本文整理汇总了C++中GetPositionY函数的典型用法代码示例。如果您正苦于以下问题:C++ GetPositionY函数的具体用法?C++ GetPositionY怎么用?C++ GetPositionY使用的例子?那么恭喜您, 这里精选的函数代码示例或许可以为您提供帮助。
在下文中一共展示了GetPositionY函数的15个代码示例,这些例子默认根据受欢迎程度排序。您可以为喜欢或者感觉有用的代码点赞,您的评价将有助于系统推荐出更棒的C++代码示例。
示例1: GetMap
Creature* Transport::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
Map* map = GetMap();
Creature* pCreature = new Creature;
if (!pCreature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
{
delete pCreature;
return NULL;
}
pCreature->SetTransport(this);
pCreature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
pCreature->m_movementInfo.guid = GetGUID();
pCreature->m_movementInfo.t_pos.Relocate(x, y, z, o);
o += GetOrientation();
MapManager::NormalizeOrientation(o);
pCreature->Relocate(
GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
z + GetPositionZ() ,
o);
if (!pCreature->IsPositionValid())
{
sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)", pCreature->GetGUIDLow(), pCreature->GetEntry(), pCreature->GetPositionX(), pCreature->GetPositionY());
delete pCreature;
return NULL;
}
map->Add(pCreature);
m_NPCPassengerSet.insert(pCreature);
pCreature->setActive(true);
sScriptMgr->OnAddCreaturePassenger(this, pCreature);
return pCreature;
}
示例2: GetMap
Creature* Transport::CreateNPCPassenger(uint32 entry, float x, float y, float z, float o, CreatureData const* data /*= NULL*/)
{
Map* map = GetMap();
Creature* creature = new Creature();
if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0.0f, 0.0f, 0.0f, 0.0f, data))
{
delete creature;
return NULL;
}
creature->SetTransport(this);
creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
creature->m_movementInfo.guid = GetGUID();
creature->m_movementInfo.t_pos.Relocate(x, y, z, o);
o += GetOrientation();
MapManager::NormalizeOrientation(o);
creature->Relocate(GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
z + GetPositionZ(), o);
creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
if (!creature->IsPositionValid())
{
sLog->outError("Creature (guidlow %d, entry %d) not created. Suggested coordinates isn't valid (X: %f Y: %f)",creature->GetGUIDLow(),creature->GetEntry(),creature->GetPositionX(),creature->GetPositionY());
delete creature;
return NULL;
}
map->AddToMap(creature);
AddPassenger(creature);
creature->SetWorldObject(true); //so it will not be unloaded with grid
sScriptMgr->OnAddCreaturePassenger(this, creature);
return creature;
}
示例3: GetCaster
void DynamicObject::Update(uint32 p_time)
{
// caster can be not in world at time dynamic object update, but dynamic object not yet deleted in Unit destructor
Unit* caster = GetCaster();
if(!caster)
{
Delete();
return;
}
bool deleteThis = false;
if(m_aliveDuration > int32(p_time))
m_aliveDuration -= p_time;
else
deleteThis = true;
// TODO: make a timer and update this in larger intervals
CellPair p(MaNGOS::ComputeCellPair(GetPositionX(), GetPositionY()));
Cell cell = RedZone::GetZone(p);
cell.data.Part.reserved = ALL_DISTRICT;
cell.SetNoCreate();
MaNGOS::DynamicObjectUpdater notifier(*this,caster);
TypeContainerVisitor<MaNGOS::DynamicObjectUpdater, WorldTypeMapContainer > world_object_notifier(notifier);
TypeContainerVisitor<MaNGOS::DynamicObjectUpdater, GridTypeMapContainer > grid_object_notifier(notifier);
CellLock<GridReadGuard> cell_lock(cell, p);
cell_lock->Visit(cell_lock, world_object_notifier, *MapManager::Instance().GetMap(GetMapId(), this));
cell_lock->Visit(cell_lock, grid_object_notifier, *MapManager::Instance().GetMap(GetMapId(), this));
if(deleteThis)
{
caster->RemoveDynObjectWithGUID(GetGUID());
Delete();
}
}
示例4: VALUES
void GameObject::SaveToDB()
{
std::stringstream ss;
ss << "REPLACE INTO gameobject_spawns VALUES("
