Fix Rect2::distance_to not returning 0.

Was relying on comparison with 1e20 which cannot be represented as
float, causing some epsilon to always be returned and compilers
complaining when using -Werror.
pull/776/head
Fabio Alessandrelli 2022-06-27 10:40:24 +02:00
parent ac572d5f84
commit 7bff71a9f5
1 changed files with 17 additions and 7 deletions

View File

@ -46,25 +46,35 @@ namespace godot {
#endif
real_t Rect2::distance_to(const Vector2 &p_point) const {
real_t dist = 1e20;
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
dist = MIN(dist, position.x - p_point.x);
real_t d = position.x - p_point.x;
dist = d;
inside = false;
}
if (p_point.y < position.y) {
dist = MIN(dist, position.y - p_point.y);
real_t d = position.y - p_point.y;
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
dist = MIN(p_point.x - (position.x + size.x), dist);
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
dist = MIN(p_point.y - (position.y + size.y), dist);
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : MIN(dist, d);
inside = false;
}
if (dist == 1e20)
if (inside) {
return 0;
else
} else {
return dist;
}
}
Rect2 Rect2::clip(const Rect2 &p_rect) const { /// return a clipped rect