/usr/include/OpenLayer/Polygon.hpp is in libopenlayer-dev 2.1-2.1+b1.
This file is owned by root:root, with mode 0o644.
The actual contents of the file can be viewed below.
1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157 158 159 160 161 162 163 164 165 166 167 168 169 170 171 172 173 174 175 176 177 178 179 180 181 182 183 184 185 186 187 188 189 190 191 192 193 194 195 196 197 198 199 200 201 202 203 204 205 206 207 208 209 210 211 212 213 214 215 216 217 218 219 220 221 222 223 224 225 226 227 228 229 230 231 232 233 234 235 236 237 238 239 240 241 242 243 244 245 246 247 248 249 250 251 252 253 254 255 256 257 258 259 260 261 262 263 264 265 266 267 268 269 270 271 272 273 274 275 276 277 278 279 280 | #ifndef OL_POLYGON_HPP
#define OL_POLYGON_HPP
#include "RawLineStrip.hpp"
#include "Vec2D.hpp"
#include "Rgba.hpp"
#include "Internal.hpp"
#include "General.hpp"
#include "Shape.hpp"
#include "Placement.hpp"
#include "Collisions.hpp"
#include "LineStrip.hpp"
#include "Line.hpp"
#include "Declspec.hpp"
#include <vector>
namespace ol {
class Bitmap;
class LineStrip;
class OL_LIB_DECLSPEC Poly : public Shape {
public:
Poly( Vec2D rotationPivot = Vec2D( 0.0, 0.0 ))
: outlineTexture( 0 ) { placement.SetRotationPivot( rotationPivot ); }
// Construct the polygon from a list of vertices //
template< class std_container >
Poly( const std_container &vertices, Vec2D rotationPivot = Vec2D( 0.0, 0.0 ));
// Construct the polygon from a list of vertices //
Poly( const Vec2D *vertices, int numVertices, Vec2D rotationPivot = Vec2D( 0.0, 0.0 ));
virtual ~Poly();
// Adds a vertex to the polygon //
virtual void Add( Vec2D vec );
virtual void SetVertex( int index, const Vec2D &newValue );
// Returns a reference to the vertex with the given index //
inline const Vec2D &GetVertex( unsigned int index ) const {
static Vec2D dummyValue;
if( index < 0 || index >= data.GetVertices().size()) {
OlError( "Invalid vertex index: " + VarToString( index )
+ " ( Number of vertices: " + VarToString( data.GetVertices().size()) + " )" );
return dummyValue;
}
return data.GetVertices()[index];
}
inline Vec2D &GetVertex( unsigned int index ) {
static Vec2D dummyValue;
if( index < 0 || index >= data.GetVertices().size()) {
OlError( "Invalid vertex index: " + VarToString( index )
+ " ( Number of vertices: " + VarToString( data.GetVertices().size()) + " )" );
return dummyValue;
}
return data.GetVertices()[index];
}
inline int GetNumberOfVertices() {
return data.GetVertices().size();
}
inline void Draw( const Rgba &color ) const {
#ifdef OL_NO_STATE_CHANGE
GLboolean texturesEnabled;
glGetBooleanv( GL_TEXTURE_2D, &texturesEnabled );
#endif
glDisable( GL_TEXTURE_2D );
color.Select();
ExecDraw();
#ifdef OL_NO_STATE_CHANGE
if( texturesEnabled )
glEnable( GL_TEXTURE_2D );
#endif
}
void DrawOutline( const Rgba &color ) const {
#ifdef OL_NO_STATE_CHANGE
GLboolean texturesEnabled;
glGetBooleanv( GL_TEXTURE_2D, &texturesEnabled );
#endif
glDisable( GL_TEXTURE_2D );
color.Select();
ExecDrawOutline();
#ifdef OL_NO_STATE_CHANGE
if( texturesEnabled )
glEnable( GL_TEXTURE_2D );
#endif
}
// Tests if two polygons collide //
inline bool Collides( const Poly &other, const Placement &thisPlacement,
const Placement &otherPlacement ) const {
return DoCollisionTest( other, thisPlacement, otherPlacement, false ).IsCollision();
}
inline bool Collides( const Poly& other ) const {
return DoCollisionTest( other, placement, other.placement, false ).IsCollision();
}
// Tests if two polygons collide and gives detailed information about the collision //
inline Collision GetCollision( const Poly &other, const Placement &thisPlacement,
const Placement &otherPlacement ) const {
return DoCollisionTest( other, thisPlacement, otherPlacement );
}
inline Collision GetCollision( const Poly &other ) const {
return DoCollisionTest( other, placement, other.placement );
}
// Returns a constant reference to the list of the vertices //
inline const std::vector< Vec2D > &GetVertices() const { return data.GetVertices(); }