<< ((m_spawn == NULL) ? 0 : m_spawn->id) << ","
<< GetEntry() << ","
<< GetMapId() << ","
<< GetPositionX() << ","
<< GetPositionY() << ","
<< GetPositionZ() << ","
<< GetOrientation() << ","
<< GetUInt64Value(GAMEOBJECT_ROTATION) << ","
<< GetFloatValue(GAMEOBJECT_PARENTROTATION) << ","
<< GetFloatValue(GAMEOBJECT_PARENTROTATION + 2) << ","
<< GetFloatValue(GAMEOBJECT_PARENTROTATION + 3) << ","
<< ( GetByte(GAMEOBJECT_BYTES_1, 0)? 1 : 0 ) << ","
<< GetUInt32Value(GAMEOBJECT_FLAGS) << ","
<< GetUInt32Value(GAMEOBJECT_FACTION) << ","
<< GetFloatValue(OBJECT_FIELD_SCALE_X) << ","
<< m_phaseMode << ","
<< m_phaseMode << ")";
WorldDatabase.Execute(ss.str().c_str());
}
示例5: RemoveFromWorld
void Transporter::TeleportTransport(uint32 newMapid, uint32 oldmap, float x, float y, float z)
{
//sEventMgr.RemoveEvents(this, EVENT_TRANSPORTER_NEXT_WAYPOINT);
RemoveFromWorld(false);
SetMapId(newMapid);
SetPosition(x, y, z, m_position.o, false);
AddToWorld();
WorldPacket packet(SMSG_TRANSFER_PENDING, 12);
packet << newMapid;
packet << getEntry();
packet << oldmap;
for (auto passengerGuid : m_passengers)
{
auto passenger = objmgr.GetPlayer(passengerGuid);
if (passenger == nullptr)
continue;
passenger->GetSession()->SendPacket(&packet);
bool teleport_successful = passenger->Teleport(LocationVector(x, y, z, passenger->GetOrientation()), this->GetMapMgr());
if (!teleport_successful)
{
passenger->RepopAtGraveyard(passenger->GetPositionX(), passenger->GetPositionY(), passenger->GetPositionZ(), passenger->GetMapId());
}
else
{
if (!passenger->HasUnitMovementFlag(MOVEFLAG_TRANSPORT))
{
passenger->AddUnitMovementFlag(MOVEFLAG_TRANSPORT);
}
}
}
this->RespawnCreaturePassengers();
}
示例6: GetMap
// gunship data
Creature* Transport::AddNPCPassengerInInstance(uint32 entry, float x, float y, float z, float o, uint32 anim)
{
Map* map = GetMap();
Creature* creature = new Creature;
if (!creature->Create(sObjectMgr->GenerateLowGuid(HIGHGUID_UNIT), map, GetPhaseMask(), entry, 0, GetGOInfo()->faction, 0, 0, 0, 0))
{
delete creature;
return 0;
}
creature->SetTransport(this);
creature->AddUnitMovementFlag(MOVEMENTFLAG_ONTRANSPORT);
creature->m_movementInfo.guid = GetGUID();
creature->m_movementInfo.transport.pos.Relocate(x, y, z, o);
creature->Relocate(
GetPositionX() + (x * cos(GetOrientation()) + y * sin(GetOrientation() + float(M_PI))),
GetPositionY() + (y * cos(GetOrientation()) + x * sin(GetOrientation())),
z + GetPositionZ(),
o + GetOrientation());
creature->SetHomePosition(creature->GetPositionX(), creature->GetPositionY(), creature->GetPositionZ(), creature->GetOrientation());
if (!creature->IsPositionValid())
{
delete creature;
return 0;
}
map->AddToMap(creature);
m_NPCPassengerSet.insert(creature);
creature->setActive(true);
sScriptMgr->OnAddCreaturePassenger(this, creature);
return creature;
}
示例7: VALUES
void Creature::SaveToDB()
{
sDatabase.BeginTransaction();
sDatabase.PExecuteLog("DELETE FROM `creature` WHERE `guid` = '%u'", m_DBTableGuid);
std::ostringstream ss;
ss << "INSERT INTO `creature` VALUES ("
<< m_DBTableGuid << ","
<< GetEntry() << ","
<< GetMapId() <<","
<< GetPositionX() << ","
<< GetPositionY() << ","
<< GetPositionZ() << ","
<< GetOrientation() << ","
<< m_respawnDelay << "," //respawn time
<< (float) 0 << "," //spawn distance (float)
<< (uint32) (0) << "," //currentwaypoint
<< respawn_cord[0] << "," //spawn_position_x
<< respawn_cord[1] << "," //spawn_position_y
<< respawn_cord[2] << "," //spawn_position_z
<< (float)(0) << "," //spawn_orientation
<< GetHealth() << "," //curhealth
<< GetPower(POWER_MANA) << "," //curmana
<< (uint32)(m_deathState) << "," // is it really death state or just state?
