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unison/src/mobility/model/rectangle.h
2024-11-08 18:05:46 +00:00

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/*
* Copyright (c) 2007 INRIA
*
* SPDX-License-Identifier: GPL-2.0-only
*
* Author: Mathieu Lacage <mathieu.lacage@sophia.inria.fr>
*/
#ifndef RECTANGLE_H
#define RECTANGLE_H
#include "ns3/attribute-helper.h"
#include "ns3/attribute.h"
#include "ns3/vector.h"
namespace ns3
{
/**
* @ingroup mobility
* @brief a 2d rectangle
* @see attribute_Rectangle
*/
class Rectangle
{
public:
/**
* enum for naming sides
*/
enum Side
{
RIGHTSIDE = 0,
LEFTSIDE,
TOPSIDE,
BOTTOMSIDE,
TOPRIGHTCORNER,
TOPLEFTCORNER,
BOTTOMRIGHTCORNER,
BOTTOMLEFTCORNER
};
/**
* @param _xMin x coordinates of left boundary.
* @param _xMax x coordinates of right boundary.
* @param _yMin y coordinates of bottom boundary.
* @param _yMax y coordinates of top boundary.
*
* Create a rectangle.
*/
Rectangle(double _xMin, double _xMax, double _yMin, double _yMax);
/**
* Create a zero-sized rectangle located at coordinates (0.0,0.0)
*/
Rectangle();
/**
* @param position the position to test.
* @return true if the input position is located within the rectangle, false otherwise.
*
* This method compares only the x and y coordinates of the input position.
* It ignores the z coordinate.
*/
bool IsInside(const Vector& position) const;
/**
* @param position the position to test.
* @return true if the input position is located on the rectable border, false otherwise.
*
* This method compares only the x and y coordinates of the input position.
* It ignores the z coordinate.
*/
bool IsOnTheBorder(const Vector& position) const;
/**
* @param position the position to test.
* @return the side of the rectangle the input position is closest to.
*
* This method compares only the x and y coordinates of the input position.
* It ignores the z coordinate.
*
* This method assumes assumes a right-handed Cartesian orientation, so that
* (xMin, yMin) is the BOTTOMLEFTCORNER, the TOP and BOTTOM sides are parallel to
* the x-axis, the LEFT and RIGHT sides are parallel to the y-axis, and the
* (xMax, yMax) point is the TOPRIGHTCORNER.
*
* Beware: the method has an ambiguity in the "center" of the rectangle. Assume
* a rectangle between the points (0, 0) and (4, 2), i.e., wider than taller.
* All the points on the line between (1, 1) and (3, 1) are equally closer to the
* TOP and BOTTOM than to the other sides of the Rectangle.
* These points are classified as TOPSIDE by convention.
*
* Similarly, for a Rectangle taller than wider, the "center" points will be
* classified as RIGHTSIDE, and for a square box, the center will return RIGHTSIDE.
*/
Side GetClosestSideOrCorner(const Vector& position) const;
/**
* @param current the current position
* @param speed the current speed
* @return the intersection point between the rectangle and the current+speed vector.
*
* This method assumes that the current position is located _inside_
* the rectangle and checks for this with an assert.
* This method compares only the x and y coordinates of the input position
* and speed. It ignores the z coordinate.
*/
Vector CalculateIntersection(const Vector& current, const Vector& speed) const;
double xMin; //!< The x coordinate of the left bound of the rectangle
double xMax; //!< The x coordinate of the right bound of the rectangle
double yMin; //!< The y coordinate of the bottom bound of the rectangle
double yMax; //!< The y coordinate of the top bound of the rectangle
};
std::ostream& operator<<(std::ostream& os, const Rectangle& rectangle);
std::istream& operator>>(std::istream& is, Rectangle& rectangle);
std::ostream& operator<<(std::ostream& os, const Rectangle::Side& side);
ATTRIBUTE_HELPER_HEADER(Rectangle);
} // namespace ns3
#endif /* RECTANGLE_H */