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- /*
- ** Command & Conquer Generals Zero Hour(tm)
- ** Copyright 2025 Electronic Arts Inc.
- **
- ** 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 3 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, see <http://www.gnu.org/licenses/>.
- */
- /***********************************************************************************************
- *** C O N F I D E N T I A L --- W E S T W O O D S T U D I O S ***
- ***********************************************************************************************
- * *
- * Project Name: Command & Conquer *
- * *
- * Archive: /Sun/Point.h *
- * *
- * Author: Joe_b *
- * *
- * Modtime: 2/02/98 10:09a *
- * *
- * Revision: 24 *
- * *
- *---------------------------------------------------------------------------------------------*
- * Functions: *
- * - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - - */
- #pragma once
- #ifndef POINT_H
- #define POINT_H
- #include <math.h>
- //#include "always.h"
- //#include "cctypes.h"
- //#ifdef __cplusplus
- //extern "C"{
- //#endif
- //#pragma pack(1)
- typedef struct Point2DStruct
- {
- int X;
- int Y;
- } Point2DStruct;
- //#pragma pack()
- //#ifdef __cplusplus
- //}
- //#endif
- template<class T> class TRect;
- /***********************************************************************************************
- ** This class describes a point in 2 dimensional space using arbitrary
- ** components. The interpretation of which is outside the scope
- ** of this class. This class is the successor to the old style COORDINATE
- ** and CELL types but also serves anywhere an X and Y value are treated
- ** as a logical object (e.g., pixel location).
- */
- template<class T>
- class TPoint2D {
- public:
- TPoint2D(void) {} // Default constructor does nothing by design.
- TPoint2D(T x, T y) : X(x), Y(y) {}
- // Equality comparison operators.
- bool operator == (TPoint2D<T> const & rvalue) const {return(X==rvalue.X && Y==rvalue.Y);}
- bool operator != (TPoint2D<T> const & rvalue) const {return(X!=rvalue.X || Y!=rvalue.Y);}
- // Addition and subtraction operators.
- TPoint2D<T> const & operator += (TPoint2D<T> const & rvalue) {X += rvalue.X;Y += rvalue.Y;return(*this);}
- TPoint2D<T> const & operator -= (TPoint2D<T> const & rvalue) {X -= rvalue.X;Y -= rvalue.Y;return(*this);}
- TPoint2D<T> const operator - (TPoint2D<T> const & rvalue) const {return(TPoint2D<T>(T(X - rvalue.X), T(Y - rvalue.Y)));}
- TPoint2D<T> const operator + (TPoint2D<T> const & rvalue) const {return(TPoint2D<T>(T(X + rvalue.X), T(Y + rvalue.Y)));}
- // Scalar multiplication and division.
- TPoint2D<T> const operator * (T rvalue) const {return(TPoint2D<T>(T(X * rvalue), T(Y * rvalue)));}
- TPoint2D<T> const & operator *= (T rvalue) {X *= rvalue; Y *= rvalue;return(*this);}
- TPoint2D<T> const operator / (T rvalue) const {if (rvalue == T(0)) return(TPoint2D<T>(0,0));return(TPoint2D<T>(T(X / rvalue), T(Y / rvalue)));}
- TPoint2D<T> const & operator /= (T rvalue) {if (rvalue != T(0)) {X /= rvalue;Y /= rvalue;}return(*this);}
- // Dot and cross product.
- TPoint2D<T> const operator * (TPoint2D<T> const & rvalue) const {return(TPoint2D<T>(T(X * rvalue.X), T(Y * rvalue.Y)));}
- T Dot_Product(TPoint2D<T> const & rvalue) const {return((T(X * rvalue.X + Y * rvalue.Y)));}
- TPoint2D<T> const Cross_Product(TPoint2D<T> const & rvalue) const {return(TPoint2D<T>(T(Y - rvalue.Y), T(rvalue.X - X)));}
- // Negation operator -- simple and effective
- TPoint2D<T> const operator - (void) const {return(TPoint2D<T>(T(-X), T(-Y)));}
- // Vector support functions.
- T Length(void) const {return(T(sqrt(double(X*X + Y*Y))));}
- TPoint2D<T> const Normalize(void) const {
- double len = sqrt(X*X + Y*Y);
- if (len != 0.0) {
- return(TPoint2D<T>((T)(X / len), (T)(Y / len)));
- } else {
- return(*this);
- }
- }
- // Find distance between points.
- T Distance_To(TPoint2D<T> const & point) const {return((*this - point).Length());}
- public:
- T X;
- T Y;
- };
- /***********************************************************************************************
- ** This typedef provides an uncluttered type name for use by simple integer points.
- */
- class Point2D : public TPoint2D<int>
- {
- public:
- Point2D(void) {} // Default constructor does nothing by design.
- Point2D(int x, int y) : TPoint2D<int>(x, y) {}
- Point2D(Point2DStruct const & rvalue) : TPoint2D<int>(rvalue.X, rvalue.Y) {}
- Point2D(TPoint2D<int> const & rvalue) : TPoint2D<int>(rvalue) {}
- operator Point2DStruct (void) const {Point2DStruct pt;pt.X = X;pt.Y = Y;return(pt);}
- Point2D const & operator += (Point2D const & rvalue) {X += rvalue.X;Y += rvalue.Y;return(*this);}
- Point2D const & operator -= (Point2D const & rvalue) {X -= rvalue.X;Y -= rvalue.Y;return(*this);}
- Point2D const operator - (Point2D const & rvalue) const {return(Point2D(int(X - rvalue.X), int(Y - rvalue.Y)));}
- Point2D const operator + (Point2D const & rvalue) const {return(Point2D(int(X + rvalue.X), int(Y + rvalue.Y)));}
- };
- template<class T>
- T Distance(TPoint2D<T> const & point1, TPoint2D<T> const & point2)
- {
- return((point1 - point2).Length());
- }
- template<class T>
- TPoint2D<T> const Cross_Product(TPoint2D<T> const & lvalue, TPoint2D<T> const & rvalue)
- {
- return(lvalue.Cross_Product(rvalue));
- }
- /***********************************************************************************************
- ** This describes a point in 3 dimensional space using arbitrary
- ** components. This is the successor to the COORDINATE type for those
- ** times when height (Z axis) needs to be tracked.
