/* ** ClanLib SDK ** Copyright (c) 1997-2005 The ClanLib Team ** ** This software is provided 'as-is', without any express or implied ** warranty. In no event will the authors be held liable for any damages ** arising from the use of this software. ** ** Permission is granted to anyone to use this software for any purpose, ** including commercial applications, and to alter it and redistribute it ** freely, subject to the following restrictions: ** ** 1. The origin of this software must not be misrepresented; you must not ** claim that you wrote the original software. If you use this software ** in a product, an acknowledgment in the product documentation would be ** appreciated but is not required. ** 2. Altered source versions must be plainly marked as such, and must not be ** misrepresented as being the original software. ** 3. This notice may not be removed or altered from any source distribution. ** ** Note: Some of the libraries ClanLib may link to may have additional ** requirements or restrictions. ** ** File Author(s): ** ** Harry Storbacka ** Magnus Norddahl ** (if your name is missing here, please add it) */ //! clanDisplay="Collision" //! header=display.h #ifndef header_outline_circle #define header_outline_circle #if _MSC_VER > 1000 #pragma once #endif #include "../../Core/Math/point.h" #include //: Collision detection outline segmentation circle. //- !group=Display/Collision ! //- !header=display.h! //-

Outline circles split the line segments into groups for faster collision detection. //- If two circles encapsulating the lines don't collide, none of the lines inside them can //- collide either.

class CL_OutlineCircle { //! Construction: public: //: Construct a outline circle CL_OutlineCircle() : position(-1.0f,-1.0f), radius(0), start(0), end(0) { return; } //! Operations: public: //: Construct a outline circle //param CL_OutlineCircle &other : Other circle to test. bool collide(const CL_OutlineCircle &other) const { if( &other == this ) return false; CL_Pointf pos = position - other.position; float dist = (float) sqrt( pos.x*pos.x+pos.y*pos.y ); if( dist > (radius + other.radius) ) return false; return true; } //! Attributes: public: CL_Pointf position; float radius; unsigned int start; unsigned int end; }; #endif