Magic_Game/Kiwano/math/Rect.hpp

123 lines
3.4 KiB
C++

// Copyright (c) 2016-2018 Kiwano - Nomango
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to deal
// in the Software without restriction, including without limitation the rights
// to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
// OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
// THE SOFTWARE.
#pragma once
#include "Vec2.hpp"
namespace kiwano
{
namespace math
{
// 矩形
template <typename _Ty>
struct RectT
{
public:
using value_type = _Ty;
Vec2T<value_type> origin; // 左上角坐标
Vec2T<value_type> size; // 宽度和高度
public:
RectT() {}
RectT(
value_type x,
value_type y,
value_type width,
value_type height
)
: origin(x, y)
, size(width, height)
{}
RectT(
const Vec2& pos,
const Vec2& size
)
: origin(pos.x, pos.y)
, size(size.x, size.y)
{}
RectT(
const RectT& other
)
: origin(other.origin.x, other.origin.y)
, size(other.size.x, other.size.y)
{}
RectT& operator= (const RectT& other)
{
origin = other.origin;
size = other.size;
return *this;
}
inline bool operator== (const RectT& rect) const
{
return (origin == rect.origin) && (size == rect.size);
}
inline void Set(value_type x, value_type y, value_type width, value_type height) { origin = Vec2{ x, y }; size = Vec2{ width, height }; }
inline Vec2 GetCenter() const { return Vec2{ origin.x + size.x / 2, origin.y + size.y / 2 }; }
inline Vec2 GetLeftTop() const { return origin; }
inline Vec2 GetRightBottom() const { return Vec2{ GetRight(), GetBottom() }; }
inline Vec2 GetRightTop() const { return Vec2{ GetRight(), GetTop() }; }
inline Vec2 GetLeftBottom() const { return Vec2{ GetLeft(), GetBottom() }; }
inline value_type GetLeft() const { return origin.x; }
inline value_type GetTop() const { return origin.y; }
inline value_type GetRight() const { return origin.x + size.x; }
inline value_type GetBottom() const { return origin.y + size.y; }
inline bool IsEmpty() const { return origin.IsOrigin() && size.IsOrigin(); }
// 判断点是否在矩形内
inline bool ContainsPoint(const Vec2& point) const
{
return point.x >= origin.x && point.x <= (origin.x + size.x) &&
point.y >= origin.y && point.y <= (origin.y + size.y);
}
// 判断两矩形是否相交
inline bool Intersects(const RectT& rect) const
{
return !((origin.x + size.x) < rect.origin.x ||
(rect.origin.x + rect.size.x) < origin.x ||
(origin.y + size.y) < rect.origin.y ||
(rect.origin.y + rect.size.y) < origin.y);
}
};
}
}
namespace kiwano
{
using Rect = kiwano::math::RectT<float>;
}