x)
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return false;
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// check whether segment is located to the right of our rect
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if (line1.x > bottomRight().x && line2.x > bottomRight().x)
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return false;
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// check whether segment is located on top of our rect
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if (line1.y < topLeft().y && line2.y < topLeft().y)
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return false;
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// check whether segment is located below of our rect
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if (line1.y > bottomRight().y && line2.y > bottomRight().y)
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return false;
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Point vector { line2.x - line1.x, line2.y - line1.y};
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// compute position of corners relative to our line
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int tlTest = vector.y*topLeft().x - vector.x*topLeft().y + (line2.x*line1.y-line1.x*line2.y);
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int trTest = vector.y*bottomRight().x - vector.x*topLeft().y + (line2.x*line1.y-line1.x*line2.y);
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int blTest = vector.y*topLeft().x - vector.x*bottomRight().y + (line2.x*line1.y-line1.x*line2.y);
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int brTest = vector.y*bottomRight().x - vector.x*bottomRight().y + (line2.x*line1.y-line1.x*line2.y);
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// if all points are on the left of our line then there is no intersection
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if ( tlTest > 0 && trTest > 0 && blTest > 0 && brTest > 0 )
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return false;
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// if all points are on the right of our line then there is no intersection
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if ( tlTest < 0 && trTest < 0 && blTest < 0 && brTest < 0 )
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return false;
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||||
|
||||
// if all previous checks failed, this means that there is an intersection between line and AABB
|
||||
return true;
|
||||
}
|
||||
|
||||
|
||||
Rect Rect::intersect(const Rect & other) const
|
||||
{
|
||||
if(intersectionTest(other))
|
||||
{
|
||||
Point topLeft{
|
||||
std::max(this->topLeft().x, other.topLeft().x),
|
||||
std::max(this->topLeft().y, other.topLeft().y)
|
||||
};
|
||||
|
||||
Point bottomRight{
|
||||
std::min(this->bottomRight().x, other.bottomRight().x),
|
||||
std::min(this->bottomRight().y, other.bottomRight().y)
|
||||
};
|
||||
|
||||
return Rect(topLeft, bottomRight - topLeft);
|
||||
}
|
||||
else
|
||||
{
|
||||
return Rect();
|
||||
}
|
||||
}
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
155
lib/Rect.h
Normal file
155
lib/Rect.h
Normal file
@ -0,0 +1,155 @@
|
||||
/*
|
||||
* Geometries.h, part of VCMI engine
|
||||
*
|
||||
* Authors: listed in file AUTHORS in main folder
|
||||
*
|
||||
* License: GNU General Public License v2.0 or later
|
||||
* Full text of license available in license.txt file, in main folder
|
||||
*
|
||||
*/
|
||||
#pragma once
|
||||
|
||||
#include "Point.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
/// Rectangle class, which have a position and a size
|
||||
class Rect
|
||||
{
|
||||
public:
|
||||
int x;
|
||||
int y;
|
||||
int w;
|
||||
int h;
|
||||
|
||||
Rect()
|
||||
{
|
||||
x = y = w = h = -1;
|
||||
}
|
||||
Rect(int X, int Y, int W, int H)
|
||||
{
|
||||
x = X;
|
||||
y = Y;
|
||||
w = W;
|
||||
h = H;
|
||||
}
|
||||
Rect(const Point & position, const Point & size)
|
||||
{
|
||||
x = position.x;
|
||||
y = position.y;
|
||||
w = size.x;
|
||||
h = size.y;
|
||||
}
|
||||
Rect(const Rect& r) = default;
|
||||
|
||||
DLL_LINKAGE static Rect createCentered( const Point & around, const Point & size );
|
||||
DLL_LINKAGE static Rect createCentered( const Rect & target, const Point & size );
|
||||
DLL_LINKAGE static Rect createAround(const Rect &r, int borderWidth);
|
||||
|
||||
bool isIn(int qx, int qy) const
|
||||
{
|
||||
if (qx > x && qx<x+w && qy>y && qy<y+h)
|
||||
return true;
|
||||
return false;
|
||||
}
|
||||
bool isIn(const Point & q) const
|
||||
{
|
||||
return isIn(q.x,q.y);
|
||||
}
|
||||
int top() const
|
||||
{
|
||||
return y;
|
||||
}
|
||||
int bottom() const
|
||||
{
|
||||
return y+h;
|
||||
}
|
||||
int left() const
|
||||
{
|
||||
return x;
|
||||
}
|
||||
int right() const
|
||||
{
|
||||
return x+w;
|
||||
}
|
||||
|
||||
Point topLeft() const
|
||||
{
|
||||
return Point(x,y);
|
||||
}
|
||||
Point topRight() const
|
||||
{
|
||||
return Point(x+w,y);
|
||||
}
|
||||
