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f123981a96
Also separated Light2D in PointLight2D and DirectionalLight2D. Used PointLight2D because its more of a point, and it does not work the same as OmniLight (as shape depends on texture). Added a few utility methods to Rect2D I needed.
498 lines
14 KiB
C++
498 lines
14 KiB
C++
/*************************************************************************/
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/* rect2.h */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2020 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#ifndef RECT2_H
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#define RECT2_H
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#include "core/math/vector2.h" // also includes math_funcs and ustring
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struct Transform2D;
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struct Rect2 {
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Point2 position;
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Size2 size;
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const Vector2 &get_position() const { return position; }
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void set_position(const Vector2 &p_pos) { position = p_pos; }
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const Vector2 &get_size() const { return size; }
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void set_size(const Vector2 &p_size) { size = p_size; }
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real_t get_area() const { return size.width * size.height; }
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inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
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if (p_include_borders) {
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if (position.x > (p_rect.position.x + p_rect.size.width)) {
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return false;
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}
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if ((position.x + size.width) < p_rect.position.x) {
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return false;
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}
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if (position.y > (p_rect.position.y + p_rect.size.height)) {
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return false;
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}
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if ((position.y + size.height) < p_rect.position.y) {
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return false;
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}
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} else {
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if (position.x >= (p_rect.position.x + p_rect.size.width)) {
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return false;
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}
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if ((position.x + size.width) <= p_rect.position.x) {
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return false;
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}
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if (position.y >= (p_rect.position.y + p_rect.size.height)) {
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return false;
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}
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if ((position.y + size.height) <= p_rect.position.y) {
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return false;
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}
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}
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return true;
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}
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inline real_t distance_to(const Vector2 &p_point) const {
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real_t dist = 0.0;
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bool inside = true;
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if (p_point.x < position.x) {
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real_t d = position.x - p_point.x;
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dist = d;
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inside = false;
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}
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if (p_point.y < position.y) {
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real_t d = position.y - p_point.y;
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dist = inside ? d : MIN(dist, d);
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inside = false;
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}
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if (p_point.x >= (position.x + size.x)) {
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real_t d = p_point.x - (position.x + size.x);
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dist = inside ? d : MIN(dist, d);
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inside = false;
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}
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if (p_point.y >= (position.y + size.y)) {
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real_t d = p_point.y - (position.y + size.y);
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dist = inside ? d : MIN(dist, d);
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inside = false;
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}
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if (inside) {
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return 0;
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} else {
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return dist;
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}
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}
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bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
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bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
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inline bool encloses(const Rect2 &p_rect) const {
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return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
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((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
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((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
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}
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_FORCE_INLINE_ bool has_no_area() const {
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return (size.x <= 0 || size.y <= 0);
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}
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inline Rect2 clip(const Rect2 &p_rect) const { /// return a clipped rect
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Rect2 new_rect = p_rect;
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if (!intersects(new_rect)) {
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return Rect2();
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}
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new_rect.position.x = MAX(p_rect.position.x, position.x);
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new_rect.position.y = MAX(p_rect.position.y, position.y);
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Point2 p_rect_end = p_rect.position + p_rect.size;
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Point2 end = position + size;
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new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x;
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new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y;
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return new_rect;
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}
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inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
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Rect2 new_rect;
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new_rect.position.x = MIN(p_rect.position.x, position.x);
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new_rect.position.y = MIN(p_rect.position.y, position.y);
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new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = new_rect.size - new_rect.position; //make relative again
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return new_rect;
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}
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inline bool has_point(const Point2 &p_point) const {
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if (p_point.x < position.x) {
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return false;
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}
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if (p_point.y < position.y) {
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return false;
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}
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if (p_point.x >= (position.x + size.x)) {
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return false;
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}
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if (p_point.y >= (position.y + size.y)) {
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return false;
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}
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return true;
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}
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bool is_equal_approx(const Rect2 &p_rect) const;
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bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
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bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
