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Quad.h
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/*
* Copyright (c) 2022, Andreas Kling <[email protected]>
*
* SPDX-License-Identifier: BSD-2-Clause
*/
#pragma once
#include <LibGfx/Point.h>
#include <LibGfx/Rect.h>
#include <LibGfx/Triangle.h>
namespace Gfx {
template<typename T>
class Quad {
public:
Quad(Point<T> p1, Point<T> p2, Point<T> p3, Point<T> p4)
: m_p1(p1)
, m_p2(p2)
, m_p3(p3)
, m_p4(p4)
{
}
Quad(Rect<T> const& rect)
: Quad(rect.top_left(), rect.top_right(), rect.bottom_right(), rect.bottom_left())
{
}
Point<T> const& p1() const { return m_p1; }
Point<T> const& p2() const { return m_p2; }
Point<T> const& p3() const { return m_p3; }
Point<T> const& p4() const { return m_p4; }
Rect<T> bounding_rect() const
{
auto top = min(min(m_p1.y(), m_p2.y()), min(m_p3.y(), m_p4.y()));
auto right = max(max(m_p1.x(), m_p2.x()), max(m_p3.x(), m_p4.x()));
auto bottom = max(max(m_p1.y(), m_p2.y()), max(m_p3.y(), m_p4.y()));
auto left = min(min(m_p1.x(), m_p2.x()), min(m_p3.x(), m_p4.x()));
return { left, top, right - left, bottom - top };
}
bool contains(Point<T> point) const
{
// FIXME: There's probably a smarter way to do this.
return Triangle(m_p1, m_p2, m_p3).contains(point)
|| Triangle(m_p1, m_p3, m_p4).contains(point)
|| Triangle(m_p2, m_p4, m_p1).contains(point)
|| Triangle(m_p2, m_p4, m_p3).contains(point);
}
bool operator==(Quad<T> const&) const = default;
private:
Point<T> m_p1;
Point<T> m_p2;
Point<T> m_p3;
Point<T> m_p4;
};
}