| #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; | |
| } | |
| bool AABB::contains(const AABB& a, const AABB& b) { | |
| return a[0] <= b[0] && a[1] <= b[1] && b[2] <= a[2] && b[3] <= a[3]; | |
| } | |
| bool AABB::isValid(const AABB& a) { | |
| float dx = a[2] - a[0]; | |
| float dy = a[3] - a[1]; | |
| return dx >= 0.0f && dy >= 0.0f && std::isfinite(a[0]) && std::isfinite(a[1]) && | |
| std::isfinite(a[2]) && std::isfinite(a[3]); | |
| } | |
| bool AABB::testOverlap(const AABB& a, const AABB& b) { | |
| float d1x = b[0] - a[2]; | |
| float d1y = b[1] - a[3]; | |
| float d2x = a[0] - b[2]; | |
| float d2y = a[1] - b[3]; | |
| if (d1x > 0.0 || d1y > 0.0) { | |
| return false; | |
| } | |
| if (d2x > 0.0 || d2y > 0.0) { | |
| return false; | |
| } | |
| return true; | |
| } | |
| void AABB::transform(AABB& out, const AABB& a, const Mat2D& matrix) { | |
| const auto p1 = matrix * Vec2D(a[0], a[1]); | |
| const auto p2 = matrix * Vec2D(a[2], a[1]); | |
| const auto p3 = matrix * Vec2D(a[2], a[3]); | |
| const auto p4 = matrix * Vec2D(a[0], a[3]); | |
| out[0] = std::fmin(p1[0], std::fmin(p2[0], std::fmin(p3[0], p4[0]))); | |
| out[1] = std::fmin(p1[1], std::fmin(p2[1], std::fmin(p3[1], p4[1]))); | |
| out[2] = std::fmax(p1[0], std::fmax(p2[0], std::fmax(p3[0], p4[0]))); | |
| out[3] = std::fmax(p1[1], std::fmax(p2[1], std::fmax(p3[1], p4[1]))); | |
| } | |
| 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()), | |
| }; | |
| } |