113 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
		
		
			
		
	
	
			113 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
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								// Copyright (c) 2016-2018 Easy2D - Nomango
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								// 
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								// Permission is hereby granted, free of charge, to any person obtaining a copy
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								// of this software and associated documentation files (the "Software"), to deal
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								// in the Software without restriction, including without limitation the rights
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								// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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								// copies of the Software, and to permit persons to whom the Software is
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								// furnished to do so, subject to the following conditions:
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								// 
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								// The above copyright notice and this permission notice shall be included in
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								// 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, EXPRESS OR
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								// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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								// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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								// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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								// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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								// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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								// THE SOFTWARE.
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								#pragma once
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								#include "Vec2.hpp"
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								namespace easy2d
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								{
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									namespace math
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									{
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										// <20><><EFBFBD><EFBFBD>
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										struct Rect
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										{
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											Vec2	origin;	// <20><><EFBFBD>Ͻ<EFBFBD><CFBD><EFBFBD><EFBFBD><EFBFBD>
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											Vec2	size;	// <20><><EFBFBD>Ⱥ߶<CDB8>
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											Rect() {}
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											Rect(
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												float x,
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												float y,
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												float width,
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												float height
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											)
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												: origin(x, y)
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												, size(width, height)
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											{}
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											Rect(
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												const Vec2& pos,
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												const Vec2& size
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											)
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												: origin(pos.x, pos.y)
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												, size(size.x, size.y)
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											{}
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											Rect(
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												const Rect& other
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											)
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												: origin(other.origin.x, other.origin.y)
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												, size(other.size.x, other.size.y)
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											{}
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											Rect& operator= (const Rect& other)
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											{
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												origin = other.origin;
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												size = other.size;
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												return *this;
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											}
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											inline bool operator== (const Rect& rect) const
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											{
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												return (origin == rect.origin) && (size == rect.size);
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											}
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											inline void Set(float x, float y, float width, float height) { origin = Vec2{ x, y }; size = Vec2{ width, height }; }
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											inline Vec2 GetCenter() const { return Vec2{ origin.x + size.x / 2, origin.y + size.y / 2 }; }
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											inline Vec2 GetLeftTop() const { return origin; }
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											inline Vec2 GetRightBottom() const { return Vec2{ GetRight(), GetBottom() }; }
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											inline Vec2 GetRightTop() const { return Vec2{ GetRight(), GetTop() }; }
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											inline Vec2 GetLeftBottom() const { return Vec2{ GetLeft(), GetBottom() }; }
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											inline float GetLeft() const { return origin.x; }
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											inline float GetTop() const { return origin.y; }
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											inline float GetRight() const { return origin.x + size.x; }
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											inline float GetBottom() const { return origin.y + size.y; }
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											inline bool IsEmpty() const { return origin.IsOrigin() && size.IsOrigin(); }
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											// <20>жϵ<D0B6><CFB5>Ƿ<EFBFBD><C7B7>ھ<EFBFBD><DABE><EFBFBD><EFBFBD><EFBFBD>
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											inline bool ContainsPoint(const Vec2& point) const
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											{
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												return	point.x >= origin.x && point.x <= (origin.x + size.x) &&
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													point.y >= origin.y && point.y <= (origin.y + size.y);
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											}
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											// <20>ж<EFBFBD><D0B6><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD><EFBFBD>Ƿ<EFBFBD><C7B7>ཻ
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											inline bool Intersects(const Rect& rect) const
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											{
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												return !((origin.x + size.x)			< rect.origin.x ||
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														(rect.origin.x + rect.size.x)	< origin.x ||
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														(origin.y + size.y)				< rect.origin.y ||
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														(rect.origin.y + rect.size.y)	< origin.y);
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											}
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										};
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									}
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								}
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