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rect.h
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/**********************************************************************
* File: rect.h (Formerly box.h)
* Description: Bounding box class definition.
* Author: Phil Cheatle
* Created: Wed Oct 16 15:18:45 BST 1991
*
* (C) Copyright 1991, Hewlett-Packard Ltd.
** Licensed under the Apache License, Version 2.0 (the "License");
** you may not use this file except in compliance with the License.
** You may obtain a copy of the License at
** http://www.apache.org/licenses/LICENSE-2.0
** Unless required by applicable law or agreed to in writing, software
** distributed under the License is distributed on an "AS IS" BASIS,
** WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
** See the License for the specific language governing permissions and
** limitations under the License.
*
**********************************************************************/
#ifndef RECT_H
#define RECT_H
#include <math.h>
#include "points.h"
#include "ndminx.h"
#include "scrollview.h"
#include "strngs.h"
#include "tprintf.h"
class DLLSYM TBOX { // bounding box
public:
TBOX (): // empty constructor making a null box
bot_left (MAX_INT16, MAX_INT16), top_right (-MAX_INT16, -MAX_INT16) {
}
TBOX( // constructor
const ICOORD pt1, // one corner
const ICOORD pt2); // the other corner
TBOX( // constructor
inT16 left, inT16 bottom, inT16 right, inT16 top);
TBOX( // box around FCOORD
const FCOORD pt);
bool null_box() const { // Is box null
return ((left () >= right ()) || (top () <= bottom ()));
}
bool operator==(const TBOX& other) const {
return bot_left == other.bot_left && top_right == other.top_right;
}
inT16 top() const { // coord of top
return top_right.y ();
}
void set_top(int y) {
top_right.set_y(y);
}
inT16 bottom() const { // coord of bottom
return bot_left.y ();
}
void set_bottom(int y) {
bot_left.set_y(y);
}
inT16 left() const { // coord of left
return bot_left.x ();
}
void set_left(int x) {
bot_left.set_x(x);
}
inT16 right() const { // coord of right
return top_right.x ();
}
void set_right(int x) {
top_right.set_x(x);
}
const ICOORD &botleft() const { // access function
return bot_left;
}
ICOORD botright() const { // ~ access function
return ICOORD (top_right.x (), bot_left.y ());
}
ICOORD topleft() const { // ~ access function
return ICOORD (bot_left.x (), top_right.y ());
}
const ICOORD &topright() const { // access function
return top_right;
}
inT16 height() const { // how high is it?
if (!null_box ())
return top_right.y () - bot_left.y ();
else
return 0;
}
inT16 width() const { // how high is it?
if (!null_box ())
return top_right.x () - bot_left.x ();
else
return 0;
}
inT32 area() const { // what is the area?
if (!null_box ())
return width () * height ();
else
return 0;
}
// Pads the box on either side by the supplied x,y pad amounts.
// NO checks for exceeding any bounds like 0 or an image size.
void pad(int xpad, int ypad) {
ICOORD pad(xpad, ypad);
bot_left -= pad;
top_right += pad;
}
void move_bottom_edge( // move one edge
const inT16 y) { // by +/- y
bot_left += ICOORD (0, y);
}
void move_left_edge( // move one edge
const inT16 x) { // by +/- x
bot_left += ICOORD (x, 0);
}
void move_right_edge( // move one edge
const inT16 x) { // by +/- x
top_right += ICOORD (x, 0);
}
void move_top_edge( // move one edge
const inT16 y) { // by +/- y
top_right += ICOORD (0, y);
}
void move( // move box
const ICOORD vec) { // by vector
bot_left += vec;
top_right += vec;
}
void move( // move box
const FCOORD vec) { // by float vector
bot_left.set_x ((inT16) floor (bot_left.x () + vec.x ()));
// round left
bot_left.set_y ((inT16) floor (bot_left.y () + vec.y ()));
// round down
top_right.set_x ((inT16) ceil (top_right.x () + vec.x ()));
// round right
top_right.set_y ((inT16) ceil (top_right.y () + vec.y ()));
// round up
}
void scale( // scale box
const float f) { // by multiplier
bot_left.set_x ((inT16) floor (bot_left.x () * f)); // round left
bot_left.set_y ((inT16) floor (bot_left.y () * f)); // round down
top_right.set_x ((inT16) ceil (top_right.x () * f)); // round right
top_right.set_y ((inT16) ceil (top_right.y () * f)); // round up
}
void scale( // scale box
const FCOORD vec) { // by float vector
bot_left.set_x ((inT16) floor (bot_left.x () * vec.x ()));
bot_left.set_y ((inT16) floor (bot_left.y () * vec.y ()));
top_right.set_x ((inT16) ceil (top_right.x () * vec.x ()));
top_right.set_y ((inT16) ceil (top_right.y () * vec.y ()));
}
// rotate doesn't enlarge the box - it just rotates the bottom-left
// and top-right corners. Use rotate_large if you want to guarantee
// that all content is contained within the rotated box.
