egui/emath/src/pos2.rs

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use std::ops::{Add, AddAssign, RangeInclusive, Sub, SubAssign};
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use crate::*;
/// A position on screen.
///
/// Normally given in points (logical pixels).
///
/// Mathematically this is known as a "point", but the term position was chosen so not to
/// conflict with the unit (one point = X physical pixels).
#[derive(Clone, Copy, Default)]
#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
pub struct Pos2 {
pub x: f32,
pub y: f32,
// implicit w = 1
}
/// `pos2(x,y) == Pos2::new(x, y)`
#[inline(always)]
pub const fn pos2(x: f32, y: f32) -> Pos2 {
Pos2 { x, y }
}
// ----------------------------------------------------------------------------
// Compatibility and convenience conversions to and from [f32; 2]:
impl From<[f32; 2]> for Pos2 {
fn from(v: [f32; 2]) -> Self {
Self { x: v[0], y: v[1] }
}
}
impl From<&[f32; 2]> for Pos2 {
fn from(v: &[f32; 2]) -> Self {
Self { x: v[0], y: v[1] }
}
}
impl From<Pos2> for [f32; 2] {
fn from(v: Pos2) -> Self {
[v.x, v.y]
}
}
impl From<&Pos2> for [f32; 2] {
fn from(v: &Pos2) -> Self {
[v.x, v.y]
}
}
// ----------------------------------------------------------------------------
// Compatibility and convenience conversions to and from (f32, f32):
impl From<(f32, f32)> for Pos2 {
fn from(v: (f32, f32)) -> Self {
Self { x: v.0, y: v.1 }
}
}
impl From<&(f32, f32)> for Pos2 {
fn from(v: &(f32, f32)) -> Self {
Self { x: v.0, y: v.1 }
}
}
impl From<Pos2> for (f32, f32) {
fn from(v: Pos2) -> Self {
(v.x, v.y)
}
}
impl From<&Pos2> for (f32, f32) {
fn from(v: &Pos2) -> Self {
(v.x, v.y)
}
}
// ----------------------------------------------------------------------------
impl Pos2 {
/// The zero position, the origin.
/// The top left corner in a GUI.
/// Same as `Pos2::default()`.
pub const fn zero() -> Self {
Self { x: 0.0, y: 0.0 }
}
pub const fn new(x: f32, y: f32) -> Self {
Self { x, y }
}
/// The vector from origin to this position.
/// `p.to_vec2()` is equivalent to `p - Pos2::default()`.
pub fn to_vec2(self) -> Vec2 {
Vec2 {
x: self.x,
y: self.y,
}
}
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pub fn distance(self, other: Self) -> f32 {
(self - other).length()
}
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pub fn distance_sq(self, other: Self) -> f32 {
(self - other).length_sq()
}
pub fn floor(self) -> Self {
pos2(self.x.floor(), self.y.floor())
}
pub fn round(self) -> Self {
pos2(self.x.round(), self.y.round())
}
pub fn ceil(self) -> Self {
pos2(self.x.ceil(), self.y.ceil())
}
pub fn is_finite(self) -> bool {
self.x.is_finite() && self.y.is_finite()
}
#[must_use]
pub fn min(self, other: Self) -> Self {
pos2(self.x.min(other.x), self.y.min(other.y))
}
#[must_use]
pub fn max(self, other: Self) -> Self {
pos2(self.x.max(other.x), self.y.max(other.y))
}
#[must_use]
pub fn clamp(self, range: RangeInclusive<Self>) -> Self {
Self {
x: clamp(self.x, range.start().x..=range.end().x),
y: clamp(self.y, range.start().y..=range.end().y),
}
}
}
impl PartialEq for Pos2 {
fn eq(&self, other: &Self) -> bool {
self.x == other.x && self.y == other.y
}
}
impl Eq for Pos2 {}
impl AddAssign<Vec2> for Pos2 {
fn add_assign(&mut self, rhs: Vec2) {
*self = Pos2 {
x: self.x + rhs.x,
y: self.y + rhs.y,
};
}
}
impl SubAssign<Vec2> for Pos2 {
fn sub_assign(&mut self, rhs: Vec2) {
*self = Pos2 {
x: self.x - rhs.x,
y: self.y - rhs.y,
};
}
}
impl Add<Vec2> for Pos2 {
type Output = Pos2;
fn add(self, rhs: Vec2) -> Pos2 {
Pos2 {
x: self.x + rhs.x,
y: self.y + rhs.y,
}
}
}
impl Sub for Pos2 {
type Output = Vec2;
fn sub(self, rhs: Pos2) -> Vec2 {
Vec2 {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
impl Sub<Vec2> for Pos2 {
type Output = Pos2;
fn sub(self, rhs: Vec2) -> Pos2 {
Pos2 {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
impl std::fmt::Debug for Pos2 {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "[{:.1} {:.1}]", self.x, self.y)
}
}