2008/04/01 15:51:44 thb 1.9.368.2: #i85898# Stripping all external header guards 2008/03/31 14:23:36 rt 1.9.368.1: #i87441# Change license header to LPGL v3.
301 lines
10 KiB
C++
301 lines
10 KiB
C++
/*************************************************************************
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*
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* DO NOT ALTER OR REMOVE COPYRIGHT NOTICES OR THIS FILE HEADER.
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*
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* Copyright 2008 by Sun Microsystems, Inc.
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*
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* OpenOffice.org - a multi-platform office productivity suite
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*
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* $RCSfile: svdtouch.cxx,v $
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* $Revision: 1.10 $
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*
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* This file is part of OpenOffice.org.
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*
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* OpenOffice.org is free software: you can redistribute it and/or modify
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* it under the terms of the GNU Lesser General Public License version 3
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* only, as published by the Free Software Foundation.
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*
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* OpenOffice.org 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 Lesser General Public License version 3 for more details
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* (a copy is included in the LICENSE file that accompanied this code).
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*
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* You should have received a copy of the GNU Lesser General Public License
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* version 3 along with OpenOffice.org. If not, see
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* <http://www.openoffice.org/license.html>
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* for a copy of the LGPLv3 License.
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*
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************************************************************************/
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// MARKER(update_precomp.py): autogen include statement, do not remove
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#include "precompiled_svx.hxx"
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#include "svdtouch.hxx"
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#include <svx/xoutx.hxx>
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#include <svx/xpoly.hxx>
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#include <tools/bigint.hxx>
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#include <tools/poly.hxx>
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#include <basegfx/polygon/b2dpolygon.hxx>
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#include <basegfx/polygon/b2dpolygontools.hxx>
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////////////////////////////////////////////////////////////////////////////////////////////////////
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class ImpPolyHitCalc {
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public:
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long x1,x2,y1,y2; // Koordinaten des Rect, muessen sortiert sein!
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FASTBOOL bEdge; // ein Punkt lag genau auf einer Kante
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FASTBOOL bIntersect; // mind. 2 Punkte auf verschiedenen Seiten einer Kante
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FASTBOOL bPntInRect; // mind. 1 Punkt war vollstaendig im Rect
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USHORT nOCnt; // wenn Counter ungerade, dann getroffen
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USHORT nUCnt; // wenn Counter ungerade, dann getroffen
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USHORT nLCnt; // wenn Counter ungerade, dann getroffen
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USHORT nRCnt; // wenn Counter ungerade, dann getroffen
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FASTBOOL bLine; // TRUE=PolyLine, kein Polygon
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public:
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ImpPolyHitCalc(const Rectangle& aR, FASTBOOL bIsLine=FALSE)
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{
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bLine=bIsLine;
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bEdge=FALSE;
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bIntersect=FALSE;
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bPntInRect=FALSE;
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x1=aR.Left();
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x2=aR.Right();
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y1=aR.Top();
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y2=aR.Bottom();
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nOCnt=0;
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nUCnt=0;
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nLCnt=0;
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nRCnt=0;
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}
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FASTBOOL IsDecided() { return bEdge || bIntersect || bPntInRect; }
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void CheckPntInRect(const Point& rP)
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{
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if (!bPntInRect) {
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bPntInRect=rP.X()>=x1 && rP.X()<=x2 && rP.Y()>=y1 && rP.Y()<=y2;
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}
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}
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bool IsHit() { return (!bLine && (nOCnt & 1)==1) || IsDecided(); }
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};
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#define CAREFUL_MULDIV(Res,Val,Mul,Div) { \
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if (Abs(Val)>0xB504 || Abs(Mul)>0xB504) { \
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BigInt aBigTemp(Val); \
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aBigTemp*=Mul; \
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aBigTemp/=Div; \
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Res=long(aBigTemp); \
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} else { \
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Res=Val*Mul/Div; \
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} \
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}
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void ImpCheckIt(ImpPolyHitCalc& rH, long lx1, long ly1, long lx2, long ly2,
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long rx1, long ry1, long rx2, long ry2, USHORT& nOCnt, USHORT& nUCnt)
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{
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if ((ly1>ly2) || ((ly1==ly2) && (lx1>lx2))) {
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long nTmp; // die 2 Punkte nach Y sortieren
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nTmp=lx1;
