godot-cpp/src/variant/rect2.cpp

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#include <godot_cpp/variant/rect2.hpp>
#include <godot_cpp/variant/transform2d.hpp>
namespace godot {
bool Rect2::is_equal_approx(const Rect2 &p_rect) const {
return position.is_equal_approx(p_rect.position) && size.is_equal_approx(p_rect.size);
}
bool Rect2::intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos, Point2 *r_normal) const {
real_t min = 0, max = 1;
int axis = 0;
real_t sign = 0;
for (int i = 0; i < 2; i++) {
real_t seg_from = p_from[i];
real_t seg_to = p_to[i];
real_t box_begin = position[i];
real_t box_end = box_begin + size[i];
real_t cmin, cmax;
real_t csign;
if (seg_from < seg_to) {
if (seg_from > box_end || seg_to < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from < box_begin) ? ((box_begin - seg_from) / length) : 0;
cmax = (seg_to > box_end) ? ((box_end - seg_from) / length) : 1;
csign = -1.0;
} else {
if (seg_to > box_end || seg_from < box_begin) {
return false;
}
real_t length = seg_to - seg_from;
cmin = (seg_from > box_end) ? (box_end - seg_from) / length : 0;
cmax = (seg_to < box_begin) ? (box_begin - seg_from) / length : 1;
csign = 1.0;
}
if (cmin > min) {
min = cmin;
axis = i;
sign = csign;
}
if (cmax < max) {
max = cmax;
}
if (max < min) {
return false;
}
}
Vector2 rel = p_to - p_from;
if (r_normal) {
Vector2 normal;
normal[axis] = sign;
*r_normal = normal;
}
if (r_pos) {
*r_pos = p_from + rel * min;
}
return true;
}
bool Rect2::intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const {
//SAT intersection between local and transformed rect2
Vector2 xf_points[4] = {
p_xform.xform(p_rect.position),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y)),
p_xform.xform(Vector2(p_rect.position.x, p_rect.position.y + p_rect.size.y)),
p_xform.xform(Vector2(p_rect.position.x + p_rect.size.x, p_rect.position.y + p_rect.size.y)),
};
real_t low_limit;
//base rect2 first (faster)
if (xf_points[0].y > position.y) {
goto next1;
}
if (xf_points[1].y > position.y) {
goto next1;
}
if (xf_points[2].y > position.y) {
goto next1;
}
if (xf_points[3].y > position.y) {
goto next1;
}
return false;
next1:
low_limit = position.y + size.y;
if (xf_points[0].y < low_limit) {
goto next2;
}
if (xf_points[1].y < low_limit) {
goto next2;
}
if (xf_points[2].y < low_limit) {
goto next2;
}
if (xf_points[3].y < low_limit) {
goto next2;
}
return false;
next2:
if (xf_points[0].x > position.x) {
goto next3;
}
if (xf_points[1].x > position.x) {
goto next3;
}
if (xf_points[2].x > position.x) {
goto next3;
}
if (xf_points[3].x > position.x) {
goto next3;
}
return false;
next3:
low_limit = position.x + size.x;
if (xf_points[0].x < low_limit) {
goto next4;
}
if (xf_points[1].x < low_limit) {
goto next4;
}
if (xf_points[2].x < low_limit) {
goto next4;
}
if (xf_points[3].x < low_limit) {
goto next4;
}
return false;
next4:
Vector2 xf_points2[4] = {
position,
Vector2(position.x + size.x, position.y),
Vector2(position.x, position.y + size.y),
Vector2(position.x + size.x, position.y + size.y),
};
real_t maxa = p_xform.elements[0].dot(xf_points2[0]);
real_t mina = maxa;
real_t dp = p_xform.elements[0].dot(xf_points2[1]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[2]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[0].dot(xf_points2[3]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
real_t maxb = p_xform.elements[0].dot(xf_points[0]);
real_t minb = maxb;
dp = p_xform.elements[0].dot(xf_points[1]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[0].dot(xf_points[2]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[0].dot(xf_points[3]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
if (mina > maxb) {
return false;
}
if (minb > maxa) {
return false;
}
maxa = p_xform.elements[1].dot(xf_points2[0]);
mina = maxa;
dp = p_xform.elements[1].dot(xf_points2[1]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[2]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
dp = p_xform.elements[1].dot(xf_points2[3]);
maxa = Math::max(dp, maxa);
mina = Math::min(dp, mina);
maxb = p_xform.elements[1].dot(xf_points[0]);
minb = maxb;
dp = p_xform.elements[1].dot(xf_points[1]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[1].dot(xf_points[2]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
dp = p_xform.elements[1].dot(xf_points[3]);
maxb = Math::max(dp, maxb);
minb = Math::min(dp, minb);
if (mina > maxb) {
return false;
}
if (minb > maxa) {
return false;
}
return true;
}
} // namespace godot