// along with this program; if not, write to the Free Software
// Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
+#ifdef HAVE_CONFIG_H
+# include <config.h>
+#endif
+
#include <simgear/compiler.h>
#include <simgear/math/sg_geodesy.hxx>
#include <simgear/math/polar3d.hxx>
_center.x = _view[2] / 2;
_center.y = _view[3] / 2;
- _location.left = _center.x - (get_width() / 2) + get_x();
- _location.right = _center.x + (get_width() / 2) + get_x();
- _location.bottom = _center.y - (get_height() / 2) + get_y();
- _location.top = _center.y + (get_height() / 2) + get_y();
+ _left = _center.x - (_w / 2) + _x;
+ _right = _center.x + (_w / 2) + _x;
+ _bottom = _center.y - (_h / 2) + _y;
+ _top = _center.y + (_h / 2) + _y;
}
sgdVec3 p1, p2;
sgdCopyVec3(p1, point1);
sgdCopyVec3(p2, point2);
- bool p1Inside = (p1[0] >= _location.left && p1[0] <= _location.right
- && p1[1] >= _location.bottom && p1[1] <= _location.top);
+ bool p1Inside = (p1[0] >= _left && p1[0] <= _right
+ && p1[1] >= _bottom && p1[1] <= _top);
bool p1Insight = (p1[2] >= 0.0 && p1[2] < 1.0);
bool p1Valid = p1Insight && p1Inside;
- bool p2Inside = (p2[0] >= _location.left && p2[0] <= _location.right
- && p2[1] >= _location.bottom && p2[1] <= _location.top);
+ bool p2Inside = (p2[0] >= _left && p2[0] <= _right
+ && p2[1] >= _bottom && p2[1] <= _top);
bool p2Insight = (p2[2] >= 0.0 && p2[2] < 1.0);
bool p2Valid = p2Insight && p2Inside;
{
double y = v[1];
if (m[1] < v[1])
- y = _location.bottom;
+ y = _bottom;
else if (m[1] > v[1])
- y = _location.top;
+ y = _top;
if (m[0] == v[0]) {
m[1] = y;
m[0] = (y - v[1]) / slope + v[0];
m[1] = y;
- if (m[0] < _location.left) {
- m[0] = _location.left;
- m[1] = slope * (_location.left - v[0]) + v[1];
+ if (m[0] < _left) {
+ m[0] = _left;
+ m[1] = slope * (_left - v[0]) + v[1];
- } else if (m[0] > _location.right) {
- m[0] = _location.right;
- m[1] = slope * (_location.right - v[0]) + v[1];
+ } else if (m[0] > _right) {
+ m[0] = _right;
+ m[1] = slope * (_right - v[0]) + v[1];
}
}
bool HUD::Runway::boundOutsidePoints(sgdVec3& v, sgdVec3& m)
{
- bool pointsInvalid = (v[1] > _location.top && m[1] > _location.top) ||
- (v[1] < _location.bottom && m[1] < _location.bottom) ||
- (v[0] > _location.right && m[0] > _location.right) ||
- (v[0] < _location.left && m[0] < _location.left);
+ bool pointsInvalid = (v[1] > _top && m[1] > _top) ||
+ (v[1] < _bottom && m[1] < _bottom) ||
+ (v[0] > _right && m[0] > _right) ||
+ (v[0] < _left && m[0] < _left);
if (pointsInvalid)
return false;
if (m[0] == v[0]) {//x's are equal, vertical line
if (m[1] > v[1]) {
- m[1] = _location.top;
- v[1] = _location.bottom;
+ m[1] = _top;
+ v[1] = _bottom;
} else {
- v[1] = _location.top;
- m[1] = _location.bottom;
+ v[1] = _top;
+ m[1] = _bottom;
}
return true;
}
if (m[1] == v[1]) { //y's are equal, horizontal line
if (m[0] > v[0]) {
- m[0] = _location.right;
- v[0] = _location.left;
+ m[0] = _right;
+ v[0] = _left;
} else {
- v[0] = _location.right;
- m[0] = _location.left;
+ v[0] = _right;
+ m[0] = _left;
}
return true;
}
double slope = (m[1] - v[1]) / (m[0] - v[0]);
double b = v[1] - (slope * v[0]);
- double y1 = slope * _location.left + b;
- double y2 = slope * _location.right + b;
- double x1 = (_location.bottom - b) / slope;
- double x2 = (_location.top - b) / slope;
+ double y1 = slope * _left + b;
+ double y2 = slope * _right + b;
+ double x1 = (_bottom - b) / slope;
+ double x2 = (_top - b) / slope;
int counter = 0;
- if (y1 >= _location.bottom && y1 <= _location.top) {
- v[0] = _location.left;
+ if (y1 >= _bottom && y1 <= _top) {
+ v[0] = _left;
v[1] = y1;
counter++;
}
- if (y2 >= _location.bottom && y2 <= _location.top) {
+ if (y2 >= _bottom && y2 <= _top) {
if (counter > 0) {
- m[0] = _location.right;
+ m[0] = _right;
m[1] = y2;
} else {
- v[0] = _location.right;
+ v[0] = _right;
v[1] = y2;
}
counter++;
}
- if (x1 >= _location.left && x1 <= _location.right) {
+ if (x1 >= _left && x1 <= _right) {
if (counter > 0) {
m[0] = x1;
- m[1] = _location.bottom;
+ m[1] = _bottom;
} else {
v[0] = x1;
- v[1] = _location.bottom;
+ v[1] = _bottom;
}
counter++;
}
- if (x2 >= _location.left && x2 <= _location.right) {
+ if (x2 >= _left && x2 <= _right) {
m[0] = x1;
- m[1] = _location.bottom;
+ m[1] = _bottom;
counter++;
}
return (counter == 2);
theta = -theta;
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
- glTranslated((_location.right + _location.left) / 2.0,(_location.top + _location.bottom) / 2.0, 0.0);
+ glTranslated((_right + _left) / 2.0, (_top + _bottom) / 2.0, 0.0);
glRotated(theta, 0.0, 0.0, 1.0);
glTranslated(0.0, _arrow_radius, 0.0);
glScaled(_arrow_scale, _arrow_scale, 0.0);