game/sdlpp/sdlpp_line.hpp

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#ifndef SDLPP_HPP_LINE
#define SDLPP_HPP_LINE
#include "sdlpp_common.hpp"
#include "sdlpp_vector.hpp"
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#include <iostream>
namespace SDLPP {
template < typename T > class SDLPPSCOPE Line {
public:
Line() = delete;
~Line() = default;
Line( const Vec2D< T > &start, const Vec2D< T > &end )
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: _start( start ), _end( end ) {
updateMost();
}
Line( T x_1, T y_1, T x_2, T y_2 ) : Line( { x_1, y_1 }, { x_2, y_2 } ) {}
Line( const Vec2D< T > &start, const Vec2D< T > &end, bool infinite )
: Line( start, end ) {
_infinite = infinite;
}
Line( T x_1, T y_1, T x_2, T y_2, bool infinite )
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: Line( { x_1, y_1 }, { x_2, y_2 }, infinite ) {}
Line( const Line &input ) : Line( input.getStart(), input.getEnd() ) {}
Line &operator=( const Line &input ) {
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_start = input.getStart();
_end = input.getEnd();
updateMost();
return *this;
}
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void updateMost() {
if ( _start.getY() < _end.getY() ) {
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top = &_start;
bottom = &_end;
} else {
top = &_end;
bottom = &_start;
}
if ( _start.getX() < _end.getX() ) {
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left = &_start;
right = &_end;
} else {
left = &_end;
right = &_start;
}
}
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const Vec2D< T > &getStart() const {
return _start;
}
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const Vec2D< T > &getEnd() const {
return _end;
}
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double length() const {
return vecDistance( _start, _end );
}
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double lengthSquared() const {
return vecDistanceSquared( _start, _end );
}
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void setInfinite( bool infinite ) {
_infinite = infinite;
}
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bool isInfinite() {
return _infinite;
}
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void add( const Vec2D< T > &vec ) {
_start += vec;
_end += vec;
}
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const Vec2D< T > &topmost() const {
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return *top;
}
const Vec2D< T > &bottomost() const {
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return *bottom;
}
const Vec2D< T > &leftmost() const {
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return *left;
}
const Vec2D< T > &rightmost() const {
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return *right;
}
private:
Vec2D< T > _start;
Vec2D< T > _end;
Vec2D< T > *top = nullptr;
Vec2D< T > *bottom = nullptr;
Vec2D< T > *left = nullptr;
Vec2D< T > *right = nullptr;
bool _infinite = false;
};
} // namespace SDLPP
#endif