virtualx-engine/core/math/rect2.h
nathanwfranke e5cb557b73 Fix bug where Control at origin with 0 size not rendered
Make a new method instead to make the code more elegant


Move Function down a bit
2020-02-07 14:43:27 -06:00

408 lines
12 KiB
C++

/*************************************************************************/
/* rect2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RECT2_H
#define RECT2_H
#include "core/math/vector2.h" // also includes math_funcs and ustring
struct Transform2D;
struct Rect2 {
Point2 position;
Size2 size;
const Vector2 &get_position() const { return position; }
void set_position(const Vector2 &p_pos) { position = p_pos; }
const Vector2 &get_size() const { return size; }
void set_size(const Vector2 &p_size) { size = p_size; }
real_t get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2 &p_rect) const {
if (position.x >= (p_rect.position.x + p_rect.size.width))
return false;
if ((position.x + size.width) <= p_rect.position.x)
return false;
if (position.y >= (p_rect.position.y + p_rect.size.height))
return false;
if ((position.y + size.height) <= p_rect.position.y)
return false;
return true;
}
inline bool intersects_touch(const Rect2 &p_rect) const {
if (position.x > (p_rect.position.x + p_rect.size.width))
return false;
if ((position.x + size.width) < p_rect.position.x)
return false;
if (position.y > (p_rect.position.y + p_rect.size.height))
return false;
if ((position.y + size.height) < p_rect.position.y)
return false;
return true;
}
inline real_t distance_to(const Vector2 &p_point) const {
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
real_t d = position.x - p_point.x;
dist = d;
inside = false;
}
if (p_point.y < position.y) {
real_t d = position.y - p_point.y;
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (inside)
return 0;
else
return dist;
}
bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = NULL, Point2 *r_normal = NULL) const;
inline bool encloses(const Rect2 &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
}
_FORCE_INLINE_ bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
inline Rect2 clip(const Rect2 &p_rect) const { /// return a clipped rect
Rect2 new_rect = p_rect;
if (!intersects(new_rect))
return Rect2();
new_rect.position.x = MAX(p_rect.position.x, position.x);
new_rect.position.y = MAX(p_rect.position.y, position.y);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x;
new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y;
return new_rect;
}
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
Rect2 new_rect;
new_rect.position.x = MIN(p_rect.position.x, position.x);
new_rect.position.y = MIN(p_rect.position.y, position.y);
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; //make relative again
return new_rect;
};
inline bool has_point(const Point2 &p_point) const {
if (p_point.x < position.x)
return false;
if (p_point.y < position.y)
return false;
if (p_point.x >= (position.x + size.x))
return false;
if (p_point.y >= (position.y + size.y))
return false;
return true;
}
bool is_equal_approx(const Rect2 &p_rect) const;
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_by) const {
Rect2 g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline Rect2 grow_margin(Margin p_margin, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
(MARGIN_TOP == p_margin) ? p_amount : 0,
(MARGIN_RIGHT == p_margin) ? p_amount : 0,
(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
return g;
}
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
Rect2 g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
_FORCE_INLINE_ Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Vector2 &p_vector) { //in place function for speed
Vector2 begin = position;
Vector2 end = position + size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
position = begin;
size = end - begin;
}
_FORCE_INLINE_ Rect2 abs() const {
return Rect2(Point2(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0)), size.abs());
}
operator String() const { return String(position) + ", " + String(size); }
Rect2() {}
Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
struct Rect2i {
Point2i position;
Size2i size;
const Point2i &get_position() const { return position; }
void set_position(const Point2i &p_position) { position = p_position; }
const Size2i &get_size() const { return size; }
void set_size(const Size2i &p_size) { size = p_size; }
int get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2i &p_rect) const {
if (position.x > (p_rect.position.x + p_rect.size.width))
return false;
if ((position.x + size.width) < p_rect.position.x)
return false;
if (position.y > (p_rect.position.y + p_rect.size.height))
return false;
if ((position.y + size.height) < p_rect.position.y)
return false;
return true;
}
inline bool encloses(const Rect2i &p_rect) const {
return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
}
_FORCE_INLINE_ bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
inline Rect2i clip(const Rect2i &p_rect) const { /// return a clipped rect
Rect2i new_rect = p_rect;
if (!intersects(new_rect))
return Rect2i();
new_rect.position.x = MAX(p_rect.position.x, position.x);
new_rect.position.y = MAX(p_rect.position.y, position.y);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size.x = (int)(MIN(p_rect_end.x, end.x) - new_rect.position.x);
new_rect.size.y = (int)(MIN(p_rect_end.y, end.y) - new_rect.position.y);
return new_rect;
}
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
Rect2i new_rect;
new_rect.position.x = MIN(p_rect.position.x, position.x);
new_rect.position.y = MIN(p_rect.position.y, position.y);
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; //make relative again
return new_rect;
};
bool has_point(const Point2 &p_point) const {
if (p_point.x < position.x)
return false;
if (p_point.y < position.y)
return false;
if (p_point.x >= (position.x + size.x))
return false;
if (p_point.y >= (position.y + size.y))
return false;
return true;
}
bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
Rect2i grow(int p_by) const {
Rect2i g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline Rect2i grow_margin(Margin p_margin, int p_amount) const {
Rect2i g = *this;
g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
(MARGIN_TOP == p_margin) ? p_amount : 0,
(MARGIN_RIGHT == p_margin) ? p_amount : 0,
(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
return g;
}
inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
Rect2i g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
return g;
}
_FORCE_INLINE_ Rect2i expand(const Vector2i &p_vector) const {
Rect2i r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Point2i &p_vector) {
Point2i begin = position;
Point2i end = position + size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
position = begin;
size = end - begin;
}
operator String() const { return String(position) + ", " + String(size); }
operator Rect2() const { return Rect2(position, size); }
Rect2i(const Rect2 &p_r2) :
position(p_r2.position),
size(p_r2.size) {
}
Rect2i() {}
Rect2i(int p_x, int p_y, int p_width, int p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2i(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
#endif // RECT2_H