| #include "rive/math/aabb.hpp" | |
| #include <algorithm> | |
| #include <cmath> | |
| using namespace rive; | |
| AABB::AABB(Span<Vec2D> pts) { | |
| if (pts.size() == 0) { | |
| minX = minY = maxX = maxY = 0; | |
| return; | |
| } | |
| float L = pts[0].x(), R = L, T = pts[0].y(), B = T; | |
| for (size_t i = 1; i < pts.size(); ++i) { | |
| L = std::min(L, pts[i].x()); | |
| R = std::max(R, pts[i].x()); | |
| T = std::min(T, pts[i].y()); | |
| B = std::max(B, pts[i].y()); | |
| } | |
| minX = L; | |
| maxX = R; | |
| minY = T; | |
| maxY = B; | |
| } | |
| static inline float graphics_roundf(float x) { return std::floor(x + 0.5f); } | |
| static inline int graphics_round(float x) { return (int)graphics_roundf(x); } | |
| IAABB AABB::round() const { | |
| return { | |
| graphics_round(left()), | |
| graphics_round(top()), | |
| graphics_round(right()), | |
| graphics_round(bottom()), | |
| }; | |
| } |