| #ifndef _RIVE_AABB_HPP_ |
| #define _RIVE_AABB_HPP_ |
| |
| #include "rive/span.hpp" |
| #include "rive/math/vec2d.hpp" |
| #include <limits> |
| |
| namespace rive |
| { |
| struct IAABB |
| { |
| int32_t left, top, right, bottom; |
| |
| constexpr int width() const { return right - left; } |
| constexpr int height() const { return bottom - top; } |
| constexpr bool empty() const { return left >= right || top >= bottom; } |
| |
| IAABB inset(int dx, int dy) const { return {left + dx, top + dy, right - dx, bottom - dy}; } |
| IAABB offset(int dx, int dy) const { return {left + dx, top + dy, right + dx, bottom + dy}; } |
| IAABB join(IAABB b) const |
| { |
| return {std::min(left, b.left), |
| std::min(top, b.top), |
| std::max(right, b.right), |
| std::max(bottom, b.bottom)}; |
| } |
| IAABB intersect(IAABB b) const |
| { |
| return {std::max(left, b.left), |
| std::max(top, b.top), |
| std::min(right, b.right), |
| std::min(bottom, b.bottom)}; |
| } |
| |
| bool operator==(const IAABB& o) const |
| { |
| return left == o.left && top == o.top && right == o.right && bottom == o.bottom; |
| } |
| bool operator!=(const IAABB& o) const { return !(*this == o); } |
| }; |
| |
| class AABB |
| { |
| public: |
| float minX, minY, maxX, maxY; |
| |
| AABB() : minX(0), minY(0), maxX(0), maxY(0) {} |
| AABB(const Vec2D& min, const Vec2D& max) : minX(min.x), minY(min.y), maxX(max.x), maxY(max.y) {} |
| static AABB fromLTWH(float x, float y, float width, float height) |
| { |
| return {x, y, x + width, y + height}; |
| } |
| |
| AABB(float minX, float minY, float maxX, float maxY) : |
| minX(minX), minY(minY), maxX(maxX), maxY(maxY) |
| {} |
| |
| AABB(const IAABB& o) : AABB((float)o.left, (float)o.top, (float)o.right, (float)o.bottom) {} |
| |
| AABB(Span<Vec2D>); // computes the union of all points, or 0,0,0,0 |
| |
| bool operator==(const AABB& o) const |
| { |
| return minX == o.minX && minY == o.minY && maxX == o.maxX && maxY == o.maxY; |
| } |
| bool operator!=(const AABB& o) const { return !(*this == o); } |
| |
| float left() const { return minX; } |
| float top() const { return minY; } |
| float right() const { return maxX; } |
| float bottom() const { return maxY; } |
| |
| float width() const { return maxX - minX; } |
| float height() const { return maxY - minY; } |
| Vec2D size() const { return {width(), height()}; } |
| Vec2D center() const { return {(minX + maxX) * 0.5f, (minY + maxY) * 0.5f}; } |
| |
| AABB inset(float dx, float dy) const |
| { |
| AABB r = {minX + dx, minY + dy, maxX - dx, maxY - dy}; |
| assert(r.width() >= 0); |
| assert(r.height() >= 0); |
| return r; |
| } |
| AABB offset(float dx, float dy) const { return {minX + dx, minY + dy, maxX + dx, maxY + dy}; } |
| |
| IAABB round() const; |
| IAABB roundOut() const; // Rounds out to integer bounds that fully contain the rectangle. |
| |
| /// |
| /// Initialize an AABB to values that represent an invalid/collapsed |
| /// AABB that can then expand to points that are added to it. |
| /// |
| inline static AABB forExpansion() |
| { |
| return AABB(std::numeric_limits<float>::max(), |
| std::numeric_limits<float>::max(), |
| -std::numeric_limits<float>::max(), |
| -std::numeric_limits<float>::max()); |
| } |
| |
| /// |
| /// Grow the AABB to fit the point. |
| /// |
| static void expandTo(AABB& out, const Vec2D& point); |
| static void expandTo(AABB& out, float x, float y); |
| |
| /// Join two AABBs. |
| static void join(AABB& out, const AABB& a, const AABB& b); |
| |
| void expand(const AABB& other) { join(*this, *this, other); } |
| |
| Vec2D factorFrom(Vec2D point) const |
| { |
| return Vec2D(width() == 0.0f ? 0.0f : (point.x - left()) * 2.0f / width() - 1.0f, |
| (height() == 0.0f ? 0.0f : point.y - top()) * 2.0f / height() - 1.0f); |
| } |
| }; |
| |
| } // namespace rive |
| #endif |