/* 
 * PROJECT: NyARToolkit
 * --------------------------------------------------------------------------------
 * This work is based on the original ARToolKit developed by
 *   Hirokazu Kato
 *   Mark Billinghurst
 *   HITLab, University of Washington, Seattle
 * http://www.hitl.washington.edu/artoolkit/
 *
 * The NyARToolkit is Java version ARToolkit class library.
 * Copyright (C)2008 R.Iizuka
 *
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.
 * 
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 * 
 * You should have received a copy of the GNU General Public License
 * along with this framework; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
 * 
 * For further information please contact.
 *	http://nyatla.jp/nyatoolkit/
 *	<airmail(at)ebony.plala.or.jp>
 * 
 */
package jp.nyatla.nyartoolkit.sandbox.x2;

import jp.nyatla.nyartoolkit.core2.types.*;


final public class NyARFixedFloatTransOffset
{
	public NyARFixedFloat16Point3d[] vertex=NyARFixedFloat16Point3d.createArray(4);
	public NyARFixedFloat16Point3d point=new NyARFixedFloat16Point3d();	
	/**
	 * 中心位置と辺長から、オフセット情報を作成して設定する。
	 * @param i_width
	 * FF16で渡すこと！
	 * @param i_center
	 */
	public void setSquare(long i_width,NyARFixedFloat16Point2d i_center)
	{
		final long w_2 = i_width>>1;
		
		NyARFixedFloat16Point3d vertex3d_ptr;
		vertex3d_ptr= this.vertex[0];
		vertex3d_ptr.x = -w_2;
		vertex3d_ptr.y =  w_2;
		vertex3d_ptr.z = 0;
		vertex3d_ptr= this.vertex[1];
		vertex3d_ptr.x = w_2;
		vertex3d_ptr.y = w_2;
		vertex3d_ptr.z = 0;
		vertex3d_ptr= this.vertex[2];
		vertex3d_ptr.x =  w_2;
		vertex3d_ptr.y = -w_2;
		vertex3d_ptr.z = 0;
		vertex3d_ptr= this.vertex[3];
		vertex3d_ptr.x = -w_2;
		vertex3d_ptr.y = -w_2;
		vertex3d_ptr.z = 0;
		
		this.point.x=-i_center.x;
		this.point.y=-i_center.y;
		this.point.z=0;
		return;
	}
}
