godot/thirdparty/graphite/src/Position.cpp

// SPDX-License-Identifier: MIT OR MPL-2.0 OR LGPL-2.1-or-later OR GPL-2.0-or-later
// Copyright 2010, SIL International, All rights reserved.

#include "inc/Position.h"
#include <cmath>

usingnamespacegraphite2;

bool Rect::hitTest(Rect &other)
{}

Position Rect::overlap(Position &offset, Rect &other, Position &othero)
{}

float boundmin(float move, float lim1, float lim2, float &error)
{}

#if 0
Position Rect::constrainedAvoid(Position &offset, Rect &box, Rect &sdbox, Position &other, Rect &obox, Rect &osdbox)
{
    // a = max, i = min, s = sum, d = diff
    float eax, eay, eix, eiy, eas, eis, ead, eid;
    float beste = INF;
    Position res;
    // calculate the movements in each direction and the error (amount of remaining overlap)
    // first param is movement, second and third are movement over the constraining box
    float ax = boundmin(obox.tr.x + other.x - box.bl.x - offset.x + 1, tr.x - offset.x, INF, &eax);
    float ay = boundmin(obox.tr.y + other.y - box.bl.y - offset.y + 1, tr.y - offset.y, INF, &eay);
    float ix = boundmin(obox.bl.x + other.x - box.tr.x - offset.x + 1, bl.x - offset.x, INF, &eix);
    float iy = boundmin(obox.bl.y + other.y - box.tr.y - offset.y + 1, bl.y - offset.y, INF, &eiy);
    float as = boundmin(ISQRT2 * (osdbox.tr.x + other.x + other.y - sdbox.bl.x - offset.x - offset.y) + 1, tr.x - offset.x, tr.y - offset.y, &eas);
    float is = boundmin(ISQRT2 * (osdbox.bl.x + other.x + other.y - sdbox.tr.x - offset.x - offset.y) + 1, bl.x - offset.x, bl.y - offset.y, &eis);
    float ad = boundmin(ISQRT2 * (osdbox.tr.y + other.x - other.y - sdbox.bl.y - offset.x + offset.y) + 1, tr.y - offset.y, tr.x - offset.x, &ead);
    float id = boundmin(ISQRT2 * (osdbox.bl.y + other.x - other.y - sdbox.tr.y - offset.x + offset.y) + 1, bl.y - offset.y, bl.x - offset.x, &eid);

    if (eax < beste)
    { res = Position(ax, 0); beste = eax; }
    if (eay < beste)
    { res = Position(0, ay); beste = eay; }
    if (eix < beste)
    { res = Position(ix, 0); beste = eix; }
    if (eiy < beste)
    { res = Position(0, iy); beste = eiy; }
    if (SQRT2 * (eas) < beste)
    { res = Position(as, ad); beste = SQRT2 * (eas); }
    if (SQRT2 * (eis) < beste)
    { res = Position(is, is); beste = SQRT2 * (eis); }
    if (SQRT2 * (ead) < beste)
    { res = Position(ad, ad); beste = SQRT2 * (ead); }
    if (SQRT2 * (eid) < beste)
    { res = Position(id, id); beste = SQRT2 * (eid); }
    return res;
}
#endif