Simple pendulum

This commit is contained in:
Ben
2019-02-01 16:29:47 +00:00
parent 9d3472110c
commit ea91e8d476
9 changed files with 2639 additions and 5 deletions

View File

@@ -0,0 +1,164 @@
#include "rect.h"
Rect::Rect() {
Clear();
}
Rect::Rect(int x, int y, int w, int h) {
SetRect(x, y, w, h);
}
void Rect::Clear() {
SetRect(0, 0, 0, 0);
}
std::string Rect::ToString() {
std::string res = "(";
res += std::to_string(x);
res += ", ";
res += std::to_string(y);
res += ", ";
res += std::to_string(w);
res += ", ";
res += std::to_string(h);
res += ")";
return res;
}
bool Rect::Intersects(Rect* rect) {
int leftA = x;
int rightA = x + w;
int topA = y;
int bottomA = y + h;
int leftB = rect->x;
int rightB = rect->x + rect->w;
int topB = rect->y;
int bottomB = rect->y + rect->h;
if (bottomA <= topB) return false;
if (topA >= bottomB) return false;
if (rightA <= leftB) return false;
if (leftA >= rightB) return false;
return true;
}
// bool Rect::Intersects(int x, int y, int w, int h) {
// return Intersects(&CreateRect(x, y, w, h));
// }
bool Rect::Contains(Rect* rect) {
return (rect->x >= x && rect->Right() <= (x + w) && rect->y >= y && rect->Bottom() <= (y + h));
}
bool Rect::Contains(Vec2<int>* point) {
return (point->x >= x && point->x <= (x + w) && point->y >= y && point->y <= (y + h));
}
bool Rect::Contains(Vec2<int> point) {
return (point.x >= x && point.x <= (x + w) && point.y >= y && point.y <= (y + h));
}
bool Rect::Contains(int x, int y, int w, int h) {
Rect tempRect(x, y, w, h);
return Contains(&tempRect);
}
Vec2<int>* Rect::Position() {
Vec2<int>* res = new Vec2<int>(x, y);
return res;
}
Vec2<int>* Rect::Center() {
Vec2<int>* res = new Vec2<int>(x + (w / 2), y + (h / 2));
return res;
}
int Rect::CenterX() {
return (x + (w / 2));
}
int Rect::CenterY() {
return (y + (h / 2));
}
int Rect::Left() {
return x;
}
int Rect::Right() {
return (x + w);
}
int Rect::Top() {
return y;
}
int Rect::Bottom() {
return y + h;
}
int Rect::Perimiter() {
return (w + w + h + h);
}
int Rect::Area() {
return (w + h);
}
int Rect::GetX() {
return x;
}
int Rect::GetY() {
return y;
}
int Rect::GetW() {
return w;
}
int Rect::GetH() {
return h;
}
void Rect::SetRect(int x, int y, int w, int h) {
this->x = x;
this->y = y;
this->w = w;
this->h = h;
}
void Rect::SetSize(Vec2<int>* size) {
this->x = size->x;
this->y = size->y;
}
void Rect::SetPos(Vec2<int>* pos) {
this->w = pos->x;
this->h = pos->y;
}
void Rect::SetPos(int x, int y) {
this->w = x;
this->h = y;
}
void Rect::Translate(Vec2<int>* offset) {
this->x += offset->x;
this->y += offset->y;
}
void Rect::TranslateX(int x) {
this->x += x;
}
void Rect::TranslateY(int y) {
this->y += y;
}
Rect::~Rect() {
}