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inline Rect2 grow(real_t p_by) const {
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Rect2 g = *this;
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g.position.x -= p_by;
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g.position.y -= p_by;
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g.size.width += p_by * 2;
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g.size.height += p_by * 2;
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return g;
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}
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inline Rect2 grow_margin(Margin p_margin, real_t p_amount) const {
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Rect2 g = *this;
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g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
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(MARGIN_TOP == p_margin) ? p_amount : 0,
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(MARGIN_RIGHT == p_margin) ? p_amount : 0,
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(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
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return g;
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}
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inline Rect2 grow_margin_bind(uint32_t p_margin, real_t p_amount) const {
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return grow_margin(Margin(p_margin), p_amount);
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}
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inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
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Rect2 g = *this;
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g.position.x -= p_left;
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g.position.y -= p_top;
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g.size.width += p_left + p_right;
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g.size.height += p_top + p_bottom;
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return g;
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}
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_FORCE_INLINE_ Rect2 expand(const Vector2 &p_vector) const {
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Rect2 r = *this;
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r.expand_to(p_vector);
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return r;
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}
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inline void expand_to(const Vector2 &p_vector) { //in place function for speed
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Vector2 begin = position;
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Vector2 end = position + size;
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if (p_vector.x < begin.x) {
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begin.x = p_vector.x;
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}
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if (p_vector.y < begin.y) {
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begin.y = p_vector.y;
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}
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if (p_vector.x > end.x) {
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end.x = p_vector.x;
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}
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if (p_vector.y > end.y) {
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end.y = p_vector.y;
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}
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position = begin;
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size = end - begin;
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}
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_FORCE_INLINE_ Rect2 abs() const {
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return Rect2(Point2(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0)), size.abs());
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}
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Vector2 get_support(const Vector2 &p_normal) const {
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Vector2 half_extents = size * 0.5;
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Vector2 ofs = position + half_extents;
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return Vector2(
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(p_normal.x > 0) ? -half_extents.x : half_extents.x,
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(p_normal.y > 0) ? -half_extents.y : half_extents.y) +
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ofs;
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}
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_FORCE_INLINE_ bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
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Vector2 center = position + size * 0.5;
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int side_plus = 0;
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int side_minus = 0;
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Vector2 end = position + size;
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int i_f = p_point_count - 1;
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for (int i = 0; i < p_point_count; i++) {
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const Vector2 &a = p_points[i_f];
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const Vector2 &b = p_points[i];
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i_f = i;
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Vector2 r = (b - a);
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float l = r.length();
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if (l == 0.0) {
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continue;
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}
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//check inside
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Vector2 tg = r.tangent();
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float s = tg.dot(center) - tg.dot(a);
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if (s < 0.0) {
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side_plus++;
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} else {
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side_minus++;
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}
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//check ray box
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r /= l;
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Vector2 ir(1.0 / r.x, 1.0 / r.y);
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// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
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// r.org is origin of ray
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Vector2 t13 = (position - a) * ir;
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Vector2 t24 = (end - a) * ir;
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float tmin = MAX(MIN(t13.x, t24.x), MIN(t13.y, t24.y));
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float tmax = MIN(MAX(t13.x, t24.x), MAX(t13.y, t24.y));
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// if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
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if (tmax < 0 || tmin > tmax || tmin >= l) {
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continue;
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}
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return true;
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}
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if (side_plus * side_minus == 0) {
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return true; //all inside
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} else {
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return false;
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}
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}
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operator String() const { return String(position) + ", " + String(size); }
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Rect2() {}
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Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
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position(Point2(p_x, p_y)),
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size(Size2(p_width, p_height)) {
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}
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Rect2(const Point2 &p_pos, const Size2 &p_size) :
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position(p_pos),
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size(p_size) {
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}
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};
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struct Rect2i {
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Point2i position;
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Size2i size;
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const Point2i &get_position() const { return position; }
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void set_position(const Point2i &p_position) { position = p_position; }
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const Size2i &get_size() const { return size; }
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void set_size(const Size2i &p_size) { size = p_size; }
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int get_area() const { return size.width * size.height; }
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inline bool intersects(const Rect2i &p_rect) const {
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if (position.x > (p_rect.position.x + p_rect.size.width)) {
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return false;
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}