//or
//<< (uint32)(m_state) << "," // is it really death state or just state?
<< GetDefaultMovementType() << "," // default movement generator type
<< "'')"; // should save auras
sDatabase.PExecuteLog( ss.str( ).c_str( ) );
sDatabase.CommitTransaction();
}
示例8: DeleteFromDB
void Corpse::SaveToDB()
{
// prevent DB data inconsistence problems and duplicates
SQLTransaction trans = CharacterDatabase.BeginTransaction();
DeleteFromDB(trans);
uint16 index = 0;
PreparedStatement* stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE);
stmt->setUInt64(index++, GetOwnerGUID().GetCounter()); // guid
stmt->setFloat (index++, GetPositionX()); // posX
stmt->setFloat (index++, GetPositionY()); // posY
stmt->setFloat (index++, GetPositionZ()); // posZ
stmt->setFloat (index++, GetOrientation()); // orientation
stmt->setUInt16(index++, GetMapId()); // mapId
stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_DISPLAY_ID)); // displayId
stmt->setString(index++, _ConcatFields(CORPSE_FIELD_ITEM, EQUIPMENT_SLOT_END)); // itemCache
stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_1)); // bytes1
stmt->setUInt32(index++, GetUInt32Value(CORPSE_FIELD_BYTES_2)); // bytes2
stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_FLAGS)); // flags
stmt->setUInt8 (index++, GetUInt32Value(CORPSE_FIELD_DYNAMIC_FLAGS)); // dynFlags
stmt->setUInt32(index++, uint32(m_time)); // time
stmt->setUInt8 (index++, GetType()); // corpseType
stmt->setUInt32(index++, GetInstanceId()); // instanceId
trans->Append(stmt);
for (uint32 phaseId : GetPhases())
{
index = 0;
stmt = CharacterDatabase.GetPreparedStatement(CHAR_INS_CORPSE_PHASES);
stmt->setUInt64(index++, GetOwnerGUID().GetCounter()); // OwnerGuid
stmt->setUInt32(index++, phaseId); // PhaseId
trans->Append(stmt);
}
CharacterDatabase.CommitTransaction(trans);
}
示例9: GetMap
void Transport::UpdatePosition(float x, float y, float z, float o)
{
bool newActive = GetMap()->IsGridLoaded(x, y);
Cell oldCell(GetPositionX(), GetPositionY());
Relocate(x, y, z, o);
UpdateModelPosition();
UpdatePassengerPositions(_passengers);
/* There are four possible scenarios that trigger loading/unloading passengers:
1. transport moves from inactive to active grid
2. the grid that transport is currently in becomes active
3. transport moves from active to inactive grid
4. the grid that transport is currently in unloads
*/
if (_staticPassengers.empty() && newActive) // 1.
LoadStaticPassengers();
else if (!_staticPassengers.empty() && !newActive && oldCell.DiffGrid(Cell(GetPositionX(), GetPositionY()))) // 3.
