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diff --git a/3rdparty/imgui-node-editor/imgui_extra_math.inl b/3rdparty/imgui-node-editor/imgui_extra_math.inl
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-//------------------------------------------------------------------------------
-// VERSION 0.9.1
-//
-// 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__