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lx1=lx2;
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lx2=nTmp;
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nTmp=ly1;
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ly1=ly2;
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ly2=nTmp;
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}
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FASTBOOL b1=FALSE,b2=FALSE,b3=FALSE,b4=FALSE; // je 1 Flag fuer jeden der 4 Punkte LO,RO,LU,RU
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FASTBOOL bx1,bx2;
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FASTBOOL by1=ly1<=ry1 && ly2>ry1;
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FASTBOOL by2=ly1<=ry2 && ly2>ry2;
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long dx(0),dy(0),a(0);
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if (by1 || by2) {
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dx=lx2-lx1;
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dy=ly2-ly1;
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}
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if (by1) { // Nur wer die Scanline schneidet
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bx1=lx1<rx1; // x1,y1
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bx2=lx2<rx1;
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FASTBOOL bA=FALSE; // Optimierung: ggf eine Division sparen
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if (bx1 && bx2) b1=TRUE;
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else if (bx1 || bx2) {
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long yTemp=ry1-ly1;
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CAREFUL_MULDIV(a,dx,yTemp,dy); // a=dx*yTemp/dy;
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a+=lx1;
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bA=TRUE;
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rH.bEdge=(a==rx1);
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if (a<rx1) b1=TRUE;
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} // x2,y1
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bx1=lx1<rx2;
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bx2=lx2<rx2;
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if (bx1 && bx2) b2=TRUE;
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else if (bx1 || bx2) {
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if (!bA) {
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long yTemp=ry1-ly1;
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CAREFUL_MULDIV(a,dx,yTemp,dy);
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a+=lx1;
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}
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rH.bEdge=(a==rx2);
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if (a<rx2) b2=TRUE;
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}
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}
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if (by2) { // Nur wer die Scanline schneidet
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bx1=lx1<rx1; // x1,y2
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bx2=lx2<rx1;
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FASTBOOL bA=FALSE; // Optimierung: ggf eine Division sparen
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if (bx1 && bx2) b3=TRUE;
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else if (bx1 || bx2) {
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long yTemp=ry2-ly1;
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CAREFUL_MULDIV(a,dx,yTemp,dy);
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a+=lx1;
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bA=TRUE;
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rH.bEdge=(a==rx1);
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if (a<rx1) b3=TRUE;
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}
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bx1=lx1<rx2; // x2,y2
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bx2=lx2<rx2;
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if (bx1 && bx2) b4=TRUE;
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else if (bx1 || bx2) {
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if (!bA) {
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long yTemp=ry2-ly1;
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CAREFUL_MULDIV(a,dx,yTemp,dy);
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a+=lx1;
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}
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rH.bEdge=(a==rx2);
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if (a<rx2) b4=TRUE;
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}
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}
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if (by1 || by2) { // nun die Ergebnisse auswerten
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if (by1 && by2) { // Linie durch beide Scanlines
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if (b1 && b2 && b3 && b4) { nOCnt++; nUCnt++; } // Rect komplett rechts neben der Linie
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else if (b1 || b2 || b3 || b4) rH.bIntersect=TRUE; // Nur zum Teil->Schnittpunkt
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} else { // ansonsten Ober- und Unterkante des Rects getrennt betrachten
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if (by1) { // Linie durch Oberkante
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if (b1 && b2) nOCnt++; // Oberkante komplett rechts neben der Linie
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else if (b1 || b2) rH.bIntersect=TRUE; // Nur zum Teil->Schnittpunkt
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}
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if (by2) { // Linie durch Unterkante
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if (b3 && b4) nUCnt++; // Unterkante komplett rechts neben der Linie
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else if (b3 || b4) rH.bIntersect=TRUE; // Nur zum Teil->Schnittpunkt
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}
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}
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}
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}
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void CheckPolyHit(const Polygon& rPoly, ImpPolyHitCalc& rH)
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{
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USHORT nAnz=rPoly.GetSize();
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if (nAnz==0) return;
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if (nAnz==1) { rH.CheckPntInRect(rPoly[0]); return; }
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Point aPt0=rPoly[USHORT(nAnz-1)];
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rH.CheckPntInRect(aPt0);
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USHORT i=0;
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if (rH.bLine) {
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aPt0=rPoly[0];
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i++;
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}
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for (; i<nAnz && !rH.IsDecided(); i++) {
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Point aP1(aPt0);
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Point aP2(rPoly[i]);
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rH.CheckPntInRect(aP2);
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if (!rH.IsDecided()) {
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ImpCheckIt(rH,aP1.X(),aP1.Y(),aP2.X(),aP2.Y(),rH.x1,rH.y1,rH.x2,rH.y2,rH.nOCnt,rH.nUCnt);