UnloadStaticPassengers();
else
UpdatePassengerPositions(_staticPassengers);
// 4. is handed by grid unload
}
示例10: GetMainWindow
void PictureTextCBox::Draw(const Point2i &/*mousePosition*/)
{
Surface & video_window = GetMainWindow();
if (m_value) {
uint enabled_x = GetPositionX() + (GetSizeX() - m_enabled.GetWidth())/2 ;
uint enabled_y = GetPositionY();
uint outside_x = std::max(uint(0), GetPositionX() - enabled_x);
uint outside_y = std::max(uint(0), GetPositionY() - enabled_y);
enabled_x += outside_x;
enabled_y += outside_y;
Rectanglei srcRect(outside_x, outside_y, m_enabled.GetWidth() - outside_x,
m_enabled.GetHeight() - outside_y);
video_window.Blit(m_enabled, srcRect, Point2i(enabled_x, enabled_y));
} else {
uint disabled_x = GetPositionX() + (GetSizeX() - m_disabled_back.GetWidth())/2 ;
uint disabled_y = GetPositionY();
uint outside_x = std::max(uint(0), GetPositionX() - disabled_x);
uint outside_y = std::max(uint(0), GetPositionY() - disabled_y);
disabled_x += outside_x;
disabled_y += outside_y;
Rectanglei srcRect(outside_x, outside_y, m_disabled_back.GetWidth() - outside_x,
m_disabled_back.GetHeight() - outside_y);
video_window.Blit(m_disabled_back, srcRect, Point2i(disabled_x, disabled_y));
}
// center the image
uint tmp_x = GetPositionX() + (GetSizeX() - m_image.GetWidth())/2 ;
uint tmp_y = GetPositionY() + (m_enabled.GetHeight() - m_image.GetHeight())/2;
video_window.Blit(m_image, Point2i(tmp_x, tmp_y));
Text::DrawCenterTop(GetPosition() + Point2i(GetSizeX()/2,
GetSizeY() - Text::GetHeight()));
if (!m_value) {
uint disabled_x = GetPositionX() + (GetSizeX() - m_disabled_front.GetWidth())/2 ;
uint disabled_y = GetPositionY() + (m_enabled.GetHeight() - m_disabled_front.GetHeight())/2;
video_window.Blit(m_disabled_front, Point2i(disabled_x, disabled_y));
}
}
示例11: SetMap
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, uint32 spellId, Position const& pos, float radius, DynamicObjectType type)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spellId, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(guidlow, HighGuid::DynamicObject, caster->GetPhaseMask());
SetEntry(spellId);
SetObjectScale(1);
SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());
// The lower word of DYNAMICOBJECT_BYTES must be 0x0001. This value means that the visual radius will be overriden
// by client for most of the "ground patch" visual effect spells and a few "skyfall" ones like Hurricane.
// If any other value is used, the client will _always_ use the radius provided in DYNAMICOBJECT_RADIUS, but
// precompensation is necessary (eg radius *= 2) for many spells. Anyway, blizz sends 0x0001 for all the spells
// I saw sniffed...
SetByteValue(DYNAMICOBJECT_BYTES, 0, type);
SetUInt32Value(DYNAMICOBJECT_SPELLID, spellId);
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, GameTime::GetGameTimeMS());
if (IsWorldObject())
setActive(true); //must before add to map to be put in world container
Transport* transport = caster->GetTransport();
if (transport)
{
float x, y, z, o;
pos.GetPosition(x, y, z, o);
transport->CalculatePassengerOffset(x, y, z, &o);
m_movementInfo.transport.pos.Relocate(x, y, z, o);
// This object must be added to transport before adding to map for the client to properly display it
transport->AddPassenger(this);
}
if (!GetMap()->AddToMap(this))
{
// Returning false will cause the object to be deleted - remove from transport
if (transport)
transport->RemovePassenger(this);
return false;
}
return true;
}
示例12: switch
void GameObject::Use(Unit* user)
{
// by default spell caster is user
Unit* spellCaster = user;
uint32 spellId = 0;
switch(GetGoType())
{
case GAMEOBJECT_TYPE_DOOR: //0
case GAMEOBJECT_TYPE_BUTTON: //1
//doors/buttons never really despawn, only reset to default state/flags
UseDoorOrButton();
// activate script
sWorld.ScriptsStart(sGameObjectScripts, GetDBTableGUIDLow(), spellCaster, this);
return;
case GAMEOBJECT_TYPE_QUESTGIVER: //2
{
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
player->PrepareQuestMenu( GetGUID() );
player->SendPreparedQuest( GetGUID() );
return;
}
//Sitting: Wooden bench, chairs enzz
case GAMEOBJECT_TYPE_CHAIR: //7
{
GameObjectInfo const* info = GetGOInfo();
if(!info)
return;
if(user->GetTypeId()!=TYPEID_PLAYER)
return;
Player* player = (Player*)user;
// a chair may have n slots. we have to calculate their positions and teleport the player to the nearest one
// check if the db is sane
if(info->chair.slots > 0)
{
float lowestDist = DEFAULT_VISIBILITY_DISTANCE;
float x_lowest = GetPositionX();
float y_lowest = GetPositionY();
// the object orientation + 1/2 pi
// every slot will be on that straight line
float orthogonalOrientation = GetOrientation()+M_PI*0.5f;
// find nearest slot
for(uint32 i=0; i<info->chair.slots; i++)
{
// the distance between this slot and the center of the go - imagine a 1D space
float relativeDistance = (info->size*i)-(info->size*(info->chair.slots-1)/2.0f);
float x_i = GetPositionX() + relativeDistance * cos(orthogonalOrientation);
float y_i = GetPositionY() + relativeDistance * sin(orthogonalOrientation);
// calculate the distance between the player and this slot
float thisDistance = player->GetDistance2d(x_i, y_i);
/* debug code. It will spawn a npc on each slot to visualize them.
