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 #ifndef _RIVE_AABB_HPP_ #define _RIVE_AABB_HPP_ #include "rive/span.hpp" #include "rive/math/mat2d.hpp" #include "rive/math/vec2d.hpp" #include 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 width() <= 0 || height() <= 0; } 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}; } }; class AABB { public: float minX, minY, maxX, maxY; AABB() : minX(0), minY(0), maxX(0), maxY(0) {} AABB(const AABB& o) : minX(o.minX), minY(o.minY), maxX(o.maxX), maxY(o.maxY) {} 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); // 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; }; } // namespace rive #endif