| 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 | |