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if ((position.x + size.width) < p_rect.position.x) {
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return false;
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}
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if (position.y > (p_rect.position.y + p_rect.size.height)) {
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return false;
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}
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if ((position.y + size.height) < p_rect.position.y) {
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return false;
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}
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return true;
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}
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inline bool encloses(const Rect2i &p_rect) const {
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return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
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((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
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((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
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}
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_FORCE_INLINE_ bool has_no_area() const {
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return (size.x <= 0 || size.y <= 0);
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}
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inline Rect2i clip(const Rect2i &p_rect) const { /// return a clipped rect
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Rect2i new_rect = p_rect;
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if (!intersects(new_rect)) {
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return Rect2i();
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}
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new_rect.position.x = MAX(p_rect.position.x, position.x);
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new_rect.position.y = MAX(p_rect.position.y, position.y);
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Point2 p_rect_end = p_rect.position + p_rect.size;
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Point2 end = position + size;
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new_rect.size.x = (int)(MIN(p_rect_end.x, end.x) - new_rect.position.x);
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new_rect.size.y = (int)(MIN(p_rect_end.y, end.y) - new_rect.position.y);
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return new_rect;
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}
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inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
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Rect2i new_rect;
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new_rect.position.x = MIN(p_rect.position.x, position.x);
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new_rect.position.y = MIN(p_rect.position.y, position.y);
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new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = new_rect.size - new_rect.position; //make relative again
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return new_rect;
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}
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bool has_point(const Point2 &p_point) const {
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if (p_point.x < position.x) {
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return false;
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}
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if (p_point.y < position.y) {
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return false;
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}
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if (p_point.x >= (position.x + size.x)) {
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return false;
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}
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if (p_point.y >= (position.y + size.y)) {
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return false;
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}
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return true;
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}
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bool operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
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bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
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Rect2i grow(int p_by) const {
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Rect2i g = *this;
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g.position.x -= p_by;
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g.position.y -= p_by;
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g.size.width += p_by * 2;
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g.size.height += p_by * 2;
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return g;
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}
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inline Rect2i grow_margin(Margin p_margin, int p_amount) const {
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Rect2i g = *this;
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g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
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(MARGIN_TOP == p_margin) ? p_amount : 0,
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(MARGIN_RIGHT == p_margin) ? p_amount : 0,
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(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
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return g;
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}
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inline Rect2i grow_margin_bind(uint32_t p_margin, int p_amount) const {
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return grow_margin(Margin(p_margin), p_amount);
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}
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inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
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Rect2i g = *this;
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g.position.x -= p_left;
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g.position.y -= p_top;
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g.size.width += p_left + p_right;
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g.size.height += p_top + p_bottom;
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return g;
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}
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_FORCE_INLINE_ Rect2i expand(const Vector2i &p_vector) const {
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Rect2i r = *this;
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r.expand_to(p_vector);
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return r;
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}
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inline void expand_to(const Point2i &p_vector) {
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Point2i begin = position;
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Point2i end = position + size;
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if (p_vector.x < begin.x) {
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begin.x = p_vector.x;
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}
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if (p_vector.y < begin.y) {
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begin.y = p_vector.y;
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}
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if (p_vector.x > end.x) {
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end.x = p_vector.x;
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}
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if (p_vector.y > end.y) {
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end.y = p_vector.y;
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}
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position = begin;
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size = end - begin;
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}
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_FORCE_INLINE_ Rect2i abs() const {
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return Rect2i(Point2i(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0)), size.abs());
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}
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operator String() const { return String(position) + ", " + String(size); }
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operator Rect2() const { return Rect2(position, size); }
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Rect2i() {}
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Rect2i(const Rect2 &p_r2) :
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position(p_r2.position),
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size(p_r2.size) {
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}
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Rect2i(int p_x, int p_y, int p_width, int p_height) :
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position(Point2(p_x, p_y)),
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size(Size2(p_width, p_height)) {
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}
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Rect2i(const Point2 &p_pos, const Size2 &p_size) :
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position(p_pos),
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size(p_size) {
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}
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};
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#endif // RECT2_H
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