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-rw-r--r--core/math/rect2.h22
1 files changed, 9 insertions, 13 deletions
diff --git a/core/math/rect2.h b/core/math/rect2.h
index 0f874d4857..7f410feb1c 100644
--- a/core/math/rect2.h
+++ b/core/math/rect2.h
@@ -152,14 +152,12 @@ struct _NO_DISCARD_ Rect2 {
return Rect2();
}
- new_rect.position.x = MAX(p_rect.position.x, position.x);
- new_rect.position.y = MAX(p_rect.position.y, position.y);
+ new_rect.position = p_rect.position.max(position);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
- new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x;
- new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y;
+ new_rect.size = p_rect_end.min(end) - new_rect.position;
return new_rect;
}
@@ -172,11 +170,9 @@ struct _NO_DISCARD_ Rect2 {
#endif
Rect2 new_rect;
- new_rect.position.x = MIN(p_rect.position.x, position.x);
- new_rect.position.y = MIN(p_rect.position.y, position.y);
+ new_rect.position = p_rect.position.min(position);
- new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
- new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
+ new_rect.size = (p_rect.position + p_rect.size).max(position + size);
new_rect.size = new_rect.size - new_rect.position; // Make relative again.
@@ -282,7 +278,7 @@ struct _NO_DISCARD_ Rect2 {
}
_FORCE_INLINE_ Rect2 abs() const {
- return Rect2(Point2(position.x + MIN(size.x, (real_t)0), position.y + MIN(size.y, (real_t)0)), size.abs());
+ return Rect2(position + size.min(Point2()), size.abs());
}
_FORCE_INLINE_ Rect2 round() const {
@@ -311,14 +307,14 @@ struct _NO_DISCARD_ Rect2 {
i_f = i;
Vector2 r = (b - a);
- float l = r.length();
+ const real_t l = r.length();
if (l == 0.0f) {
continue;
}
// Check inside.
Vector2 tg = r.orthogonal();
- float s = tg.dot(center) - tg.dot(a);
+ const real_t s = tg.dot(center) - tg.dot(a);
if (s < 0.0f) {
side_plus++;
} else {
@@ -334,8 +330,8 @@ struct _NO_DISCARD_ Rect2 {
Vector2 t13 = (position - a) * ir;
Vector2 t24 = (end - a) * ir;
- float tmin = MAX(MIN(t13.x, t24.x), MIN(t13.y, t24.y));
- float tmax = MIN(MAX(t13.x, t24.x), MAX(t13.y, t24.y));
+ const real_t tmin = MAX(MIN(t13.x, t24.x), MIN(t13.y, t24.y));
+ const real_t tmax = MIN(MAX(t13.x, t24.x), MAX(t13.y, t24.y));
// if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
if (tmax < 0 || tmin > tmax || tmin >= l) {