Add canonical min-max rectangle
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5 changed files with 98 additions and 2 deletions
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@ -8,7 +8,7 @@
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<RootNamespace>CultMath</RootNamespace>
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<AssemblyName>CultMath</AssemblyName>
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<PackageId>CultMath</PackageId>
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<Version>0.1.0</Version>
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<Version>0.1.1</Version>
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<Description>Clean-room C# math shaped for HLSL-style renderer code.</Description>
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<Authors>GameCult</Authors>
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<RepositoryUrl>https://github.com/GameCult/CultMath</RepositoryUrl>
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59
src/CultMath/rect.cs
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59
src/CultMath/rect.cs
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@ -0,0 +1,59 @@
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namespace CultMath;
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/// <summary>
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/// Axis-aligned 2D bounds stored canonically as normalized minimum and maximum
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/// corners. Point containment and intersection include the boundary.
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/// </summary>
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public readonly record struct rect
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{
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public rect(float minX, float minY, float maxX, float maxY)
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: this(new float2(minX, minY), new float2(maxX, maxY))
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{
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}
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public rect(float2 min, float2 max)
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{
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this.min = new float2(MathF.Min(min.x, max.x), MathF.Min(min.y, max.y));
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this.max = new float2(MathF.Max(min.x, max.x), MathF.Max(min.y, max.y));
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}
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public float2 min { get; }
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public float2 max { get; }
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public float width => max.x - min.x;
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public float height => max.y - min.y;
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public float2 size => max - min;
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public float2 center => (min + max) * 0.5f;
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public float area => width * height;
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public bool isEmpty => width == 0.0f || height == 0.0f;
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public bool Contains(float2 point) =>
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point.x >= min.x && point.x <= max.x &&
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point.y >= min.y && point.y <= max.y;
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public bool Contains(rect other) =>
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other.min.x >= min.x && other.max.x <= max.x &&
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other.min.y >= min.y && other.max.y <= max.y;
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public bool Intersects(rect other) =>
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min.x <= other.max.x && max.x >= other.min.x &&
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min.y <= other.max.y && max.y >= other.min.y;
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public rect Intersection(rect other)
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{
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if (!Intersects(other))
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return new rect(0.0f, 0.0f, 0.0f, 0.0f);
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return new rect(
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MathF.Max(min.x, other.min.x),
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MathF.Max(min.y, other.min.y),
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MathF.Min(max.x, other.max.x),
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MathF.Min(max.y, other.max.y));
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}
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public rect Encapsulate(float2 point) => new(
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MathF.Min(min.x, point.x),
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MathF.Min(min.y, point.y),
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MathF.Max(max.x, point.x),
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MathF.Max(max.y, point.y));
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}
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2
src/CultMath/rect.cs.meta
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2
src/CultMath/rect.cs.meta
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@ -0,0 +1,2 @@
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fileFormatVersion: 2
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guid: 5aab0d8e1ca94d42b85bba780a7ee449
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@ -199,6 +199,41 @@ public sealed class MathTests
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Assert.Equal(new float2(2.0f, 0.0f), closest);
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}
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[Fact]
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public void RectNormalizesAndDerivesFromMinMax()
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{
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var bounds = new rect(8.0f, 6.0f, 2.0f, -2.0f);
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Assert.Equal(new float2(2.0f, -2.0f), bounds.min);
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Assert.Equal(new float2(8.0f, 6.0f), bounds.max);
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Assert.Equal(new float2(6.0f, 8.0f), bounds.size);
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Assert.Equal(new float2(5.0f, 2.0f), bounds.center);
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Assert.Equal(48.0f, bounds.area);
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}
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[Fact]
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public void RectContainmentIncludesBoundary()
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{
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var bounds = new rect(-2.0f, -1.0f, 4.0f, 3.0f);
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Assert.True(bounds.Contains(new float2(-2.0f, -1.0f)));
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Assert.True(bounds.Contains(new float2(4.0f, 3.0f)));
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Assert.True(bounds.Contains(new rect(-1.0f, 0.0f, 1.0f, 2.0f)));
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Assert.False(bounds.Contains(new float2(4.001f, 3.0f)));
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}
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[Fact]
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public void RectIntersectionTreatsTouchingEdgesAsContact()
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{
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var left = new rect(0.0f, 0.0f, 4.0f, 4.0f);
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var touching = new rect(4.0f, 1.0f, 8.0f, 3.0f);
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var separate = new rect(4.001f, 1.0f, 8.0f, 3.0f);
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Assert.True(left.Intersects(touching));
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Assert.Equal(0.0f, left.Intersection(touching).area);
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Assert.False(left.Intersects(separate));
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}
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[Fact]
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public void FirstOrderInterceptSolvesSimpleClosingTarget()
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{
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@ -1,7 +1,7 @@
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{
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"name": "org.gamecult.cultmath",
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"displayName": "CultMath",
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"version": "0.1.0",
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"version": "0.1.1",
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"unity": "2021.3",
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"description": "Precompiled CultMath numeric primitives and matching HLSL semantics for GameCult Unity runtimes.",
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"license": "MPL-2.0",
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