Magic_Game/src/kiwano/render/Geometry.cpp

154 lines
3.7 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#include <kiwano/render/Geometry.h>
#include <kiwano/render/GeometrySink.h>
#include <kiwano/render/Renderer.h>
namespace kiwano
{
Geometry::Geometry()
{
}
bool Geometry::IsValid() const
{
return geo_ != nullptr;
}
Rect Geometry::GetBoundingBox() const
{
Rect bounds;
if (geo_)
{
// no matter it failed or not
geo_->GetBounds(nullptr, DX::ConvertToRectF(&bounds));
}
return bounds;
}
Rect Geometry::GetBoundingBox(Matrix3x2 const& transform) const
{
Rect bounds;
if (geo_)
{
// no matter it failed or not
geo_->GetBounds(DX::ConvertToMatrix3x2F(transform), DX::ConvertToRectF(&bounds));
}
return bounds;
}
float Geometry::GetLength() const
{
float length = 0.f;
if (geo_)
{
// no matter it failed or not
geo_->ComputeLength(D2D1::Matrix3x2F::Identity(), &length);
}
return length;
}
bool Geometry::ComputePointAtLength(float length, Point& point, Vec2& tangent) const
{
if (geo_)
{
HRESULT hr = geo_->ComputePointAtLength(
length,
D2D1::Matrix3x2F::Identity(),
DX::ConvertToPoint2F(&point),
DX::ConvertToPoint2F(&tangent)
);
return SUCCEEDED(hr);
}
return false;
}
void Geometry::Clear()
{
geo_.reset();
}
float Geometry::ComputeArea() const
{
if (!geo_)
return 0.f;
float area = 0.f;
// no matter it failed or not
geo_->ComputeArea(D2D1::Matrix3x2F::Identity(), &area);
return area;
}
bool Geometry::ContainsPoint(Point const& point, const Matrix3x2* transform) const
{
if (!geo_)
return false;
BOOL ret = 0;
// no matter it failed or not
geo_->FillContainsPoint(
DX::ConvertToPoint2F(point),
DX::ConvertToMatrix3x2F(transform),
D2D1_DEFAULT_FLATTENING_TOLERANCE,
&ret
);
return !!ret;
}
Geometry Geometry::CreateLine(Point const& begin, Point const& end)
{
Geometry output;
Renderer::Instance().CreateLineGeometry(output, begin, end);
return output;
}
Geometry Geometry::CreateRect(Rect const& rect)
{
Geometry output;
Renderer::Instance().CreateRectGeometry(output, rect);
return output;
}
Geometry Geometry::CreateRoundedRect(Rect const& rect, Vec2 const& radius)
{
Geometry output;
Renderer::Instance().CreateRoundedRectGeometry(output, rect, radius);
return output;
}
Geometry Geometry::CreateCircle(Point const& center, float radius)
{
Geometry output;
Renderer::Instance().CreateEllipseGeometry(output, center, Vec2{ radius, radius });
return output;
}
Geometry Geometry::CreateEllipse(Point const& center, Vec2 const& radius)
{
Geometry output;
Renderer::Instance().CreateEllipseGeometry(output, center, radius);
return output;
}
}