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godot-cpp/src/core/Rect2.cpp
Hugo Locurcio cf5428e103 Add license headers to all source and header files
This is consistent with the core Godot source code, and ensures the
license isn't detached from its original code when individual files
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2021-08-02 18:34:58 +02:00

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/*************************************************************************/
/* Rect2.cpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2021 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. */
/*************************************************************************/
#include "Rect2.hpp"
#include "String.hpp"
#include "Transform2D.hpp"
#include "Vector2.hpp"
#include <cmath>
namespace godot {
#ifndef MAX
#define MAX(a, b) (a > b ? a : b)
#endif
#ifndef MIN
#define MIN(a, b) (a < b ? a : b)
#endif
real_t Rect2::distance_to(const Vector2 &p_point) const {
real_t dist = 1e20;
if (p_point.x < position.x) {
dist = MIN(dist, position.x - p_point.x);
}
if (p_point.y < position.y) {
dist = MIN(dist, position.y - p_point.y);
}
if (p_point.x >= (position.x + size.x)) {
dist = MIN(p_point.x - (position.x + size.x), dist);
}
if (p_point.y >= (position.y + size.y)) {
dist = MIN(p_point.y - (position.y + size.y), dist);
}
if (dist == 1e20)
return 0;
else
return dist;
}
Rect2 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;
}
Rect2 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;
}
Rect2::operator String() const {
return String(position) + ", " + String(size);
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_position, Point2 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin)
return false;
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin)
return false;
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max)
max = cmax;
if (max < min)
return false;
}
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_position)
*r_position = p_from + rel * min;
return true;
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {
p_xform.xform(p_rect.position),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)),
p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
};
real_t low_limit;
//base rect2 first (faster)
if (xf_points[0].y > position.y)
goto next1;
if (xf_points[1].y > position.y)
goto next1;
if (xf_points[2].y > position.y)
goto next1;
if (xf_points[3].y > position.y)
goto next1;
return false;
next1:
low_limit = position.y + size.y;
if (xf_points[0].y < low_limit)
goto next2;
if (xf_points[1].y < low_limit)
goto next2;
if (xf_points[2].y < low_limit)
goto next2;
if (xf_points[3].y < low_limit)
goto next2;
return false;
next2:
if (xf_points[0].x > position.x)
goto next3;
if (xf_points[1].x > position.x)
goto next3;
if (xf_points[2].x > position.x)
goto next3;
if (xf_points[3].x > position.x)
goto next3;
return false;
next3:
low_limit = position.x + size.x;
if (xf_points[0].x < low_limit)
goto next4;
if (xf_points[1].x < low_limit)
goto next4;
if (xf_points[2].x < low_limit)
goto next4;
if (xf_points[3].x < low_limit)
goto next4;
return false;
next4:
Vector2 xf_points2[4] = {
position,
Vector2(position.x + size.x, position.y),
Vector2(position.x, position.y + size.y),
Vector2(position.x + size.x, position.y + size.y),
};
real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.elements[0].dot(xf_points2[1]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[2]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[3]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
real_t maxb = p_xform.elements[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.elements[0].dot(xf_points[1]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[0].dot(xf_points[2]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[0].dot(xf_points[3]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb)
return false;
if (minb > maxa)
return false;
maxa = p_xform.elements[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.elements[1].dot(xf_points2[1]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[2]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[3]);
maxa = MAX(dp, maxa);
mina = MIN(dp, mina);
maxb = p_xform.elements[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.elements[1].dot(xf_points[1]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[1].dot(xf_points[2]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
dp = p_xform.elements[1].dot(xf_points[3]);
maxb = MAX(dp, maxb);
minb = MIN(dp, minb);
if (mina > maxb)
return false;
if (minb > maxa)
return false;
return true;
}
} // namespace godot