您最多选择25个主题
主题必须以中文或者字母或数字开头,可以包含连字符 (-),并且长度不得超过35个字符
168 行
4.2 KiB
168 行
4.2 KiB
using System;
|
|
using UnityEngine;
|
|
|
|
namespace UnityEditorInternal.Experimental
|
|
{
|
|
internal class RectUtils
|
|
{
|
|
public static bool Contains(Rect a, Rect b)
|
|
{
|
|
if (a.xMin > b.xMin)
|
|
return false;
|
|
if (a.xMax < b.xMax)
|
|
return false;
|
|
|
|
if (a.yMin > b.yMin)
|
|
return false;
|
|
if (a.yMax < b.yMax)
|
|
return false;
|
|
|
|
return true;
|
|
}
|
|
|
|
public static Rect Encompass(Rect a, Rect b)
|
|
{
|
|
Rect newRect = a;
|
|
newRect.xMin = Math.Min(a.xMin, b.xMin);
|
|
newRect.yMin = Math.Min(a.yMin, b.yMin);
|
|
newRect.xMax = Math.Max(a.xMax, b.xMax);
|
|
newRect.yMax = Math.Max(a.yMax, b.yMax);
|
|
return newRect;
|
|
}
|
|
|
|
public static Rect Inflate(Rect a, float factor)
|
|
{
|
|
return Inflate(a, factor, factor);
|
|
}
|
|
|
|
public static Rect Inflate(Rect a, float factorX, float factorY)
|
|
{
|
|
float newWidth = a.width * factorX;
|
|
float newHeight = a.height * factorY;
|
|
|
|
float offsetWidth = (newWidth - a.width) / 2.0f;
|
|
float offsetHeight = (newHeight - a.height) / 2.0f;
|
|
|
|
Rect r = a;
|
|
r.xMin -= offsetWidth;
|
|
r.yMin -= offsetHeight;
|
|
r.xMax += offsetWidth;
|
|
r.yMax += offsetHeight;
|
|
return r;
|
|
}
|
|
|
|
public static bool Intersects(Rect r1, Rect r2)
|
|
{
|
|
if (!r1.Overlaps(r2) && !r2.Overlaps(r1))
|
|
return false;
|
|
return true;
|
|
}
|
|
|
|
public static bool Intersection(Rect r1, Rect r2, out Rect intersection)
|
|
{
|
|
if (!r1.Overlaps(r2) && !r2.Overlaps(r1))
|
|
{
|
|
intersection = new Rect(0, 0, 0, 0);
|
|
return false;
|
|
}
|
|
|
|
float left = Mathf.Max(r1.xMin, r2.xMin);
|
|
float top = Mathf.Max(r1.yMin, r2.yMin);
|
|
|
|
float right = Mathf.Min(r1.xMax, r2.xMax);
|
|
float bottom = Mathf.Min(r1.yMax, r2.yMax);
|
|
|
|
intersection = new Rect(left, top, right - left, bottom - top);
|
|
return true;
|
|
}
|
|
|
|
public static bool IntersectsSegment(Rect rect, Vector2 p1, Vector2 p2)
|
|
{
|
|
float minX = Mathf.Min(p1.x, p2.x);
|
|
float maxX = Mathf.Max(p1.x, p2.x);
|
|
|
|
if (maxX > rect.xMax)
|
|
{
|
|
maxX = rect.xMax;
|
|
}
|
|
|
|
if (minX < rect.xMin)
|
|
{
|
|
minX = rect.xMin;
|
|
}
|
|
|
|
if (minX > maxX)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
float minY = Mathf.Min(p1.y, p2.y);
|
|
float maxY = Mathf.Max(p1.y, p2.y);
|
|
|
|
float dx = p2.x - p1.x;
|
|
|
|
if (Mathf.Abs(dx) > 0.0000001f)
|
|
{
|
|
float a = (p2.y - p1.y) / dx;
|
|
float b = p1.y - a * p1.x;
|
|
minY = a * minX + b;
|
|
maxY = a * maxX + b;
|
|
}
|
|
|
|
if (minY > maxY)
|
|
{
|
|
float tmp = maxY;
|
|
maxY = minY;
|
|
minY = tmp;
|
|
}
|
|
|
|
if (maxY > rect.yMax)
|
|
{
|
|
maxY = rect.yMax;
|
|
}
|
|
|
|
if (minY < rect.yMin)
|
|
{
|
|
minY = rect.yMin;
|
|
}
|
|
|
|
if (minY > maxY)
|
|
{
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
public static Rect OffsetX(Rect r, float offsetX)
|
|
{
|
|
return Offset(r, offsetX, 0.0f);
|
|
}
|
|
|
|
public static Rect Offset(Rect r, float offsetX, float offsetY)
|
|
{
|
|
Rect nr = r;
|
|
nr.xMin += offsetX;
|
|
nr.yMin += offsetY;
|
|
return nr;
|
|
}
|
|
|
|
public static Rect Offset(Rect a, Rect b)
|
|
{
|
|
Rect nr = a;
|
|
nr.xMin += b.xMin;
|
|
nr.yMin += b.yMin;
|
|
return nr;
|
|
}
|
|
|
|
public static Rect Move(Rect r, Vector2 delta)
|
|
{
|
|
Rect nr = r;
|
|
nr.xMin += delta.x;
|
|
nr.yMin += delta.y;
|
|
nr.xMax += delta.x;
|
|
nr.yMax += delta.y;
|
|
return nr;
|
|
}
|
|
}
|
|
}
|