Math library changes and fixes.

This commit is contained in:
H. Utku Maden 2024-04-08 23:51:03 +03:00
parent 9c9efc6eeb
commit 4dff6eba91

@ -87,6 +87,11 @@ namespace Quik
{
return a.X * b.X + a.Y * b.Y;
}
public override string ToString()
{
return $"({X}; {Y})";
}
}
/// <summary>
@ -335,16 +340,16 @@ namespace Quik
/// <summary>
/// A rectangle.
/// </summary>
[DebuggerDisplay("({Right}, {Top}, {Left}, {Bottom})")]
[DebuggerDisplay("({Left}, {Top}, {Right}, {Bottom})")]
public struct QRectangle
{
/// <summary>
/// Rectangle maximum point.
/// Position maximum point.
/// </summary>
public QVec2 Max;
/// <summary>
/// Rectangle minimum point.
/// Position minimum point.
/// </summary>
public QVec2 Min;
@ -362,14 +367,14 @@ namespace Quik
public float Top
{
get => Max.Y;
set => Max.Y = value;
get => Min.Y;
set => Min.Y = value;
}
public float Bottom
{
get => Min.Y;
set => Min.Y = value;
get => Max.Y;
set => Max.Y = value;
}
public QVec2 Size
@ -384,10 +389,10 @@ namespace Quik
Min = min;
}
public QRectangle(float r, float t, float l, float b)
public QRectangle(float r, float b, float l, float t)
{
Max = new QVec2() {X = r, Y = t};
Min = new QVec2() {X = l, Y = b};
Max = new QVec2() {X = r, Y = b};
Min = new QVec2() {X = l, Y = t};
}
public bool Contains(QVec2 point)
@ -405,11 +410,11 @@ namespace Quik
public static QRectangle Intersect(in QRectangle a, in QRectangle b) =>
new QRectangle(
Math.Min(a.Right, b.Right),
Math.Min(a.Top, b.Top),
Math.Max(a.Left, b.Left),
Math.Max(a.Right, b.Right),
Math.Max(a.Bottom, b.Bottom)
);
,
Math.Min(a.Left, b.Left),
Math.Min(a.Top, b.Top));
}
/// <summary>
@ -493,19 +498,19 @@ namespace Quik
public static void Orthographic(out QMat4 mat, QRectangle bounds, float near = 1, float far = -1)
{
float a, b, c;
mat = default;
mat = Identity;
a = 1.0f/(bounds.Right - bounds.Left);
b = 1.0f/(bounds.Top - bounds.Bottom);
c = 1.0f/(near - far);
c = 1.0f/(far - near);
mat.M11 = 2 * a;
mat.M22 = 2 * b;
mat.M33 = 2 * c;
mat.M33 = -2 * c;
mat.M41 = -a * (bounds.Left + bounds.Right);
mat.M42 = -b * (bounds.Top + bounds.Bottom);
mat.M43 = -c * (near + far);
mat.M14 = -a * (bounds.Left + bounds.Right);
mat.M24 = -b * (bounds.Top + bounds.Bottom);
mat.M34 = -c * (far + near);
mat.M44 = 1.0f;
}
}