void rotate(const FCOORD& vec) { // by vector
bot_left.rotate (vec);
top_right.rotate (vec);
*this = TBOX (bot_left, top_right);
}
// rotate_large constructs the containing bounding box of all 4
// corners after rotating them. It therefore guarantees that all
// original content is contained within, but also slightly enlarges the box.
void rotate_large(const FCOORD& vec);
bool contains( // is pt inside box
const FCOORD pt) const;
bool contains( // is box inside box
const TBOX &box) const;
bool overlap( // do boxes overlap
const TBOX &box) const;
bool major_overlap( // do boxes overlap more than half
const TBOX &box) const;
// Do boxes overlap on x axis.
bool x_overlap(const TBOX &box) const;
// Return the horizontal gap between the boxes. If the boxes
// overlap horizontally then the return value is negative, indicating
// the amount of the overlap.
int x_gap(const TBOX& box) const {
return MAX(bot_left.x(), box.bot_left.x()) -
MIN(top_right.x(), box.top_right.x());
}
// Return the vertical gap between the boxes. If the boxes
// overlap vertically then the return value is negative, indicating
// the amount of the overlap.
int y_gap(const TBOX& box) const {
return MAX(bot_left.y(), box.bot_left.y()) -
MIN(top_right.y(), box.top_right.y());
}
// Do boxes overlap on x axis by more than
// half of the width of the narrower box.
bool major_x_overlap(const TBOX &box) const;
// Do boxes overlap on y axis.
bool y_overlap(const TBOX &box) const;
// Do boxes overlap on y axis by more than
// half of the height of the shorter box.
bool major_y_overlap(const TBOX &box) const;
// fraction of current box's area covered by other
double overlap_fraction(const TBOX &box) const;
// fraction of the current box's projected area covered by the other's
double x_overlap_fraction(const TBOX& box) const;
// fraction of the current box's projected area covered by the other's
double y_overlap_fraction(const TBOX& box) const;
// Returns true if the boxes are almost equal on x axis.
bool x_almost_equal(const TBOX &box, int tolerance) const;
// Returns true if the boxes are almost equal
bool almost_equal(const TBOX &box, int tolerance) const;
TBOX intersection( // shared area box
const TBOX &box) const;
TBOX bounding_union( // box enclosing both
const TBOX &box) const;
// Sets the box boundaries to the given coordinates.
void set_to_given_coords(int x_min, int y_min, int x_max, int y_max) {
bot_left.set_x(x_min);
bot_left.set_y(y_min);
top_right.set_x(x_max);
top_right.set_y(y_max);
}
void print() const { // print
tprintf("Bounding box=(%d,%d)->(%d,%d)\n",
left(), bottom(), right(), top());
}
// Appends the bounding box as (%d,%d)->(%d,%d) to a STRING.
void print_to_str(STRING *str) const;
#ifndef GRAPHICS_DISABLED
void plot( // use current settings
ScrollView* fd) const { // where to paint
fd->Rectangle(bot_left.x (), bot_left.y (), top_right.x (),
top_right.y ());
}
void plot( // paint box
ScrollView* fd, // where to paint
ScrollView::Color fill_colour, // colour for inside
ScrollView::Color border_colour) const; // colour for border
#endif
// Writes to the given file. Returns false in case of error.
bool Serialize(FILE* fp) const;
// Reads from the given file. Returns false in case of error.
// If swap is true, assumes a big/little-endian swap is needed.
bool DeSerialize(bool swap, FILE* fp);
friend TBOX& operator+=(TBOX&, const TBOX&);
// in place union
friend TBOX& operator&=(TBOX&, const TBOX&);
// in place intersection
private:
ICOORD bot_left; // bottom left corner
ICOORD top_right; // top right corner
};
/**********************************************************************
* TBOX::TBOX() Constructor from 1 FCOORD
*
**********************************************************************/
inline TBOX::TBOX( // construtor
const FCOORD pt // floating centre
) {
bot_left = ICOORD ((inT16) floor (pt.x ()), (inT16) floor (pt.y ()));
top_right = ICOORD ((inT16) ceil (pt.x ()), (inT16) ceil (pt.y ()));
}
/**********************************************************************
* TBOX::contains() Is point within box
*
**********************************************************************/
inline bool TBOX::contains(const FCOORD pt) const {
return ((pt.x () >= bot_left.x ()) &&
(pt.x () <= top_right.x ()) &&
(pt.y () >= bot_left.y ()) && (pt.y () <= top_right.y ()));
}
/**********************************************************************
* TBOX::contains() Is box within box
*
**********************************************************************/
inline bool TBOX::contains(const TBOX &box) const {
return (contains (box.bot_left) && contains (box.top_right));
}
/**********************************************************************
* TBOX::overlap() Do two boxes overlap?
