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+/* 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
+ *
+ */
+
+/*
+ BS_Line
+ -------
+ This class contains only static methods, which have to do with straight line
+ segments. There is no real straight line segment class. Calculations will be
+ used with polygons, and it is important the process of starting and selecting
+ endpoints of lines is dynamic. This would prhobit a polygon from a set
+ being formed by fixed line segments
+
+ Autor: Malte Thiesen
+*/
+
+#ifndef SWORD25_LINE_H
+#define SWORD25_LINE_H
+
+#include "sword25/kernel/common.h"
+
+namespace Sword25 {
+
+class Line {
+public:
+ /**
+ * Determines whether a piont is left of a line
+ * @param a The start point of a line
+ * @param b The end point of a line
+ * @param c The test point
+ * @return Returns true if the point is to the left of the line.
+ * If the point is to the right of the line or on the line, false is returned.
+ */
+ static bool isVertexLeft(const Vertex &a, const Vertex &b, const Vertex &c) {
+ return triangleArea2(a, b, c) > 0;
+ }
+
+ static bool isVertexLeftOn(const Vertex &a, const Vertex &b, const Vertex &c) {
+ return triangleArea2(a, b, c) >= 0;
+ }
+
+ /**
+ * Determines whether a piont is right of a line
+ * @param a The start point of a line
+ * @param b The end point of a line
+ * @param c The test point
+ * @return Returns true if the point is to the right of the line.
+ * If the point is to the right of the line or on the line, false is returned.
+ */
+ static bool isVertexRight(const Vertex &a, const Vertex &b, const Vertex &c) {
+ return triangleArea2(a, b, c) < 0;
+ }
+
+ static bool isVertexRightOn(const Vertex &a, const Vertex &b, const Vertex &c) {
+ return triangleArea2(a, b, c) <= 0;
+ }
+
+ /**
+ * Determines whether a piont is on a line
+ * @param a The start point of a line
+ * @param b The end point of a line
+ * @param c The test point
+ * @return Returns true if the point is on the line, false otherwise.
+ */
+ static bool isVertexOn(const Vertex &a, const Vertex &b, const Vertex &c) {
+ return triangleArea2(a, b, c) == 0;
+ }
+
+ enum VERTEX_CLASSIFICATION {
+ LEFT,
+ RIGHT,
+ ON
+ };
+
+ /**
+ * Determines where a point is relative to a line.
+ * @param a The start point of a line
+ * @param b The end point of a line
+ * @param c The test point
+ * @return LEFT is returned if the point is to the left of the line.
+ * RIGHT is returned if the point is to the right of the line.
+ * ON is returned if the point is on the line.
+ */
+ static VERTEX_CLASSIFICATION classifyVertexToLine(const Vertex &a, const Vertex &b, const Vertex &c) {
+ int area = triangleArea2(a, b, c);
+ if (area > 0) return LEFT;
+ if (area < 0) return RIGHT;
+ return ON;
+ }
+
+ /**
+ * Determines whether two lines intersect
+ * @param a The start point of the first line
+ * @param b The end point of the first line
+ * @param c The start point of the second line
+ * @param d The end point of the second line
+ * @remark In cases where a line only touches the other, false is returned (improper intersection)
+ */
+ static bool doesIntersectProperly(const Vertex &a, const Vertex &b, const Vertex &c, const Vertex &d) {
+ VERTEX_CLASSIFICATION class1 = classifyVertexToLine(a, b, c);
+ VERTEX_CLASSIFICATION class2 = classifyVertexToLine(a, b, d);
+ VERTEX_CLASSIFICATION class3 = classifyVertexToLine(c, d, a);
+ VERTEX_CLASSIFICATION class4 = classifyVertexToLine(c, d, b);
+
+ if (class1 == ON || class2 == ON || class3 == ON || class4 == ON) return false;
+
+ return ((class1 == LEFT) ^(class2 == LEFT)) && ((class3 == LEFT) ^(class4 == LEFT));
+ }
+
+ /**
+ * Determines whether a point is on a line segment
+ * @param a The start point of a line
+ * @param b The end point of a line
+ * @param c The test point
+ */
+ static bool isOnLine(const Vertex &a, const Vertex &b, const Vertex &c) {
+ // The items must all be Collinear, otherwise don't bothering testing the point
+ if (triangleArea2(a, b, c) != 0) return false;
+
+ // If the line segment is not vertical, check on the x-axis, otherwise the y-axis
+ if (a.x != b.x) {
+ return ((a.x <= c.x) &&
+ (c.x <= b.x)) ||
+ ((a.x >= c.x) &&
+ (c.x >= b.x));
+ } else {
+ return ((a.y <= c.y) &&
+ (c.y <= b.y)) ||
+ ((a.y >= c.y) &&
+ (c.y >= b.y));
+ }
+ }
+
+ static bool isOnLineStrict(const Vertex &a, const Vertex &b, const Vertex &c) {
+ // The items must all be Collinear, otherwise don't bothering testing the point
+ if (triangleArea2(a, b, c) != 0) return false;
+
+ // If the line segment is not vertical, check on the x-axis, otherwise the y-axis
+ if (a.x != b.x) {
+ return ((a.x < c.x) &&
+ (c.x < b.x)) ||
+ ((a.x > c.x) &&
+ (c.x > b.x));
+ } else {
+ return ((a.y < c.y) &&
+ (c.y < b.y)) ||
+ ((a.y > c.y) &&
+ (c.y > b.y));
+ }
+ }
+
+private:
+ /**
+ * Return double the size of the triangle defined by the three passed points.
+ *
+ * The result is positive if the points are arrange counterclockwise,
+ * and negative if they are arranged counter-clockwise.
+ */
+ static int triangleArea2(const Vertex &a, const Vertex &b, const Vertex &c) {
+ return a.x * b.y - a.y * b.x +
+ a.y * c.x - a.x * c.y +
+ b.x * c.y - c.x * b.y;
+ }
+};
+
+} // End of namespace Sword25
+
+#endif