- Forked from Godot Engine 4.7-dev (MIT License) - Rebranded to AeThex Engine with cyan/purple theme - Added AI-powered development assistant module - Integrated Claude API for code completion & error fixing - Custom hexagon logo and branding - Multi-platform CI/CD (Windows, Linux, macOS) - Built Linux editor binary (151MB) - Complete source code with all customizations Tech Stack: - C++ game engine core - AI Module: Claude 3.5 Sonnet integration - Build: SCons, 14K+ source files - License: MIT (Godot) + Custom (AeThex features) Ready for Windows build via GitHub Actions!
38 lines
1.1 KiB
C++
38 lines
1.1 KiB
C++
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#pragma once
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#include <cmath>
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#include <cfloat>
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#include "base.h"
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namespace msdfgen {
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/// Represents a signed distance and alignment, which together can be compared to uniquely determine the closest edge segment.
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class SignedDistance {
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public:
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double distance;
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double dot;
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inline SignedDistance() : distance(-DBL_MAX), dot(0) { }
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inline SignedDistance(double dist, double d) : distance(dist), dot(d) { }
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};
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inline bool operator<(const SignedDistance a, const SignedDistance b) {
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return fabs(a.distance) < fabs(b.distance) || (fabs(a.distance) == fabs(b.distance) && a.dot < b.dot);
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}
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inline bool operator>(const SignedDistance a, const SignedDistance b) {
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return fabs(a.distance) > fabs(b.distance) || (fabs(a.distance) == fabs(b.distance) && a.dot > b.dot);
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}
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inline bool operator<=(const SignedDistance a, const SignedDistance b) {
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return fabs(a.distance) < fabs(b.distance) || (fabs(a.distance) == fabs(b.distance) && a.dot <= b.dot);
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}
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inline bool operator>=(const SignedDistance a, const SignedDistance b) {
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return fabs(a.distance) > fabs(b.distance) || (fabs(a.distance) == fabs(b.distance) && a.dot >= b.dot);
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}
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}
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