113 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
			
		
		
	
	
			113 lines
		
	
	
		
			3.2 KiB
		
	
	
	
		
			C++
		
	
	
	
// 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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		// 矩形
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		struct Rect
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		{
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			Vec2	origin;	// 左上角坐标
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			Vec2	size;	// 宽度和高度
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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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			// 判断点是否在矩形内
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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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			// 判断两矩形是否相交
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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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