136 lines
3.0 KiB
C++
136 lines
3.0 KiB
C++
#include "cInside.hpp"
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using MathEngine::cInside;
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using MathEngine::Vector4;
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using MathEngine::Vector2;
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using MathEngine::iVector4;
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using MathEngine::iVector2;
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cInside::cInside()
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{
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}
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cInside::~cInside()
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{
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}
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/// Functions
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/*static*/ const Vector2 cInside::Inside(const Vector4& a, const Vector4& b)
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{
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Vector2 rtn;
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rtn.x = 0.0f;
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rtn.y = 0.0f;
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/// Check if left side of b is inside of a
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if (b.x < a.x)
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rtn.x = a.x - b.x;
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/// Check if right side of b is inside of a
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if ((b.x + b.z) > (a.x + a.z))
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rtn.x = (a.x + a.z) - (b.x + b.z);
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/// Check if top side of b is inside of a
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if (b.y < a.y)
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rtn.y = a.y - b.y;
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/// Check if bottom side of b is inside of a
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if ((b.y + b.w) > (a.y + a.w))
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rtn.y = (a.y + a.w) - (b.y + b.w);
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return rtn;
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}
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/*static*/ const Vector2 cInside::Inside(const SDL_Rect& a, const Vector4& b)
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{
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Vector4 temp = a;
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return cInside::Inside(temp, b);
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}
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/*static*/ const Vector2 cInside::Inside(const Vector4& a, const SDL_Rect& b)
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{
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Vector4 temp = b;
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return cInside::Inside(a, temp);
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}
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/*static*/ const bool cInside::isInside(const signed long int x, const signed long int y, const SDL_Rect& inside)
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{
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iVector4 temp = inside;
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return cInside::isInside(x, y, temp);
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}
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/*static*/ const bool cInside::isInside(const signed long int x, const signed long int y, const iVector4& inside)
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{
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bool rtn = false;
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if ((inside.x < x) && (inside.w > x)) {
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if ((inside.y < y) && (inside.z > y))
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rtn = true;
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}
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return rtn;
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}
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/*static*/ const iVector2 cInside::Inside(const SDL_Rect& a, const SDL_Rect& b)
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{
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iVector2 rtn;
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rtn.x = 0.0f;
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rtn.y = 0.0f;
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/// Check if left side of b is inside of a
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if (b.x < a.x)
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rtn.x = (float)(b.x - a.x);
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/// Check if right side of b is inside of a
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if ((b.x + b.w) > (a.x + a.w))
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rtn.x = (float)((b.x + b.w) - (a.x + a.w));
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/// Check if top side of b is inside of a
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if (b.y < a.y)
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rtn.y = (float)(b.y - a.y);
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/// Check if bottom side of b is inside of a
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if ((b.y + b.h) > (a.y + a.h))
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rtn.y = (float)((b.y + b.h) - (a.y + a.h));
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return rtn;
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}
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/*static*/ const iVector2 cInside::Inside(const iVector4& a, const iVector4& b)
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{
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iVector2 rtn;
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rtn.x = 0;
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rtn.y = 0;
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/// Check if left side of b is inside of a
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if (b.x < a.x)
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rtn.x = b.x - a.x;
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/// Check if right side of b is inside of a
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if ((b.x + b.z) > (a.x + a.z))
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rtn.x = (b.x + b.z) - (a.x + a.z);
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/// Check if top side of b is inside of a
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if (b.y < a.y)
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rtn.y = b.y - a.y;
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/// Check if bottom side of b is inside of a
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if ((b.y + b.w) > (a.y + a.w))
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rtn.y = (b.y + b.w) - (a.y + a.w);
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return rtn;
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}
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/*static*/ const iVector2 cInside::Inside(const SDL_Rect& a, const iVector4& b)
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{
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iVector4 temp = a;
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return cInside::Inside(temp, b);
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}
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/*static*/ const iVector2 cInside::Inside(const iVector4& a, const SDL_Rect& b)
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{
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return cInside::Inside(b, a);
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}
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/*static*/ const Vector2 cInside::Inside(const iVector4& a, const Vector4& b)
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{
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Vector4 temp = a;
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return cInside::Inside(temp, b);
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}
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/*static*/ const Vector2 cInside::Inside(const Vector4& a, const iVector4& b)
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{
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return cInside::Inside(b, a);
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} |