// Copyright (c) Xenko contributors (https://xenko.com) and Silicon Studio Corp. (https://www.siliconstudio.co.jp) // Distributed under the MIT license. See the LICENSE.md file in the project root for more information. // // Copyright (c) 2010-2013 SharpDX - Alexandre Mutel // // Permission is hereby granted, free of charge, to any person obtaining a copy // of this software and associated documentation files (the "Software"), to deal // in the Software without restriction, including without limitation the rights // to use, copy, modify, merge, publish, distribute, sublicense, and/or sell // copies of the Software, and to permit persons to whom the Software is // furnished to do so, subject to the following conditions: // // The above copyright notice and this permission notice shall be included in // all copies or substantial portions of the Software. // // THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR // IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, // FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE // AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER // LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, // OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN // THE SOFTWARE. using System; using System.Globalization; using System.Runtime.InteropServices; using System.Runtime.Serialization; namespace math { /// /// Define a RectangleF. /// [DataContract( Name = "RectangleF")] [DataStyle(DataStyle.Compact)] [StructLayout(LayoutKind.Sequential, Pack = 4)] public struct RectangleF : IEquatable { /// /// An empty rectangle /// public static readonly RectangleF Empty; static RectangleF() { Empty = new RectangleF(); } /// /// Initializes a new instance of the struct. /// /// The left. /// The top. /// The width. /// The height. public RectangleF(float x, float y, float width, float height) { this.X = x; this.Y = y; this.Width = width; this.Height = height; } /// /// Gets or sets the X position of the left edge. /// /// The left. [DataMemberIgnore] public float Left { get { return X; } set { X = value; } } /// /// Gets or sets the top. /// /// The top. [DataMemberIgnore] public float Top { get { return Y; } set { Y = value; } } /// /// Gets the right. /// /// The right. [DataMemberIgnore] public float Right { get { return X + Width; } } /// /// Gets the bottom. /// /// The bottom. public float Bottom { get { return Y + Height; } } /// /// Gets or sets the X position. /// /// The X position. /// The beginning of the rectangle along the Ox axis. [DataMember( Order = 0 )] public float X; /// /// Gets or sets the Y position. /// /// The Y position. /// The beginning of the rectangle along the Oy axis. [DataMember( Order = 1 )] public float Y; /// /// Gets or sets the width. /// /// The width. /// The width of the rectangle. [DataMember( Order = 2 )] public float Width; /// /// Gets or sets the height. /// /// The height. /// The height of the rectangle. [DataMember( Order = 3 )] public float Height; /// /// Gets or sets the location. /// /// /// The location. /// [DataMemberIgnore] public Vec2 Location { get { return new Vec2(X, Y); } set { X = value.X; Y = value.Y; } } /// /// Gets the Point that specifies the center of the rectangle. /// /// /// The center. /// [DataMemberIgnore] public Vec2 Center { get { return new Vec2(X + (Width / 2), Y + (Height / 2)); } } /// /// Gets a value that indicates whether the rectangle is empty. /// /// /// true if [is empty]; otherwise, false. /// public bool IsEmpty { get { return (Width == 0.0f) && (Height == 0.0f) && (X == 0.0f) && (Y == 0.0f); } } /// /// Gets or sets the size of the rectangle. /// /// The size of the rectangle. [DataMemberIgnore] public Size2F Size { get { return new Size2F(Width, Height); } set { Width = value.Width; Height = value.Height; } } /// /// Gets the position of the top-left corner of the rectangle. /// /// The top-left corner of the rectangle. public Vec2 TopLeft { get { return new Vec2(X, Y); } } /// /// Gets the position of the top-right corner of the rectangle. /// /// The top-right corner of the rectangle. public Vec2 TopRight { get { return new Vec2(Right, Y); } } /// /// Gets the position of the bottom-left corner of the rectangle. /// /// The bottom-left corner of the rectangle. public Vec2 BottomLeft { get { return new Vec2(X, Bottom); } } /// /// Gets the position of the bottom-right corner of the rectangle. /// /// The bottom-right corner of the rectangle. public Vec2 BottomRight { get { return new Vec2(Right, Bottom); } } /// Changes the position of the rectangle. /// The values to adjust the position of the rectangle by. public void Offset(Point amount) { Offset(amount.X, amount.Y); } /// Changes the position of the rectangle. /// The values to adjust the position of the rectangle by. public void Offset(Vec2 amount) { Offset(amount.X, amount.Y); } /// Changes the position of the rectangle. /// Change in the x-position. /// Change in the y-position. public void Offset(float offsetX, float offsetY) { X += offsetX; Y += offsetY; } /// Pushes the edges of the rectangle out by the horizontal and vertical values specified. /// Value to push the sides out by. /// Value to push the top and bottom out by. public void Inflate(float horizontalAmount, float verticalAmount) { X -= horizontalAmount; Y -= verticalAmount; Width += horizontalAmount * 2; Height += verticalAmount * 2; } /// Determines whether this rectangle contains a specified Point. /// The Point to evaluate. /// [OutAttribute] true if the specified Point is contained within this rectangle; false otherwise. public void Contains(ref Vec2 value, out bool result) { result = (X <= value.X) && (value.X < Right) && (Y <= value.Y) && (value.Y < Bottom); } /// Determines whether this rectangle entirely contains a specified rectangle. /// The rectangle to evaluate. public