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+/**
+ @file Box2D.h
+
+ @maintainer Morgan McGuire, http://graphics.cs.williams.edu
+
+ @created 2001-06-02
+ @edited 2008-12-27
+
+ Copyright 2000-2009, Morgan McGuire.
+ All rights reserved.
+ */
+
+#ifndef G3D_Box2D_h
+#define G3D_Box2D_h
+
+#include "G3D/platform.h"
+#include "G3D/Vector2.h"
+
+namespace G3D {
+
+class CoordinateFrame;
+typedef class CoordinateFrame CFrame;
+class Rect2D;
+typedef class Rect2D AABox2D;
+
+/**
+ 2D oriented box
+ @cite http://www.flipcode.com/archives/2D_OBB_Intersection.shtml
+ */
+class Box2D {
+private:
+ /** Corners of the box, where 0 is the lower left. */
+ Vector2 m_corner[4];
+
+ /** Two edges of the box extended away from corner[0], with length
+ = 1 / extentSquared */
+ Vector2 m_axisin[2];
+
+ /** Two edges of the box extended away from corner[0], with unit length */
+ Vector2 m_axis[2];
+
+ /** Centroid of the box */
+ Vector2 m_center;
+
+ /** origin[a] = m_corner[0].dot(m_axisin[a]); */
+ float origin[2];
+
+ /** Surface area */
+ float m_area;
+
+ Vector2 m_extent;
+
+ /** Returns true if other overlaps one dimension of this. */
+ bool overlaps1Way(const Box2D& other) const;
+
+
+ /** Updates the axes after the m_corners move. Assumes the
+ m_corners actually form a rectangle. */
+ void computeAxes();
+
+public:
+
+ /**
+ @param center World-space center
+ @param w Width along object-space x-axis
+ @param h Height along object-space y-axis
+ @param angle Counter-clockwise angle from object-space x-axis in radians
+ */
+ Box2D(const Vector2& center = Vector2(0, 0), float w = 0, float h = 0, float angle = 0);
+
+ Box2D(const AABox2D& b);
+
+ Box2D(const Vector2& min, const Vector2& max);
+
+ /** Transform @a b by @a frame, discarding the Z components, and
+ compute the new box.*/
+ Box2D(const CFrame& frame, Box2D& b);
+
+ inline bool contains(const Vector2& v) const {
+ // Take to object space:
+ const Vector2& p = v - m_center;
+ float x = p.dot(m_axisin[0]);
+ float y = p.dot(m_axisin[1]);
+
+ // Must be within extent/2 on both axes in object space
+ return (abs(x) <= 0.5f) && (abs(y) <= 0.5f);
+ }
+
+ /** @brief Distance from corner(0) to the next corner along the box's local axis a. */
+ inline const Vector2& extent() const {
+ return m_extent;
+ }
+
+ /** @brief Unit length vector along axis @a a */
+ inline const Vector2& axis(int a) const {
+ debugAssert(a == 0 || a == 1);
+ return m_axis[a];
+ }
+
+ /** @brief Surface area */
+ inline float area() const {
+ return m_area;
+ }
+
+ inline const Vector2& corner(int i) const {
+ debugAssert(i >=0 && i <= 3);
+ return m_corner[i];
+ }
+
+ inline const Vector2& center() const {
+ return m_center;
+ }
+
+ /** Returns true if the intersection of the boxes is non-empty. */
+ inline bool overlaps(const Box2D& other) const {
+ return overlaps1Way(other) && other.overlaps1Way(*this);
+ }
+};
+
+} // G3D
+#endif