ppsspp/math/geom2d.h

70 lines
1.3 KiB
C

#pragma once
#include <cmath>
struct Point {
Point() {}
Point(float x_, float y_) : x(x_), y(y_) {}
float x;
float y;
float distanceTo(const Point &other) const {
float dx = other.x - x, dy = other.y - y;
return sqrtf(dx*dx + dy*dy);
}
/*
FocusDirection directionTo(const Point &other) const {
int angle = atan2f(other.y - y, other.x - x) / (2 * M_PI) - 0.125;
}*/
};
// Resolved bounds on screen after layout.
struct Bounds {
Bounds() : x(0), y(0), w(0), h(0) {}
Bounds(float x_, float y_, float w_, float h_) : x(x_), y(y_), w(w_), h(h_) {}
bool Contains(float px, float py) const {
return (px >= x && py >= y && px < x + w && py < y + h);
}
bool Intersects(const Bounds &other) const {
return !(x > other.x2() || x2() < other.x || y > other.y2() || y2() < other.y);
}
void Clip(const Bounds &clipTo) {
if (x < clipTo.x) {
w -= clipTo.x - x;
x = clipTo.x;
}
if (y < clipTo.y) {
h -= clipTo.y - y;
y = clipTo.y;
}
if (x2() > clipTo.x2()) {
w = clipTo.x2() - x;
}
if (y2() > clipTo.y2()) {
h = clipTo.y2() - y;
}
}
float x2() const { return x + w; }
float y2() const { return y + h; }
float centerX() const { return x + w * 0.5f; }
float centerY() const { return y + h * 0.5f; }
Point Center() const {
return Point(centerX(), centerY());
}
float x;
float y;
float w;
float h;
};