#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)
{
float eax, eay, eix, eiy, eas, eis, ead, eid;
float beste = INF;
Position res;
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