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blender-archive/source/blender/blenlib/intern/rct.c

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/*
* ***** BEGIN GPL LICENSE BLOCK *****
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*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
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*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software Foundation,
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* Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
* The Original Code is Copyright (C) 2001-2002 by NaN Holding BV.
* All rights reserved.
*
* The Original Code is: all of this file.
*
* Contributor(s): none yet.
*
* ***** END GPL LICENSE BLOCK *****
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*
*/
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/** \file blender/blenlib/intern/rct.c
* \ingroup bli
*
* A minimalist lib for functions doing stuff with rectangle structs.
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*/
#include <stdio.h>
#include <math.h>
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#include "DNA_vec_types.h"
#include "BLI_rect.h"
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int BLI_rcti_is_empty(rcti *rect)
{
return ((rect->xmax <= rect->xmin) || (rect->ymax <= rect->ymin));
}
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int BLI_rctf_is_empty(rctf *rect)
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{
return ((rect->xmax <= rect->xmin) || (rect->ymax <= rect->ymin));
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}
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int BLI_in_rcti(rcti *rect, int x, int y)
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{
if (x < rect->xmin) return 0;
if (x > rect->xmax) return 0;
if (y < rect->ymin) return 0;
if (y > rect->ymax) return 0;
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return 1;
}
int BLI_in_rctf(rctf *rect, float x, float y)
{
if (x < rect->xmin) return 0;
if (x > rect->xmax) return 0;
if (y < rect->ymin) return 0;
if (y > rect->ymax) return 0;
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return 1;
}
/* based closely on 'isect_line_line_v2_int', but in modified so corner cases are treated as intersections */
static int isect_segments(const int v1[2], const int v2[2], const int v3[2], const int v4[2])
{
const double div = (double)((v2[0] - v1[0]) * (v4[1] - v3[1]) - (v2[1] - v1[1]) * (v4[0] - v3[0]));
if (div == 0.0f) {
return 1; /* co-linear */
}
else {
const double labda = (double)((v1[1] - v3[1]) * (v4[0] - v3[0]) - (v1[0] - v3[0]) * (v4[1] - v3[1])) / div;
const double mu = (double)((v1[1] - v3[1]) * (v2[0] - v1[0]) - (v1[0] - v3[0]) * (v2[1] - v1[1])) / div;
return (labda >= 0.0f && labda <= 1.0f && mu >= 0.0f && mu <= 1.0f);
}
}
int BLI_segment_in_rcti(rcti *rect, int s1[2], int s2[2])
{
/* first do outside-bounds check for both points of the segment */
if (s1[0] < rect->xmin && s2[0] < rect->xmin) return 0;
if (s1[0] > rect->xmax && s2[0] > rect->xmax) return 0;
if (s1[1] < rect->ymin && s2[1] < rect->ymin) return 0;
if (s1[1] > rect->ymax && s2[1] > rect->ymax) return 0;
/* if either points intersect then we definetly intersect */
if (BLI_in_rcti(rect, s1[0], s1[1]) || BLI_in_rcti(rect, s2[0], s2[1])) {
return 1;
}
else {
/* both points are outside but may insersect the rect */
int tvec1[2];
int tvec2[2];
/* diagonal: [/] */
tvec1[0] = rect->xmin; tvec1[1] = rect->ymin;
tvec2[0] = rect->xmin; tvec2[1] = rect->ymax;
if (isect_segments(s1, s2, tvec1, tvec2)) {
return 1;
}
/* diagonal: [\] */
tvec1[0] = rect->xmin; tvec1[1] = rect->ymax;
tvec2[0] = rect->xmax; tvec2[1] = rect->ymin;
if (isect_segments(s1, s2, tvec1, tvec2)) {
return 1;
}
/* no intersection */
return 0;
}
}
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void BLI_union_rctf(rctf *rct1, rctf *rct2)
{
if (rct1->xmin > rct2->xmin) rct1->xmin = rct2->xmin;
if (rct1->xmax < rct2->xmax) rct1->xmax = rct2->xmax;
if (rct1->ymin > rct2->ymin) rct1->ymin = rct2->ymin;
if (rct1->ymax < rct2->ymax) rct1->ymax = rct2->ymax;
}
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void BLI_union_rcti(rcti *rct1, rcti *rct2)
{
if (rct1->xmin > rct2->xmin) rct1->xmin = rct2->xmin;
if (rct1->xmax < rct2->xmax) rct1->xmax = rct2->xmax;
if (rct1->ymin > rct2->ymin) rct1->ymin = rct2->ymin;
if (rct1->ymax < rct2->ymax) rct1->ymax = rct2->ymax;
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}
void BLI_init_rctf(rctf *rect, float xmin, float xmax, float ymin, float ymax)
{
if (xmin <= xmax) {
rect->xmin = xmin;
rect->xmax = xmax;
}
else {
rect->xmax = xmin;
rect->xmin = xmax;
}
if (ymin <= ymax) {
rect->ymin = ymin;
rect->ymax = ymax;
}
else {
rect->ymax = ymin;
rect->ymin = ymax;
}
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}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
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void BLI_init_rcti(rcti *rect, int xmin, int xmax, int ymin, int ymax)
