diff options
Diffstat (limited to '3rdparty/imgui-node-editor/imgui_extra_math.inl')
-rw-r--r-- | 3rdparty/imgui-node-editor/imgui_extra_math.inl | 187 |
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 new file mode 100644 index 0000000..18fb25e --- /dev/null +++ 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__ |