Creature* helper = player->SummonCreature(14496, x_i, y_i, GetPositionZ(), GetOrientation(), TEMPSUMMON_TIMED_OR_DEAD_DESPAWN, 10000);
std::ostringstream output;
output << i << ": thisDist: " << thisDistance;
helper->MonsterSay(output.str().c_str(), LANG_UNIVERSAL, 0);
*/
if(thisDistance <= lowestDist)
{
lowestDist = thisDistance;
x_lowest = x_i;
y_lowest = y_i;
}
}
player->TeleportTo(GetMapId(), x_lowest, y_lowest, GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
else
{
// fallback, will always work
player->TeleportTo(GetMapId(), GetPositionX(), GetPositionY(), GetPositionZ(), GetOrientation(),TELE_TO_NOT_LEAVE_TRANSPORT | TELE_TO_NOT_LEAVE_COMBAT | TELE_TO_NOT_UNSUMMON_PET);
}
player->SetStandState(PLAYER_STATE_SIT_LOW_CHAIR+info->chair.height);
return;
}
//big gun, its a spell/aura
case GAMEOBJECT_TYPE_GOOBER: //10
{
GameObjectInfo const* info = GetGOInfo();
if(user->GetTypeId()==TYPEID_PLAYER)
{
Player* player = (Player*)user;
// show page
if(info->goober.pageId)
//.........这里部分代码省略.........
示例13: SetMap
bool DynamicObject::CreateDynamicObject(ObjectGuid::LowType guidlow, Unit* caster, SpellInfo const* spell, Position const& pos, float radius, DynamicObjectType type)
{
SetMap(caster->GetMap());
Relocate(pos);
if (!IsPositionValid())
{
TC_LOG_ERROR("misc", "DynamicObject (spell %u) not created. Suggested coordinates isn't valid (X: %f Y: %f)", spell->Id, GetPositionX(), GetPositionY());
return false;
}
WorldObject::_Create(ObjectGuid::Create<HighGuid::DynamicObject>(GetMapId(), spell->Id, guidlow));
SetPhaseMask(caster->GetPhaseMask(), false);
SetEntry(spell->Id);
SetObjectScale(1.0f);
SetGuidValue(DYNAMICOBJECT_CASTER, caster->GetGUID());
SetUInt32Value(DYNAMICOBJECT_BYTES, spell->GetSpellVisual(GetMap()->GetDifficultyID()) | (type << 28));
SetUInt32Value(DYNAMICOBJECT_SPELLID, spell->Id);
SetFloatValue(DYNAMICOBJECT_RADIUS, radius);
SetUInt32Value(DYNAMICOBJECT_CASTTIME, getMSTime());
if (IsWorldObject())
setActive(true); //must before add to map to be put in world container
Transport* transport = caster->GetTransport();
if (transport)
{
float x, y, z, o;
pos.GetPosition(x, y, z, o);
transport->CalculatePassengerOffset(x, y, z, &o);
m_movementInfo.transport.pos.Relocate(x, y, z, o);
// This object must be added to transport before adding to map for the client to properly display it
transport->AddPassenger(this);
}
if (!GetMap()->AddToMap(this))
{
// Returning false will cause the object to be deleted - remove from transport
if (transport)
transport->RemovePassenger(this);
return false;
}
return true;
}
示例14: Draw
void BonusTile::Update()
{
if (IsRemoved())
return;
if (GAME_STATE_PAUSED(sGame.GetGameState()))
{
Draw(animationFinished ? &imageUsed : NULL, true);
return;
}
SpecialTile::Update();
if (isUsed && animating && !animationFinished)
{
animating = true;
if (movingUp)
{
SetPositionY(GetPositionY() - 9.0f);
if (GetPositionY() < startPosition.y - 40.0f)
movingUp = false;
}
else
{
SetPositionY(GetPositionY() + 9.0f);
if (GetPositionY() >= startPosition.y)
{
SetPositionY(startPosition.y);
