1 | //************************************ bs::framework - Copyright 2018 Marko Pintera **************************************// |
2 | //*********** Licensed under the MIT license. See LICENSE.md for full terms. This notice is not to be removed. ***********// |
3 | #include "Math/BsRect2.h" |
4 | #include "Math/BsVector2.h" |
5 | #include "Math/BsMatrix4.h" |
6 | #include "Math/BsMath.h" |
7 | |
8 | namespace bs |
9 | { |
10 | const Rect2 Rect2::EMPTY; |
11 | |
12 | bool Rect2::contains(const Vector2& point) const |
13 | { |
14 | if(point.x >= x && point.x <= (x + width)) |
15 | { |
16 | if(point.y >= y && point.y <= (y + height)) |
17 | return true; |
18 | } |
19 | |
20 | return false; |
21 | } |
22 | |
23 | bool Rect2::overlaps(const Rect2& other) const |
24 | { |
25 | float otherRight = other.x + other.width; |
26 | float myRight = x + width; |
27 | |
28 | float otherBottom = other.y + other.height; |
29 | float myBottom = y + height; |
30 | |
31 | if(x < otherRight && myRight > other.x && |
32 | y < otherBottom && myBottom > other.y) |
33 | return true; |
34 | |
35 | return false; |
36 | } |
37 | |
38 | void Rect2::encapsulate(const Rect2& other) |
39 | { |
40 | float myRight = x + width; |
41 | float myBottom = y + height; |
42 | float otherRight = other.x + other.width; |
43 | float otherBottom = other.y + other.height; |
44 | |
45 | if(other.x < x) |
46 | x = other.x; |
47 | |
48 | if(other.y < y) |
49 | y = other.y; |
50 | |
51 | if(otherRight > myRight) |
52 | width = otherRight - x; |
53 | else |
54 | width = myRight - x; |
55 | |
56 | if(otherBottom > myBottom) |
57 | height = otherBottom - y; |
58 | else |
59 | height = myBottom - y; |
60 | } |
61 | |
62 | void Rect2::clip(const Rect2& clipRect) |
63 | { |
64 | float newLeft = std::max(x, clipRect.x); |
65 | float newTop = std::max(y, clipRect.y); |
66 | |
67 | float newRight = std::min(x + width, clipRect.x + clipRect.width); |
68 | float newBottom = std::min(y + height, clipRect.y + clipRect.height); |
69 | |
70 | x = newLeft; |
71 | y = newTop; |
72 | width = newRight - newLeft; |
73 | height = newBottom - newTop; |
74 | } |
75 | |
76 | void Rect2::transform(const Matrix4& matrix) |
77 | { |
78 | Vector4 verts[4]; |
79 | verts[0] = Vector4(x, y, 0.0f, 1.0f); |
80 | verts[1] = Vector4(x + width, y, 0.0f, 1.0f); |
81 | verts[2] = Vector4(x, y + height, 0.0f, 1.0f); |
82 | verts[3] = Vector4(x + width, y + height, 0.0f, 1.0f); |
83 | |
84 | for(UINT32 i = 0; i < 4; i++) |
85 | verts[i] = matrix.multiply(verts[i]); |
86 | |
87 | float minX = std::numeric_limits<float>::max(); |
88 | float maxX = std::numeric_limits<float>::min(); |
89 | float minY = std::numeric_limits<float>::max(); |
90 | float maxY = std::numeric_limits<float>::min(); |
91 | |
92 | for(UINT32 i = 0; i < 4; i++) |
93 | { |
94 | if(verts[i].x < minX) |
95 | minX = verts[i].x; |
96 | |
97 | if(verts[i].y < minY) |
98 | minY = verts[i].y; |
99 | |
100 | if(verts[i].x > maxX) |
101 | maxX = verts[i].x; |
102 | |
103 | if(verts[i].y > maxY) |
104 | maxY = verts[i].y; |
105 | } |
106 | |
107 | x = minX; |
108 | y = minY; |
109 | width = maxX - x; |
110 | height = maxY - y; |
111 | } |
112 | |
113 | Vector2 Rect2::getCenter() const |
114 | { |
115 | return Vector2(x + width * 0.5f, y + height * 0.5f); |
116 | } |
117 | |
118 | Vector2 Rect2::getHalfSize() const |
119 | { |
120 | return Vector2(width, height) * 0.5f; |
121 | } |
122 | } |
123 | |