bool Contains(Rectangle value) { return (X <= value.X) && (value.Right <= Right) && (Y <= value.Y) && (value.Bottom <= Bottom); } /// Determines whether this rectangle entirely contains a specified rectangle. /// The rectangle to evaluate. /// [OutAttribute] On exit, is true if this rectangle entirely contains the specified rectangle, or false if not. public void Contains(ref RectangleF value, out bool result) { result = (X <= value.X) && (value.Right <= Right) && (Y <= value.Y) && (value.Bottom <= Bottom); } /// /// Checks, if specified point is inside . /// /// X point coordinate. /// Y point coordinate. /// true if point is inside , otherwise false. public bool Contains(float x, float y) { return (x >= this.X && x <= Right && y >= this.Y && y <= Bottom); } /// /// Checks, if specified is inside . /// /// Coordinate . /// true if is inside , otherwise false. public bool Contains(Vec2 vector2D) { return Contains(vector2D.X, vector2D.Y); } /// /// Checks, if specified is inside . /// /// Coordinate . /// true if is inside , otherwise false. public bool Contains(Int2 int2) { return Contains(int2.X, int2.Y); } /// /// Checks, if specified is inside . /// /// Coordinate . /// true if is inside , otherwise false. public bool Contains(Point point) { return Contains(point.X, point.Y); } /// Determines whether a specified rectangle intersects with this rectangle. /// The rectangle to evaluate. public bool Intersects(RectangleF value) { bool result; Intersects(ref value, out result); return result; } /// /// Determines whether a specified rectangle intersects with this rectangle. /// /// The rectangle to evaluate /// [OutAttribute] true if the specified rectangle intersects with this one; false otherwise. public void Intersects(ref RectangleF value, out bool result) { result = (value.X < Right) && (X < value.Right) && (value.Y < Bottom) && (Y < value.Bottom); } /// /// Creates a rectangle defining the area where one rectangle overlaps with another rectangle. /// /// The first Rectangle to compare. /// The second Rectangle to compare. /// The intersection rectangle. public static RectangleF Intersect(RectangleF value1, RectangleF value2) { RectangleF result; Intersect(ref value1, ref value2, out result); return result; } /// Creates a rectangle defining the area where one rectangle overlaps with another rectangle. /// The first rectangle to compare. /// The second rectangle to compare. /// [OutAttribute] The area where the two first parameters overlap. public static void Intersect(ref RectangleF value1, ref RectangleF value2, out RectangleF result) { float newLeft = (value1.X > value2.X) ? value1.X : value2.X; float newTop = (value1.Y > value2.Y) ? value1.Y : value2.Y; float newRight = (value1.Right < value2.Right) ? value1.Right : value2.Right; float newBottom = (value1.Bottom < value2.Bottom) ? value1.Bottom : value2.Bottom; if ((newRight > newLeft) && (newBottom > newTop)) { result = new RectangleF(newLeft, newTop, newRight - newLeft, newBottom - newTop); } else { result = Empty; } } /// /// Creates a new rectangle that exactly contains two other rectangles. /// /// The first rectangle to contain. /// The second rectangle to contain. /// The union rectangle. public static RectangleF Union(RectangleF value1, RectangleF value2) { RectangleF result; Union(ref value1, ref value2, out result); return result; } /// /// Creates a new rectangle that exactly contains two other rectangles. /// /// The first rectangle to contain. /// The second rectangle to contain. /// [OutAttribute] The rectangle that must be the union of the first two rectangles. public static void Union(ref RectangleF value1, ref RectangleF value2, out RectangleF result) { var left = Math.Min(value1.Left, value2.Left); var right = Math.Max(value1.Right, value2.Right); var top = Math.Min(value1.Top, value2.Top); var bottom = Math.Max(value1.Bottom, value2.Bottom); result = new RectangleF(left, top, right - left, bottom - top); } /// /// Determines whether the specified is equal to this instance. /// /// The to compare with this instance. /// /// true if the specified is equal to this instance; otherwise, false. /// public override bool Equals(object obj) { if (ReferenceEquals(null, obj)) return false; if (obj.GetType() != typeof(RectangleF)) return false; return Equals((RectangleF)obj); } /// public bool Equals(RectangleF other) { return MathUtil.NearEqual(other.Left, Left) && MathUtil.NearEqual(other.Right, Right) && MathUtil.NearEqual(other.Top, Top) && MathUtil.NearEqual(other.Bottom, Bottom); } /// /// Returns a hash code for this instance. /// /// /// A hash code for this instance, suitable for use in hashing algorithms and data structures like a hash table. /// public override int GetHashCode() { unchecked { int result = X.GetHashCode(); result = (result * 397) ^ Y.GetHashCode(); result = (result * 397) ^ Width.GetHashCode(); result = (result * 397) ^ Height.GetHashCode(); return result; } } /// /// Implements the operator ==. /// /// The left. /// The right. /// The result of the operator. public static bool operator ==(RectangleF left, RectangleF right) { return left.Equals(right); } /// /// Implements the operator !=. /// /// The left. /// The right. /// The result of the operator. public static bool operator !=(RectangleF left, RectangleF right) { return !(left == right); } /// /// Performs an explicit conversion to structure. /// /// Performs direct float to int conversion, any fractional data is truncated. /// The source value. /// A converted structure. public static explicit operator Rectangle(RectangleF value) { return new Rectangle((int)value.X, (int)value.Y, (int)value.Width, (int)value.Height); } /// public override string ToString() { return string.Format(CultureInfo.CurrentCulture, "X:{0} Y:{1} Width:{2} Height:{3}", X, Y, Width, Height); } } }