blob: 50a97976b590bc2275e8d83b7e46187b6b251f23 [file] [log] [blame]
#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()),
};
}
void AABB::expandTo(AABB& out, const Vec2D& point) { expandTo(out, point.x, point.y); }
void AABB::expandTo(AABB& out, float x, float y) {
if (x < out.minX) {
out.minX = x;
}
if (x > out.maxX) {
out.maxX = x;
}
if (y < out.minY) {
out.minY = y;
}
if (y > out.maxY) {
out.maxY = y;
}
}
void AABB::join(AABB& out, const AABB& a, const AABB& b) {
out.minX = std::min(a.minX, b.minX);
out.minY = std::min(a.minY, b.minY);
out.maxX = std::max(a.maxX, b.maxX);
out.maxY = std::max(a.maxY, b.maxY);
}