rcpp_framework/core/math/rect2i.h

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#ifndef RECT2I_H
#define RECT2I_H
#include "vector2i.h"
#include "math.h"
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class Rect2i {
public:
float get_area() const;
bool intersects(const Rect2i &b) const;
bool intersects_include_borders(const Rect2i &b) const;
bool encloses(const Rect2i &b) const;
bool has_no_area() const;
bool has_point(const int px, const int py) const;
bool is_equal_approx(const Rect2i &b) const;
void grow(const int by);
void shrink(const int by);
void expand_to(const Vector2i &p_vector);
inline Rect2i clip(const Rect2i &p_rect) const;
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Vector2i position() const;
Vector2i size() const;
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Rect2i &operator+=(const Rect2i &b);
Rect2i &operator-=(const Rect2i &b);
friend Rect2i operator+(Rect2i lhs, const Rect2i &rhs);
friend Rect2i operator-(Rect2i lhs, const Rect2i &rhs);
friend bool operator==(const Rect2i &a, const Rect2i &b);
friend bool operator!=(const Rect2i &a, const Rect2i &b);
Rect2i();
Rect2i(const Rect2i &b);
Rect2i(const int rx, const int ry);
Rect2i(const int rx, const int ry, const int rw, const int rh);
Rect2i(const Vector2i &position, const Vector2i &size);
int x;
int y;
int w;
int h;
};
// Taken from the Godot Engine (MIT License)
// Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
// Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
inline Rect2i Rect2i::clip(const Rect2i &p_rect) const { /// return a clipped rect
Rect2i new_rect = p_rect;
if (!intersects(new_rect)) {
return Rect2i();
}
new_rect.x = MAX(p_rect.x, x);
new_rect.y = MAX(p_rect.y, y);
Vector2i p_rect_end = p_rect.position() + p_rect.size();
Vector2i end = position() + size();
new_rect.w = MIN(p_rect_end.x, end.x) - new_rect.x;
new_rect.h = MIN(p_rect_end.y, end.y) - new_rect.y;
return new_rect;
}
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#endif