114 lines
3.5 KiB
C++
114 lines
3.5 KiB
C++
// Copyright (c) 2012-2024 Wojciech Figat. All rights reserved.
|
|
|
|
#include "Rectangle.h"
|
|
#include "../Types/String.h"
|
|
|
|
Rectangle Rectangle::Empty(0, 0, 0, 0);
|
|
|
|
String Rectangle::ToString() const
|
|
{
|
|
return String::Format(TEXT("{}"), *this);
|
|
}
|
|
|
|
bool Rectangle::Contains(const Float2& location) const
|
|
{
|
|
return location.X >= Location.X && location.Y >= Location.Y && (location.X <= Location.X + Size.X && location.Y <= Location.Y + Size.Y);
|
|
}
|
|
|
|
bool Rectangle::Contains(const Rectangle& value) const
|
|
{
|
|
return Location.X <= value.Location.X && value.GetRight() <= GetRight() && Location.Y <= value.Location.Y && value.GetBottom() <= GetBottom();
|
|
}
|
|
|
|
bool Rectangle::Intersects(const Rectangle& value) const
|
|
{
|
|
return value.Location.X <= GetRight() && Location.X <= value.GetRight() && value.Location.Y <= GetBottom() && Location.Y <= value.GetBottom();
|
|
}
|
|
|
|
void Rectangle::Offset(float x, float y)
|
|
{
|
|
Location.X += x;
|
|
Location.Y += y;
|
|
}
|
|
|
|
void Rectangle::Offset(const Float2& offset)
|
|
{
|
|
Location += offset;
|
|
}
|
|
|
|
Rectangle Rectangle::MakeOffsetted(const Float2& offset) const
|
|
{
|
|
return Rectangle(Location + offset, Size);
|
|
}
|
|
|
|
void Rectangle::Expand(float toExpand)
|
|
{
|
|
Location -= toExpand * 0.5f;
|
|
Size += toExpand;
|
|
}
|
|
|
|
Rectangle Rectangle::MakeExpanded(float toExpand) const
|
|
{
|
|
return Rectangle(Location - toExpand * 0.5f, Size + toExpand);
|
|
}
|
|
|
|
void Rectangle::Scale(float scale)
|
|
{
|
|
const Float2 toExpand = Size * (scale - 1.0f) * 0.5f;
|
|
Location -= toExpand * 0.5f;
|
|
Size += toExpand;
|
|
}
|
|
|
|
Rectangle Rectangle::MakeScaled(float scale) const
|
|
{
|
|
const Float2 toExpand = Size * (scale - 1.0f) * 0.5f;
|
|
return Rectangle(Location - toExpand * 0.5f, Size + toExpand);
|
|
}
|
|
|
|
Rectangle Rectangle::Union(const Rectangle& a, const Float2& b)
|
|
{
|
|
const float left = Math::Min(a.GetLeft(), b.X);
|
|
const float right = Math::Max(a.GetRight(), b.X);
|
|
const float top = Math::Min(a.GetTop(), b.Y);
|
|
const float bottom = Math::Max(a.GetBottom(), b.Y);
|
|
return Rectangle(left, top, Math::Max(right - left, 0.0f), Math::Max(bottom - top, 0.0f));
|
|
}
|
|
|
|
Rectangle Rectangle::Union(const Rectangle& a, const Rectangle& b)
|
|
{
|
|
const float left = Math::Min(a.GetLeft(), b.GetLeft());
|
|
const float right = Math::Max(a.GetRight(), b.GetRight());
|
|
const float top = Math::Min(a.GetTop(), b.GetTop());
|
|
const float bottom = Math::Max(a.GetBottom(), b.GetBottom());
|
|
return Rectangle(left, top, Math::Max(right - left, 0.0f), Math::Max(bottom - top, 0.0f));
|
|
}
|
|
|
|
Rectangle Rectangle::Shared(const Rectangle& a, const Rectangle& b)
|
|
{
|
|
const float left = Math::Max(a.GetLeft(), b.GetLeft());
|
|
const float right = Math::Min(a.GetRight(), b.GetRight());
|
|
const float top = Math::Max(a.GetTop(), b.GetTop());
|
|
const float bottom = Math::Min(a.GetBottom(), b.GetBottom());
|
|
return Rectangle(left, top, Math::Max(right - left, 0.0f), Math::Max(bottom - top, 0.0f));
|
|
}
|
|
|
|
Rectangle Rectangle::FromPoints(const Float2& p1, const Float2& p2)
|
|
{
|
|
const Float2 upperLeft = Float2::Min(p1, p2);
|
|
const Float2 rightBottom = Float2::Max(p1, p2);
|
|
return Rectangle(upperLeft, Math::Max(rightBottom - upperLeft, Float2::Zero));
|
|
}
|
|
|
|
Rectangle Rectangle::FromPoints(const Float2* points, int32 pointsCount)
|
|
{
|
|
ASSERT(pointsCount > 0);
|
|
Float2 upperLeft = points[0];
|
|
Float2 rightBottom = points[0];
|
|
for (int32 i = 1; i < pointsCount; i++)
|
|
{
|
|
upperLeft = Float2::Min(upperLeft, points[i]);
|
|
rightBottom = Float2::Max(rightBottom, points[i]);
|
|
}
|
|
return Rectangle(upperLeft, Math::Max(rightBottom - upperLeft, Float2::Zero));
|
|
}
|