scummvm/engines/sword25/math/region.h
Eugene Sandulenko 47904bc7b2 SWORD25: Mass-astyle.
svn-id: r53222
2010-10-12 22:35:55 +00:00

247 lines
7.2 KiB
C++

/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
* $URL$
* $Id$
*
*/
/*
* This code is based on Broken Sword 2.5 engine
*
* Copyright (c) Malte Thiesen, Daniel Queteschiner and Michael Elsdoerfer
*
* Licensed under GNU GPL v2
*
*/
#ifndef SWORD25_REGION_H
#define SWORD25_REGION_H
#include "sword25/kernel/common.h"
#include "sword25/kernel/persistable.h"
#include "sword25/math/vertex.h"
#include "sword25/math/polygon.h"
#include "sword25/math/rect.h"
namespace Sword25 {
/**
* This class is the base class of all regions.
*
* The IsValid() method can be queried to see whether the object is in a valid state.
* If this is not the case, the method Init() is the only method that may be invoked.
* This class guarantees that the Vertecies outline of the hole, and the polygons are
* arranged in a clockwise direction, so that the polygon working algorithms will
* work properly.
*/
class BS_Region : public BS_Persistable {
protected:
/**
* Creates a new BS_Region object
*
* After creation the object is invaild (IsValid() return false), but a call can
* be made later on to Init() to set up the region into a valid state.
*/
BS_Region();
BS_Region(BS_InputPersistenceBlock &Reader, unsigned int Handle);
public:
enum REGION_TYPE {
RT_REGION,
RT_WALKREGION
};
static unsigned int Create(REGION_TYPE Type);
static unsigned int Create(BS_InputPersistenceBlock &Reader, unsigned int Handle = 0);
virtual ~BS_Region();
/**
* Initialises a BS_Region object
* @param Contour A polygon indicating the outline of the region
* @param pHoles A pointer to an array of polygons representing the hole state in the region.
* If the region has no holes, it must be passed as NULL. The default value is NULL.
* @return Returns true if the initialisation was successful, otherwise false.
* @remark If the region was already initialised, the old state will be deleted.
*/
virtual bool Init(const BS_Polygon &Contour, const Common::Array<BS_Polygon> *pHoles = NULL);
//
// Exploratory Methods
//
/**
* Specifies whether the object is in a valid state
* @return Returns true if the object is in a valid state, otherwise false.
* @remark Invalid objects can be made valid by calling Init with a valid state.
*/
bool IsValid() const {
return m_Valid;
}
/**
* Returns the position of the region
*/
const BS_Vertex &GetPosition() const {
return m_Position;
}
/**
* Returns the X position of the region
*/
int GetPosX() const {
return m_Position.X;
}
/**
* Returns the Y position of the region
*/
int GetPosY() const {
return m_Position.Y;
}
/**
* Indicates whether a point is inside the region
* @param Vertex A verex with the co-ordinates of the test point
* @return Returns true if the point is within the region, otherwise false.
*/
bool IsPointInRegion(const BS_Vertex &Vertex) const;
/**
* Indicates whether a point is inside the region
* @param X The X position
* @param Y The Y position
* @return Returns true if the point is within the region, otherwise false.
*/
bool IsPointInRegion(int X, int Y) const;
/**
* Returns the countour of the region
*/
const BS_Polygon &GetContour() const {
return m_Polygons[0];
}
/**
* Returns the number of polygons in the hole region
*/
int GetHoleCount() const {
return static_cast<int>(m_Polygons.size() - 1);
}
/**
* Returns a specific hole polygon in the region
* @param i The number of the hole to return.
* The index must be between 0 and GetHoleCount() - 1.
* @return Returns the desired hole polygon
*/
inline const BS_Polygon &GetHole(unsigned int i) const;
/**
* For a point outside the region, finds the closest point inside the region
* @param Point The point that is outside the region
* @return Returns the point within the region which is closest
* @remark This method does not always work with pixel accuracy.
* One should not therefore rely on the fact that there is really no point in
* the region which is closer to the given point.
*/
BS_Vertex FindClosestRegionPoint(const BS_Vertex &Point) const;
/**
* Returns the centroid for the region
*/
BS_Vertex GetCentroid() const;
bool IsLineOfSight(const BS_Vertex &a, const BS_Vertex &b) const;
//
// Manipulation Methods
//
/**
* Sets the position of the region
* @param X The new X psoition of the region
* @param Y The new Y psoition of the region
*/
virtual void SetPos(int X, int Y);
/**
* Sets the X position of the region
* @param X The new X position of the region
*/
void SetPosX(int X);
/**
* Sets the Y position of the region
* @param Y The new Y position of the region
*/
void SetPosY(int Y);
//
// Manipulation Methods
//
virtual bool Persist(BS_OutputPersistenceBlock &Writer);
virtual bool Unpersist(BS_InputPersistenceBlock &Reader);
protected:
/// This specifies the type of object
REGION_TYPE m_Type;
/// This variable indicates whether the current object state is valid
bool m_Valid;
/// This vertex is the position of the region
BS_Vertex m_Position;
/// This array contains all the polygons that define the region. The first element of
// the array is the contour, all others are the holes
Common::Array<BS_Polygon> m_Polygons;
/// The bounding box for the region
BS_Rect m_BoundingBox;
/**
* Updates the bounding box of the region.
*/
void UpdateBoundingBox();
/**
* Find the point on a line which is closest to another point
* @param LineStart The start of the line
* @param LineEnd The end of the line
* @param Point The point to be compared against
* @return Returns the point on the line which is cloest to the passed point.
*/
BS_Vertex FindClosestPointOnLine(const BS_Vertex &LineStart, const BS_Vertex &LineEnd, const BS_Vertex Point) const;
};
// -----------------------------------------------------------------------------
// Inlines
// -----------------------------------------------------------------------------
inline const BS_Polygon &BS_Region::GetHole(unsigned int i) const {
BS_ASSERT(i < m_Polygons.size() - 1);
return m_Polygons[i + 1];
}
} // End of namespace Sword25
#endif