- **
- ** Notice that it is NOT implemented as a virtually derived class. This
- ** is for efficiency reasons. This class chooses to be smaller and faster at the
- ** expense of polymorphism. However, since it is publicly derived, inheritance is
- ** the next best thing.
- */
- template<class T>
- class TPoint3D : public TPoint2D<T> {
- typedef TPoint2D<T> BASECLASS;
- public:
- TPoint3D(void) {} // Default constructor does nothing by design.
- TPoint3D(T x, T y, T z) : BASECLASS(x, y), Z(z) {}
- TPoint3D(BASECLASS const & rvalue, T z /*= 0*/) : BASECLASS(rvalue), Z(z) {}
-
- // Equality comparison operators.
- bool operator == (TPoint3D<T> const & rvalue) const {return(X==rvalue.X && Y==rvalue.Y && Z==rvalue.Z);}
- bool operator != (TPoint3D<T> const & rvalue) const {return(X!=rvalue.X || Y!=rvalue.Y || Z!=rvalue.Z);}
- // Addition and subtraction operators.
- TPoint3D<T> const & operator += (TPoint3D<T> const & rvalue) {X += rvalue.X;Y += rvalue.Y;Z += rvalue.Z;return(*this);}
- TPoint2D<T> const & operator += (TPoint2D<T> const & rvalue) {BASECLASS::operator += (rvalue);return(*this);}
- TPoint3D<T> const & operator -= (TPoint3D<T> const & rvalue) {X -= rvalue.X;Y -= rvalue.Y;Z -= rvalue.Z;return(*this);}
- TPoint2D<T> const & operator -= (TPoint2D<T> const & rvalue) {BASECLASS::operator -= (rvalue);return(*this);}
- TPoint3D<T> const operator - (TPoint3D<T> const & rvalue) const {return(TPoint3D<T>(X - rvalue.X, Y - rvalue.Y, Z - rvalue.Z));}
- TPoint3D<T> const operator - (TPoint2D<T> const & rvalue) const {return(TPoint3D<T>(X - rvalue.X, Y - rvalue.Y, Z));}
- TPoint3D<T> const operator + (TPoint3D<T> const & rvalue) const {return(TPoint3D<T>(X + rvalue.X, Y + rvalue.Y, Z + rvalue.Z));}
- TPoint3D<T> const operator + (TPoint2D<T> const & rvalue) const {return(TPoint3D<T>(X + rvalue.X, Y + rvalue.Y, Z));}
- // Scalar multiplication and division.
- TPoint3D<T> const operator * (T rvalue) const {return(TPoint3D<T>(X * rvalue, Y * rvalue, Z * rvalue));}
- TPoint3D<T> const & operator *= (T rvalue) {X *= rvalue;Y *= rvalue;Z *= rvalue;return(*this);}
- TPoint3D<T> const operator / (T rvalue) const {if (rvalue == T(0)) return(TPoint3D<T>(0,0,0));return(TPoint3D<T>(X / rvalue, Y / rvalue, Z / rvalue));}
- TPoint3D<T> const & operator /= (T rvalue) {if (rvalue != T(0)) {X /= rvalue;Y /= rvalue;Z /= rvalue;}return(*this);}
- // Dot and cross product.
- TPoint3D<T> const operator * (TPoint3D<T> const & rvalue) const {return(TPoint3D<T>(X * rvalue.X, Y * rvalue.Y, Z * rvalue.Z));}
- T Dot_Product(TPoint3D<T> const & rvalue) const {return(T(X * rvalue.X + Y * rvalue.Y + Z * rvalue.Z));}
- TPoint3D<T> const Cross_Product(TPoint3D<T> const & rvalue) const {return TPoint3D<T>(Y * rvalue.Z - Z * rvalue.Y, Z * rvalue.X - X * rvalue.Z, X * rvalue.Y - Y * rvalue.X);}
- // Negation operator -- simple and effective
- TPoint3D<T> const operator - (void) const {return(TPoint3D<T>(-X, -Y, -Z));}
- // Vector support functions.
- T Length(void) const {return(T(sqrt(double(X*X + Y*Y + Z*Z))));}
- TPoint3D<T> const Normalize(void) const {
- double len = sqrt(X*X + Y*Y + Z*Z);
- if (len != 0.0) {
- return(TPoint3D<T>((T)(X / len), (T)(Y / len), (T)(Z / len)));
- } else {
- return(*this);
- }
- }
- public:
- /*
- ** The Z component of this point.
- */
- T Z;
- };
- /***********************************************************************************************
- ** This typedef provides a simple uncluttered type name for use by
- ** integer 3D points.
- */
- typedef TPoint3D<int> Point3D;
- template<class T>
- TPoint3D<T> const Cross_Product(TPoint3D<T> const & lvalue, TPoint3D<T> const & rvalue)
- {
- return(lvalue.Cross_Product(rvalue));
- }
- #endif
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