*
**********************************************************************/
inline bool TBOX::overlap( // do boxes overlap
const TBOX &box) const {
return ((box.bot_left.x () <= top_right.x ()) &&
(box.top_right.x () >= bot_left.x ()) &&
(box.bot_left.y () <= top_right.y ()) &&
(box.top_right.y () >= bot_left.y ()));
}
/**********************************************************************
* TBOX::major_overlap() Do two boxes overlap by at least half of the smallest?
*
**********************************************************************/
inline bool TBOX::major_overlap( // Do boxes overlap more that half.
const TBOX &box) const {
int overlap = MIN(box.top_right.x(), top_right.x());
overlap -= MAX(box.bot_left.x(), bot_left.x());
overlap += overlap;
if (overlap < MIN(box.width(), width()))
return false;
overlap = MIN(box.top_right.y(), top_right.y());
overlap -= MAX(box.bot_left.y(), bot_left.y());
overlap += overlap;
if (overlap < MIN(box.height(), height()))
return false;
return true;
}
/**********************************************************************
* TBOX::overlap_fraction() Fraction of area covered by the other box
*
**********************************************************************/
inline double TBOX::overlap_fraction(const TBOX &box) const {
double fraction = 0.0;
if (this->area()) {
fraction = this->intersection(box).area() * 1.0 / this->area();
}
return fraction;
}
/**********************************************************************
* TBOX::x_overlap() Do two boxes overlap on x-axis
*
**********************************************************************/
inline bool TBOX::x_overlap(const TBOX &box) const {
return ((box.bot_left.x() <= top_right.x()) &&
(box.top_right.x() >= bot_left.x()));
}
/**********************************************************************
* TBOX::major_x_overlap() Do two boxes overlap by more than half the
* width of the narrower box on the x-axis
*
**********************************************************************/
inline bool TBOX::major_x_overlap(const TBOX &box) const {
inT16 overlap = box.width();
if (this->left() > box.left()) {
overlap -= this->left() - box.left();
}
if (this->right() < box.right()) {
overlap -= box.right() - this->right();
}
return (overlap >= box.width() / 2 || overlap >= this->width() / 2);
}
/**********************************************************************
* TBOX::y_overlap() Do two boxes overlap on y-axis
*
**********************************************************************/
inline bool TBOX::y_overlap(const TBOX &box) const {
return ((box.bot_left.y() <= top_right.y()) &&
(box.top_right.y() >= bot_left.y()));
}
/**********************************************************************
* TBOX::major_y_overlap() Do two boxes overlap by more than half the
* height of the shorter box on the y-axis
*
**********************************************************************/
inline bool TBOX::major_y_overlap(const TBOX &box) const {
inT16 overlap = box.height();
if (this->bottom() > box.bottom()) {
overlap -= this->bottom() - box.bottom();
}
if (this->top() < box.top()) {
overlap -= box.top() - this->top();
}
return (overlap >= box.height() / 2 || overlap >= this->height() / 2);
}
/**********************************************************************
* TBOX::x_overlap_fraction() Calculates the horizontal overlap of the
* given boxes as a fraction of this boxes
* width.
*
**********************************************************************/
inline double TBOX::x_overlap_fraction(const TBOX& other) const {
int low = MAX(left(), other.left());
int high = MIN(right(), other.right());
int width = right() - left();
if (width == 0) {
int x = left();
if (other.left() <= x && x <= other.right())
return 1.0;
else
return 0.0;
} else {
return MAX(0, static_cast<double>(high - low) / width);
}
}
/**********************************************************************
* TBOX::y_overlap_fraction() Calculates the vertical overlap of the
* given boxes as a fraction of this boxes
* height.
*
**********************************************************************/
inline double TBOX::y_overlap_fraction(const TBOX& other) const {
int low = MAX(bottom(), other.bottom());
int high = MIN(top(), other.top());
int height = top() - bottom();
if (height == 0) {
int y = bottom();
if (other.bottom() <= y && y <= other.top())
return 1.0;
else
return 0.0;
} else {
return MAX(0, static_cast<double>(high - low) / height);
}
}
#endif