#include "Rect.h" #include void Rect::intersect(const Rect& other) { int l = max(left(), other.left()); int r = min(right(), other.right()); int t = max(top(), other.top()); int b = min(bottom(), other.bottom()); if (l > r || t > b) { m_location = { }; m_size = { }; return; } m_location.set_x(l); m_location.set_y(t); m_size.set_width((r - l) + 1); m_size.set_height((b - t) + 1); } Rect Rect::united(const Rect& other) const { if (is_null()) return other; if (other.is_null()) return *this; Rect rect; rect.set_left(min(left(), other.left())); rect.set_top(min(top(), other.top())); rect.set_right(max(right(), other.right())); rect.set_bottom(max(bottom(), other.bottom())); return rect; } Vector Rect::shatter(const Rect& hammer) const { Vector pieces; if (!intersects(hammer)) { pieces.append(*this); return pieces; } Rect top_shard { x(), y(), width(), hammer.y() - y() }; Rect bottom_shard { x(), hammer.y() + hammer.height(), width(), (y() + height()) - (hammer.y() + hammer.height()) }; Rect left_shard { x(), max(hammer.y(), y()), hammer.x() - x(), min((hammer.y() + hammer.height()), (y() + height())) - max(hammer.y(), y()) }; Rect right_shard { hammer.x() + hammer.width(), max(hammer.y(), y()), right() - hammer.right(), min((hammer.y() + hammer.height()), (y() + height())) - max(hammer.y(), y()) }; if (intersects(top_shard)) pieces.append(top_shard); if (intersects(bottom_shard)) pieces.append(bottom_shard); if (intersects(left_shard)) pieces.append(left_shard); if (intersects(right_shard)) pieces.append(right_shard); return pieces; }