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#ifndef LEVELEDGE_H_
#define LEVELEDGE_H_
#include "LevelObject.h"
#include "EdgeProvider.h"
#include <math.h>
class LevelEdge : public LevelObject {
private:
EdgeProvider *provider;
size_t id;
static const float width = 1;
public:
LevelEdge(EdgeProvider *p, size_t i, LevelObject *parent)
: LevelObject(parent), provider(p), id(i) {}
virtual bool hit(const Vertex &v, float scale) const {
const Edge &edge = **this;
const Vertex &v1 = *edge.getVertex1(), &v2 = *edge.getVertex2();
float width = this->width/scale;
if(v.getX() < fminf(v1.getX(), v2.getX())-width)
return false;
if(v.getX() > fmaxf(v1.getX(), v2.getX())+width)
return false;
if(v.getY() < fminf(v1.getY(), v2.getY())-width)
return false;
if(v.getY() > fmaxf(v1.getY(), v2.getY())+width)
return false;
Vertex r = v2 - v1, p = v - v1;
r *= (r.getX()*p.getX() + r.getY()*p.getY())/v1.distanceSq(v2);
return (r.distanceSq(p) <= width*width);
}
virtual int getPriority() const {return 500;}
virtual const char* getType() const {
return "LevelEdge";
}
virtual bool canMove() const {return true;}
virtual void move(float x, float y) {
provider->moveEdge(id, x, y);
}
virtual bool canRotate() const {return true;}
virtual void rotate(Vertex m, float a) {
provider->rotateEdge(id, m, a);
}
const EdgeProvider* getProvider() const {
return provider;
}
size_t getId() const {
return id;
}
const Edge* operator->() const {return provider->getEdge(id);}
const Edge& operator*() const {return *provider->getEdge(id);}
};
#endif /*LEVELEDGE_H_*/
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