Point bottomLeft() const
|
||||
{
|
||||
return Point(x,y+h);
|
||||
}
|
||||
Point bottomRight() const
|
||||
{
|
||||
return Point(x+w,y+h);
|
||||
}
|
||||
Point center() const
|
||||
{
|
||||
return Point(x+w/2,y+h/2);
|
||||
}
|
||||
Point dimensions() const
|
||||
{
|
||||
return Point(w,h);
|
||||
}
|
||||
|
||||
void moveTo(const Point & dest)
|
||||
{
|
||||
x = dest.x;
|
||||
y = dest.y;
|
||||
}
|
||||
|
||||
Rect operator+(const Point &p) const
|
||||
{
|
||||
return Rect(x+p.x,y+p.y,w,h);
|
||||
}
|
||||
|
||||
Rect& operator=(const Rect &p)
|
||||
{
|
||||
x = p.x;
|
||||
y = p.y;
|
||||
w = p.w;
|
||||
h = p.h;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Rect& operator+=(const Point &p)
|
||||
{
|
||||
x += p.x;
|
||||
y += p.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
Rect& operator-=(const Point &p)
|
||||
{
|
||||
x -= p.x;
|
||||
y -= p.y;
|
||||
return *this;
|
||||
}
|
||||
|
||||
/// returns true if this rect intersects with another rect
|
||||
DLL_LINKAGE bool intersectionTest(const Rect & other) const;
|
||||
|
||||
/// returns true if this rect intersects with line specified by two points
|
||||
DLL_LINKAGE bool intersectionTest(const Point & line1, const Point & line2) const;
|
||||
|
||||
/// Returns rect that represents intersection of two rects
|
||||
DLL_LINKAGE Rect intersect(const Rect & other) const;
|
||||
|
||||
/// Returns rect union - rect that covers both this rect and provided rect
|
||||
DLL_LINKAGE Rect include(const Rect & other) const;
|
||||
|
||||
template <typename Handler>
|
||||
void serialize(Handler &h, const int version)
|
||||
{
|
||||
h & x;
|
||||
h & y;
|
||||
}
|
||||
};
|
||||
|
||||
VCMI_LIB_NAMESPACE_END
|
@ -20,6 +20,7 @@
|
||||
#include "../mapObjects/CGTownInstance.h"
|
||||
#include "../BattleFieldHandler.h"
|
||||
#include "../CModHandler.h"
|
||||
#include "../Rect.h"
|
||||
|
||||
VCMI_LIB_NAMESPACE_BEGIN
|
||||
|
||||
@ -131,55 +132,6 @@ ESpellCastProblem::ESpellCastProblem CBattleInfoCallback::battleCanCastSpell(con
|
||||
return ESpellCastProblem::OK;
|
||||
}
|
||||
|
||||
struct Point
|
||||
{
|
||||
int x,y;
|
||||
};
|
||||
|
||||
/// Algorithm to test whether line segment between points line1-line2 will intersect with
|
||||
/// rectangle specified by top-left and bottom-right points
|
||||
/// Note that in order to avoid floating point rounding errors algorithm uses integers with no divisions
|
||||
static bool intersectionSegmentRect(Point line1, Point line2, Point rectTL, Point rectBR)
|
||||
{
|
||||
assert(rectTL.x < rectBR.x);
|
||||
assert(rectTL.y < rectBR.y);
|
||||
|
||||
// check whether segment is located to the left of our AABB
|
||||
if (line1.x < rectTL.x && line2.x < rectTL.x)
|
||||
return false;
|
||||
|
||||
// check whether segment is located to the right of our AABB
|
||||
if (line1.x > rectBR.x && line2.x > rectBR.x)
|
||||
return false;
|
||||
|
||||
// check whether segment is located on top of our AABB
|
||||
if (line1.y < rectTL.y && line2.y < rectTL.y)
|
||||
return false;
|
||||
|
||||
// check whether segment is located below of our AABB
|
||||
if (line1.y > rectBR.y && line2.y > rectBR.y)
|
||||
return false;
|
||||
|
||||
Point vector { line2.x - line1.x, line2.y - line1.y};
|
||||
|
||||
// compute position of AABB corners relative to our line
|
||||
int tlTest = vector.y*rectTL.x - vector.x*rectTL.y + (line2.x*line1.y-line1.x*line2.y);
|
||||
int trTest = vector.y*rectBR.x - vector.x*rectTL.y + (line2.x*line1.y-line1.x*line2.y);
|
||||
int blTest = vector.y*rectTL.x - vector.x*rectBR.y + (line2.x*line1.y-line1.x*line2.y);
|
||||
int brTest = vector.y*rectBR.x - vector.x*rectBR.y + (line2.x*line1.y-line1.x*line2.y);
|
||||
|
||||
// if all points are on the left of our line then there is no intersection
|
||||
if ( tlTest > 0 && trTest > 0 && blTest > 0 && brTest > 0 )
|
||||
return false;
|
||||
|
||||
// if all points are on the right of our line then there is no intersection
|
||||
if ( tlTest < 0 && trTest < 0 && blTest < 0 && brTest < 0 )
|
||||
return false;
|
||||
|
||||
// if all previous checks failed, this means that there is an intersection between line and AABB
|
||||
return true;
|
||||
}
|
||||
|
||||
bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, BattleHex shooterPosition, BattleHex destHex) const
|
||||
{
|
||||
auto isTileBlocked = [&](BattleHex tile)
|
||||
@ -214,10 +166,12 @@ bool CBattleInfoCallback::battleHasWallPenalty(const IBonusBearer * shooter, Bat
|
||||
continue;
|
||||
|
||||
// create rect around cell with an obstacle
|
||||
Point rectTL{ obstacle.getX()*cellSize, obstacle.getY()*cellSize };
|
||||
Point recrBR{ obstacle.getX()*(cellSize+1), obstacle.getY()*(cellSize+1) };
|
||||
Rect rect {
|
||||
Point(obstacle.getX(), obstacle.getY()) * cellSize,
|
||||
Point( cellSize, cellSize)
|
||||
};
|
||||
|
||||
if ( intersectionSegmentRect(line1, line2, rectTL, recrBR))
|
||||
if ( rect.intersectionTest(line1, line2))
|
||||
return true;
|
||||
}
|
||||
return false;
|
||||
|
Loading…
x
Reference in New Issue
Block a user