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authorrtk0c <[email protected]>2021-04-17 20:01:40 -0700
committerrtk0c <[email protected]>2021-04-17 20:01:40 -0700
commit7b6b229ad9d85d1145322b2edd5992a4629c2106 (patch)
treeedc5861d7e526ff6aae0fa8038a9ad07c743e0ab /3rdparty/imgui-node-editor/imgui_extra_math.inl
parentdca1286661f61e51943863de8ce68849a9578363 (diff)
Change imnodes to imgui-node-editor (more mature, more features)
Diffstat (limited to '3rdparty/imgui-node-editor/imgui_extra_math.inl')
-rw-r--r--3rdparty/imgui-node-editor/imgui_extra_math.inl187
1 files changed, 187 insertions, 0 deletions
diff --git a/3rdparty/imgui-node-editor/imgui_extra_math.inl b/3rdparty/imgui-node-editor/imgui_extra_math.inl
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+++ b/3rdparty/imgui-node-editor/imgui_extra_math.inl
@@ -0,0 +1,187 @@
+//------------------------------------------------------------------------------
+// LICENSE
+// This software is dual-licensed to the public domain and under the following
+// license: you are granted a perpetual, irrevocable license to copy, modify,
+// publish, and distribute this file as you see fit.
+//
+// CREDITS
+// Written by Michal Cichon
+//------------------------------------------------------------------------------
+# ifndef __IMGUI_EXTRA_MATH_INL__
+# define __IMGUI_EXTRA_MATH_INL__
+# pragma once
+
+
+//------------------------------------------------------------------------------
+# include "imgui_extra_math.h"
+
+
+//------------------------------------------------------------------------------
+inline bool operator==(const ImVec2& lhs, const ImVec2& rhs)
+{
+ return lhs.x == rhs.x && lhs.y == rhs.y;
+}
+
+inline bool operator!=(const ImVec2& lhs, const ImVec2& rhs)
+{
+ return lhs.x != rhs.x || lhs.y != rhs.y;
+}
+
+inline ImVec2 operator*(const float lhs, const ImVec2& rhs)
+{
+ return ImVec2(lhs * rhs.x, lhs * rhs.y);
+}
+
+inline ImVec2 operator-(const ImVec2& lhs)
+{
+ return ImVec2(-lhs.x, -lhs.y);
+}
+
+
+//------------------------------------------------------------------------------
+inline float ImLength(float v)
+{
+ return v;
+}
+
+inline float ImLength(const ImVec2& v)
+{
+ return ImSqrt(ImLengthSqr(v));
+}
+
+inline float ImLengthSqr(float v)
+{
+ return v * v;
+}
+
+inline ImVec2 ImNormalized(const ImVec2& v)
+{
+ return v * ImInvLength(v, 0.0f);
+}
+
+
+
+
+//------------------------------------------------------------------------------
+inline bool ImRect_IsEmpty(const ImRect& rect)
+{
+ return rect.Min.x >= rect.Max.x
+ || rect.Min.y >= rect.Max.y;
+}
+
+inline ImVec2 ImRect_ClosestPoint(const ImRect& rect, const ImVec2& p, bool snap_to_edge)
+{
+ if (!snap_to_edge && rect.Contains(p))
+ return p;
+
+ return ImVec2(
+ (p.x > rect.Max.x) ? rect.Max.x : (p.x < rect.Min.x ? rect.Min.x : p.x),
+ (p.y > rect.Max.y) ? rect.Max.y : (p.y < rect.Min.y ? rect.Min.y : p.y)
+ );
+}
+
+inline ImVec2 ImRect_ClosestPoint(const ImRect& rect, const ImVec2& p, bool snap_to_edge, float radius)
+{
+ auto point = ImRect_ClosestPoint(rect, p, snap_to_edge);
+
+ const auto offset = p - point;
+ const auto distance_sq = offset.x * offset.x + offset.y * offset.y;
+ if (distance_sq <= 0)
+ return point;
+
+ const auto distance = ImSqrt(distance_sq);
+
+ return point + offset * (ImMin(distance, radius) * (1.0f / distance));
+}
+
+inline ImVec2 ImRect_ClosestPoint(const ImRect& rect, const ImRect& other)
+{
+ ImVec2 result;
+ if (other.Min.x >= rect.Max.x)
+ result.x = rect.Max.x;
+ else if (other.Max.x <= rect.Min.x)
+ result.x = rect.Min.x;
+ else
+ result.x = (ImMax(rect.Min.x, other.Min.x) + ImMin(rect.Max.x, other.Max.x)) / 2;
+
+ if (other.Min.y >= rect.Max.y)
+ result.y = rect.Max.y;
+ else if (other.Max.y <= rect.Min.y)
+ result.y = rect.Min.y;
+ else
+ result.y = (ImMax(rect.Min.y, other.Min.y) + ImMin(rect.Max.y, other.Max.y)) / 2;
+
+ return result;
+}
+
+inline ImLine ImRect_ClosestLine(const ImRect& rect_a, const ImRect& rect_b)
+{
+ ImLine result;
+ result.A = ImRect_ClosestPoint(rect_a, rect_b);
+ result.B = ImRect_ClosestPoint(rect_b, rect_a);
+
+ auto distribute = [](float& a, float& b, float a0, float a1, float b0, float b1)
+ {
+ if (a0 >= b1 || a1 <= b0)
+ return;
+
+ const auto aw = a1 - a0;
+ const auto bw = b1 - b0;
+
+ if (aw > bw)
+ {
+ b = b0 + bw - bw * (a - a0) / aw;
+ a = b;
+ }
+ else if (aw < bw)
+ {
+ a = a0 + aw - aw * (b - b0) / bw;
+ b = a;
+ }
+ };
+
+ distribute(result.A.x, result.B.x, rect_a.Min.x, rect_a.Max.x, rect_b.Min.x, rect_b.Max.x);
+ distribute(result.A.y, result.B.y, rect_a.Min.y, rect_a.Max.y, rect_b.Min.y, rect_b.Max.y);
+
+ return result;
+}
+
+inline ImLine ImRect_ClosestLine(const ImRect& rect_a, const ImRect& rect_b, float radius_a, float radius_b)
+{
+ auto line = ImRect_ClosestLine(rect_a, rect_b);
+ if (radius_a < 0)
+ radius_a = 0;
+ if (radius_b < 0)
+ radius_b = 0;
+
+ if (radius_a == 0 && radius_b == 0)
+ return line;
+
+ const auto offset = line.B - line.A;
+ const auto length_sq = offset.x * offset.x + offset.y * offset.y;
+ const auto radius_a_sq = radius_a * radius_a;
+ const auto radius_b_sq = radius_b * radius_b;
+
+ if (length_sq <= 0)
+ return line;
+
+ const auto length = ImSqrt(length_sq);
+ const auto direction = ImVec2(offset.x / length, offset.y / length);
+
+ const auto total_radius_sq = radius_a_sq + radius_b_sq;
+ if (total_radius_sq > length_sq)
+ {
+ const auto scale = length / (radius_a + radius_b);
+ radius_a *= scale;
+ radius_b *= scale;
+ }
+
+ line.A = line.A + (direction * radius_a);
+ line.B = line.B - (direction * radius_b);
+
+ return line;
+}
+
+
+//------------------------------------------------------------------------------
+# endif // __IMGUI_EXTRA_MATH_INL__