122 lines
3.2 KiB
C++
122 lines
3.2 KiB
C++
/* -*- Mode: C++; c-file-style: "gnu"; indent-tabs-mode:nil; -*- */
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/*
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* Copyright (c) 2007 INRIA
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License version 2 as
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* published by the Free Software Foundation;
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA
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*
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* Author: Mathieu Lacage <mathieu.lacage@sophia.inria.fr>
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*/
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#include "rectangle.h"
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#include "vector.h"
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#include "ns3/assert.h"
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#include <cmath>
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#include <algorithm>
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namespace ns3 {
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Rectangle::Rectangle (double _xMin, double _xMax,
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double _yMin, double _yMax)
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: xMin (_xMin),
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xMax (_xMax),
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yMin (_yMin),
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yMax (_yMax)
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{}
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Rectangle::Rectangle ()
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: xMin (0.0),
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xMax (0.0),
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yMin (0.0),
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yMax (0.0)
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{}
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bool
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Rectangle::IsInside (const Vector &position) const
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{
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return
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position.x <= this->xMax && position.x >= this->xMin &&
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position.y <= this->yMax && position.y >= this->yMin;
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}
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Rectangle::Side
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Rectangle::GetClosestSide (const Vector &position) const
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{
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double xMinDist = std::abs (position.x - this->xMin);
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double xMaxDist = std::abs (this->xMax - position.x);
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double yMinDist = std::abs (position.y - this->yMin);
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double yMaxDist = std::abs (this->yMax - position.y);
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double minX = std::min (xMinDist, xMaxDist);
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double minY = std::min (yMinDist, yMaxDist);
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if (minX < minY)
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{
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if (xMinDist < xMaxDist)
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{
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return LEFT;
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}
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else
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{
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return RIGHT;
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}
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}
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else
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{
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if (yMinDist < yMaxDist)
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{
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return BOTTOM;
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}
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else
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{
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return TOP;
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}
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}
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}
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Vector
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Rectangle::CalculateIntersection (const Vector ¤t, const Vector &speed) const
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{
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double xMaxY = current.y + (this->xMax - current.x) / speed.x * speed.y;
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double xMinY = current.y + (this->xMin - current.x) / speed.x * speed.y;
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double yMaxX = current.x + (this->yMax - current.y) / speed.y * speed.x;
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double yMinX = current.x + (this->yMin - current.y) / speed.y * speed.x;
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bool xMaxYOk = (xMaxY <= this->yMax && xMaxY >= this->yMin);
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bool xMinYOk = (xMinY <= this->yMax && xMinY >= this->yMin);
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bool yMaxXOk = (yMaxX <= this->xMax && yMaxX >= this->xMin);
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bool yMinXOk = (yMinX <= this->xMax && yMinX >= this->xMin);
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if (xMaxYOk && speed.x >= 0)
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{
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return Vector (this->xMax, xMaxY, 0.0);
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}
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else if (xMinYOk && speed.x <= 0)
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{
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return Vector (this->xMin, xMinY, 0.0);
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}
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else if (yMaxXOk && speed.y >= 0)
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{
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return Vector (yMaxX, this->yMax, 0.0);
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}
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else if (yMinXOk && speed.y <= 0)
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{
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return Vector (yMinX, this->yMin, 0.0);
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}
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else
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{
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NS_ASSERT (false);
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// quiet compiler
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return Vector (0.0, 0.0, 0.0);
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}
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}
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} // namespace ns3
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