forked from bartvdbraak/blender
26f63bfa19
need to be tweaks but it seems to work on my linux box. I haven't touched any of the other build systems so those will need to be done. We probably don't need all of this stuff but I figured better to add a little too much then to little. Kent
125 lines
3.0 KiB
C++
Executable File
125 lines
3.0 KiB
C++
Executable File
#ifndef __FTBBox__
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#define __FTBBox__
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#include <ft2build.h>
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#include FT_FREETYPE_H
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//#include FT_GLYPH_H
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#include FT_OUTLINE_H
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#include "FTGL.h"
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#include "FTPoint.h"
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/**
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* FTBBox is a convenience class for handling bounding boxes.
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*/
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class FTGL_EXPORT FTBBox
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{
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public:
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/**
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* Default constructor. Bounding box is set to zero.
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*/
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FTBBox()
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: lowerX(0.0f),
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lowerY(0.0f),
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lowerZ(0.0f),
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upperX(0.0f),
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upperY(0.0f),
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upperZ(0.0f)
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{}
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/**
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* Constructor.
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*/
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FTBBox( float lx, float ly, float lz, float ux, float uy, float uz)
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: lowerX(lx),
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lowerY(ly),
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lowerZ(lz),
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upperX(ux),
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upperY(uy),
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upperZ(uz)
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{}
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/**
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* Constructor. Extracts a bounding box from a freetype glyph. Uses
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* the control box for the glyph. <code>FT_Glyph_Get_CBox()</code>
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*
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* @param glyph A freetype glyph
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*/
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FTBBox( FT_GlyphSlot glyph)
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: lowerX(0.0f),
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lowerY(0.0f),
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lowerZ(0.0f),
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upperX(0.0f),
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upperY(0.0f),
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upperZ(0.0f)
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{
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FT_BBox bbox;
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FT_Outline_Get_CBox( &(glyph->outline), &bbox);
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lowerX = static_cast<float>( bbox.xMin) / 64.0f;
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lowerY = static_cast<float>( bbox.yMin) / 64.0f;
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lowerZ = 0.0f;
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upperX = static_cast<float>( bbox.xMax) / 64.0f;
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upperY = static_cast<float>( bbox.yMax) / 64.0f;
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upperZ = 0.0f;
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}
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/**
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* Destructor
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*/
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~FTBBox()
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{}
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/**
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* Move the Bounding Box by a vector.
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*
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* @param distance The distance to move the bbox in 3D space.
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*/
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FTBBox& Move( FTPoint distance)
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{
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lowerX += distance.x;
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lowerY += distance.y;
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lowerZ += distance.z;
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upperX += distance.x;
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upperY += distance.y;
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upperZ += distance.z;
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return *this;
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}
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FTBBox& operator += ( const FTBBox& bbox)
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{
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lowerX = bbox.lowerX < lowerX? bbox.lowerX: lowerX;
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lowerY = bbox.lowerY < lowerY? bbox.lowerY: lowerY;
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lowerZ = bbox.lowerZ < lowerZ? bbox.lowerZ: lowerZ;
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upperX = bbox.upperX > upperX? bbox.upperX: upperX;
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upperY = bbox.upperY > upperY? bbox.upperY: upperY;
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upperZ = bbox.upperZ > upperZ? bbox.upperZ: upperZ;
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return *this;
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}
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void SetDepth( float depth)
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{
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upperZ = lowerZ + depth;
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}
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/**
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* The bounds of the box
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*/
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// Make these ftPoints & private
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float lowerX, lowerY, lowerZ, upperX, upperY, upperZ;
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protected:
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private:
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};
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#endif // __FTBBox__
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