// Returns the specified segment //
inline Line GetSegment( unsigned int index ) const {
if( index >= 0 && index < data.GetVertices().size()-1 ) {
return Line( data.GetVertices()[index], data.GetVertices()[index+1] );
}
return Line();
}
// Moves the polygon by the specified amount //
virtual void MoveBy( const Vec2D &amount ) {
placement.MoveBy( amount );
}
// Sets the position of the polygon
inline virtual void MoveTo( const Vec2D &position ) {
placement.SetPosition( position );
}
virtual void RotateBy( float angle ) {
placement.RotateBy( angle );
}
// Sets the placement of the polygon
inline void SetPlacement( const Placement &placement ) {
this->placement = placement;
}
virtual void TransformBy( const Placement &placement ) {
this->placement += placement;
}
// Returns the placement of the polygon
inline const Placement &GetPlacement() const {
return placement;
}
/*
virtual Poly ToPolygon() const {
return *this;
}
*/
// Sets the outline texture of the polygon, pass zero to get rid of the outline texture //
inline void SetOutlineTexture( ol::Bitmap *texture, OutlineTextureMode mode = OPTIMIZE ) {
outlineTexture = texture;
}
virtual std::string ToString() const;
// The following functions could be derived from Set/GetPlacement
inline void SetRotationAngle( float angle ) {
placement.SetRotation( angle );
}
inline float GetRotationAngle() const {
return placement.GetRotation();
}
inline void SetPivot( Vec2D rotationPivot ) {
placement.SetRotationPivot( rotationPivot );
}
inline Vec2D GetPivot() const {
return placement.GetRotationPivot();
}
// Collision between other Shapes
inline bool Collides( const LineStrip &other, const Placement &thisPlacement,
const Placement &otherPlacement ) const {
return DoCollisionTest( other, thisPlacement, otherPlacement, false ).IsCollision();
}
inline bool Collides( const Line &other ) {
return DoCollisionTest( other, placement, other.GetPlacement(), false );
}
inline Collision GetCollision( const LineStrip &other, const Placement &thisPlacement,
const Placement &otherPlacement ) const {
return DoCollisionTest( other, thisPlacement, otherPlacement, true );
}
inline bool Collides( const LineStrip &other ) const {
return DoCollisionTest( other, placement, other.GetPlacement(), false ).IsCollision();
}
inline Collision GetCollision( const LineStrip &other ) const {
return DoCollisionTest( other, placement, other.GetPlacement(), true );
}
inline Collision GetCollision( const Line &other, const Placement &thisPlacement,
const Placement &otherPlacement ) const {
return DoCollisionTest( other, thisPlacement, otherPlacement, true );
}
inline Collision GetCollision( const Line &other ) {
return DoCollisionTest( other, placement, other.GetPlacement(), true );
}
protected:
Collision DoCollisionTest( const Poly &other, const Placement &thisPlacement,
const Placement &otherPlacement, bool getResults = true ) const;
Collision DoCollisionTest( const LineStrip &other, const Placement &thisPlacement,
const Placement &otherPlacement, bool getResults = true ) const;
Collision DoCollisionTest( const Line &other, const Placement &thisPlacement,
const Placement &otherPlacement, bool getResults = true ) const;
// Draws the polygon to the active canvas //
virtual void ExecDraw() const;
// Draws the outline of the polygon to the active canvas //
virtual void ExecDrawOutline() const;
RawLineStrip< std::vector< Vec2D >, std::vector< float > > data;
Placement placement;
Bitmap *outlineTexture;
OutlineTextureMode outlineMode;
};
// TEMPLATES //
#include "Internal.hpp"
template< class std_container >
Poly::Poly( const std_container &theVertices, Vec2D rotationPivot )
: outlineTexture( 0 ) {
placement.SetRotationPivot( rotationPivot );
data.GetVertices().reserve( theVertices.size() );
for( typename std_container::const_iterator iter = theVertices.begin(); iter != theVertices.end(); iter++ ) {
data.AddToEnd( *iter );
}
}
}
#endif // OL_POLYGON_HPP
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