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ImpCheckIt(rH,aP1.Y(),aP1.X(),aP2.Y(),aP2.X(),rH.y1,rH.x1,rH.y2,rH.x2,rH.nLCnt,rH.nRCnt);
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}
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aPt0=rPoly[i];
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}
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if (!rH.bLine) { // Sicherheitshalber nochmal checken
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if ((rH.nOCnt&1)!=(rH.nUCnt&1)) rH.bIntersect=TRUE; // da wird wohl eine durchgegangen sein
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if ((rH.nLCnt&1)!=(rH.nRCnt&1)) rH.bIntersect=TRUE; // da wird wohl eine durchgegangen sein
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if ((rH.nOCnt&1)!=(rH.nLCnt&1)) rH.bIntersect=TRUE; // da wird wohl eine durchgegangen sein
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}
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}
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bool IsRectTouchesLine(const Point& rPt1, const Point& rPt2, const Rectangle& rHit)
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{
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Polygon aPol(2);
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aPol[0]=rPt1;
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aPol[1]=rPt2;
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ImpPolyHitCalc aHit(rHit,TRUE);
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CheckPolyHit(aPol,aHit);
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return aHit.IsHit();
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}
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bool IsRectTouchesLine(const Polygon& rLine, const Rectangle& rHit)
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{
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ImpPolyHitCalc aHit(rHit,TRUE);
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CheckPolyHit(rLine,aHit);
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return aHit.IsHit();
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}
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bool IsRectTouchesLine(const PolyPolygon& rLine, const Rectangle& rHit)
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{
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ImpPolyHitCalc aHit(rHit,TRUE);
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USHORT nAnz=rLine.Count();
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for (USHORT nNum=0; nNum<nAnz && !aHit.IsHit(); nNum++) {
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CheckPolyHit(rLine[nNum],aHit);
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}
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return aHit.IsHit();
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}
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BYTE CheckPointTouchesPoly(const Polygon& rPoly, const Point& rHit) // 0=Ausserhalb, 1=Innerhalb, 2=Beruehrung
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{
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USHORT nAnz=rPoly.GetSize();
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if (nAnz<2) return FALSE;
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FASTBOOL bEdge=FALSE;
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USHORT nCnt=0;
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Point aPt0=rPoly[USHORT(nAnz-1)];
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for (USHORT i=0; i<nAnz && !bEdge; i++) {
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Point aP1(rPoly[i]);
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Point aP2(aPt0);
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if ((aP1.Y()>aP2.Y()) || ((aP1.Y()==aP2.Y()) && (aP1.X()>aP2.X()))) { Point aTmp(aP1); aP1=aP2; aP2=aTmp; }
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bEdge=((aP1.X()==aP2.X()) && (rHit.X()==aP1.X()) && (rHit.Y()>=aP1.Y()) && (rHit.Y()<=aP2.Y())) ||
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((aP1.Y()==aP2.Y()) && (rHit.Y()==aP1.Y()) && (rHit.X()>=aP1.X()) && (rHit.X()<=aP2.X())) ||
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(rHit.X()==aP1.X()) && (rHit.Y()==aP1.Y());
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if (!bEdge && aP1.Y()<=rHit.Y() && aP2.Y()>rHit.Y()) { // Nur wer die Scanline schneidet
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FASTBOOL bx1=aP1.X()<rHit.X();
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FASTBOOL bx2=aP2.X()<rHit.X();
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if (bx1 && bx2) nCnt++;
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else if (bx1 || bx2) {
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long dx=aP2.X()-aP1.X();
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long dy=aP2.Y()-aP1.Y();
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long yTemp=rHit.Y()-aP1.Y();
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long xTemp;
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if (Abs(dx)>0xB504 || Abs(yTemp)>0xB504) { // gegen Integerueberlaeufe
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BigInt aBigTemp(dx);
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aBigTemp*=yTemp;
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aBigTemp/=dy;
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xTemp=long(aBigTemp);
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} else {
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xTemp=dx*yTemp /dy;
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}
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xTemp+=aP1.X();
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bEdge=(xTemp==rHit.X());
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if (xTemp<rHit.X()) nCnt++;
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}
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}
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aPt0=rPoly[i];
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}
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if (bEdge) return 2;
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return (nCnt & 1)==1;
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}
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bool IsPointInsidePoly(const Polygon& rPoly, const Point& rHit)
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{
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return CheckPointTouchesPoly(rPoly,rHit)!=0;
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}
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bool IsPointInsidePoly(const PolyPolygon& rPoly, const Point& rHit)
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{
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FASTBOOL bInside=FALSE;
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FASTBOOL bEdge=FALSE;
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USHORT nAnz=rPoly.Count();
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for (USHORT i=0; i<nAnz && !bEdge; i++) {
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BYTE n=CheckPointTouchesPoly(rPoly.GetObject(i),rHit);
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bEdge=n==2;
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if (n==1) bInside=!bInside;
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}
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return bInside || bEdge;
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}
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////////////////////////////////////////////////////////////////////////////////////////////////////
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