movingUp = true;
animating = false;
animationFinished = true;
sf::Texture imageCoin;
imageCoin.loadFromFile("Graphics/Tiles/coin_gold.png");
switch (urand(0, 1))
{
case 0:
sGame.AddCoin(new Coin(window, sf::Vector2f(GetPositionX(), GetPositionY() - 70.0f), imageCoin));
break;
case 1:
sGame.AddCoin(new Coin(window, sf::Vector2f(GetPositionX(), GetPositionY() - 70.0f), imageCoin));
break;
default:
std::cout << "Typo in BonusTile::Update switch (urand)" << std::endl;
break;
}
}
}
}
if (sf::Keyboard::isKeyPressed(sf::Keyboard::F2))
{
SetPosition(startPosition.x, startPosition.y);
animationFinished = false;
movingUp = true;
}
Draw(animationFinished ? &imageUsed : NULL, true);
}
示例15: GetPositionX
bool AreaTrigger::CheckIsInPolygon2D(Position const* pos) const
{
float testX = pos->GetPositionX();
float testY = pos->GetPositionY();
//this method uses the ray tracing algorithm to determine if the point is in the polygon
bool locatedInPolygon = false;
for (std::size_t vertex = 0; vertex < _polygonVertices.size(); ++vertex)
{
std::size_t nextVertex;
//repeat loop for all sets of points
if (vertex == (_polygonVertices.size() - 1))
{
//if i is the last vertex, let j be the first vertex
nextVertex = 0;
}
else
{
//for all-else, let j=(i+1)th vertex
nextVertex = vertex + 1;
}
float vertX_i = GetPositionX() + _polygonVertices[vertex].GetPositionX();
float vertY_i = GetPositionY() + _polygonVertices[vertex].GetPositionY();
float vertX_j = GetPositionX() + _polygonVertices[nextVertex].GetPositionX();
float vertY_j = GetPositionY() + _polygonVertices[nextVertex].GetPositionY();
// following statement checks if testPoint.Y is below Y-coord of i-th vertex
bool belowLowY = vertY_i > testY;
// following statement checks if testPoint.Y is below Y-coord of i+1-th vertex
bool belowHighY = vertY_j > testY;
/* following statement is true if testPoint.Y satisfies either (only one is possible)
-->(i).Y < testPoint.Y < (i+1).Y OR
-->(i).Y > testPoint.Y > (i+1).Y
(Note)
Both of the conditions indicate that a point is located within the edges of the Y-th coordinate
of the (i)-th and the (i+1)- th vertices of the polygon. If neither of the above
conditions is satisfied, then it is assured that a semi-infinite horizontal line draw
to the right from the testpoint will NOT cross the line that connects vertices i and i+1
of the polygon
*/
bool withinYsEdges = belowLowY != belowHighY;
if (withinYsEdges)
{
// this is the slope of the line that connects vertices i and i+1 of the polygon
float slopeOfLine = (vertX_j - vertX_i) / (vertY_j - vertY_i);
// this looks up the x-coord of a point lying on the above line, given its y-coord
float pointOnLine = (slopeOfLine* (testY - vertY_i)) + vertX_i;
//checks to see if x-coord of testPoint is smaller than the point on the line with the same y-coord
bool isLeftToLine = testX < pointOnLine;
if (isLeftToLine)
{
//this statement changes true to false (and vice-versa)
locatedInPolygon = !locatedInPolygon;
}//end if (isLeftToLine)
}//end if (withinYsEdges
}
return locatedInPolygon;
}