{
if (xmin <= xmax) {
rect->xmin = xmin;
rect->xmax = xmax;
}
else {
rect->xmax = xmin;
rect->xmin = xmax;
}
if (ymin <= ymax) {
rect->ymin = ymin;
rect->ymax = ymax;
}
else {
rect->ymax = ymin;
rect->ymin = ymax;
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
}
void BLI_translate_rcti(rcti *rect, int x, int y)
{
rect->xmin += x;
rect->ymin += y;
rect->xmax += x;
rect->ymax += y;
}
void BLI_translate_rctf(rctf *rect, float x, float y)
{
rect->xmin += x;
rect->ymin += y;
rect->xmax += x;
rect->ymax += y;
}
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2010-06-17 14:22:54 +00:00
/* change width & height around the central location */
void BLI_resize_rcti(rcti *rect, int x, int y)
{
rect->xmin = rect->xmax = (rect->xmax + rect->xmin) / 2;
rect->ymin = rect->ymax = (rect->ymax + rect->ymin) / 2;
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rect->xmin -= x / 2;
rect->ymin -= y / 2;
rect->xmax = rect->xmin + x;
rect->ymax = rect->ymin + y;
2010-06-17 14:22:54 +00:00
}
void BLI_resize_rctf(rctf *rect, float x, float y)
{
rect->xmin = rect->xmax = (rect->xmax + rect->xmin) * 0.5f;
rect->ymin = rect->ymax = (rect->ymax + rect->ymin) * 0.5f;
2010-06-17 14:22:54 +00:00
rect->xmin -= x * 0.5f;
rect->ymin -= y * 0.5f;
rect->xmax = rect->xmin + x;
rect->ymax = rect->ymin + y;
2010-06-17 14:22:54 +00:00
}
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int BLI_isect_rctf(rctf *src1, rctf *src2, rctf *dest)
{
float xmin, xmax;
float ymin, ymax;
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
if (xmax >= xmin && ymax >= ymin) {
if (dest) {
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dest->xmin = xmin;
dest->xmax = xmax;
dest->ymin = ymin;
dest->ymax = ymax;
}
return 1;
}
else {
if (dest) {
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dest->xmin = 0;
dest->xmax = 0;
dest->ymin = 0;
dest->ymax = 0;
}
return 0;
}
}
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
int BLI_isect_rcti(rcti *src1, rcti *src2, rcti *dest)
{
int xmin, xmax;
int ymin, ymax;
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
xmin = (src1->xmin) > (src2->xmin) ? (src1->xmin) : (src2->xmin);
xmax = (src1->xmax) < (src2->xmax) ? (src1->xmax) : (src2->xmax);
ymin = (src1->ymin) > (src2->ymin) ? (src1->ymin) : (src2->ymin);
ymax = (src1->ymax) < (src2->ymax) ? (src1->ymax) : (src2->ymax);
if (xmax >= xmin && ymax >= ymin) {
if (dest) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
dest->xmin = xmin;
dest->xmax = xmax;
dest->ymin = ymin;
dest->ymax = ymax;
}
return 1;
}
else {
if (dest) {
Giant commit! A full detailed description of this will be done later... is several days of work. Here's a summary: Render: - Full cleanup of render code, removing *all* globals and bad level calls all over blender. Render module is now not called abusive anymore - API-fied calls to rendering - Full recode of internal render pipeline. Is now rendering tiles by default, prepared for much smarter 'bucket' render later. - Each thread now can render a full part - Renders were tested with 4 threads, goes fine, apart from some lookup tables in softshadow and AO still - Rendering is prepared to do multiple layers and passes - No single 32 bits trick in render code anymore, all 100% floats now. Writing images/movies - moved writing images to blender kernel (bye bye 'schrijfplaatje'!) - made a new Movie handle system, also in kernel. This will enable much easier use of movies in Blender PreviewRender: - Using new render API, previewrender (in buttons) now uses regular render code to generate images. - new datafile 'preview.blend.c' has the preview scenes in it - previews get rendered in exact displayed size (1 pixel = 1 pixel) 3D Preview render - new; press Pkey in 3d window, for a panel that continuously renders (pkey is for games, i know... but we dont do that in orange now!) - this render works nearly identical to buttons-preview render, so it stops rendering on any event (mouse, keyboard, etc) - on moving/scaling the panel, the render code doesn't recreate all geometry - same for shifting/panning view - all other operations (now) regenerate the full render database still. - this is WIP... but big fun, especially for simple scenes! Compositor - Using same node system as now in use for shaders, you can composit images - works pretty straightforward... needs much more options/tools and integration with rendering still - is not threaded yet, nor is so smart to only recalculate changes... will be done soon! - the "Render Result" node will get all layers/passes as output sockets - The "Output" node renders to a builtin image, which you can view in the Image window. (yes, output nodes to render-result, and to files, is on the list!) The Bad News - "Unified Render" is removed. It might come back in some stage, but this system should be built from scratch. I can't really understand this code... I expect it is not much needed, especially with advanced layer/passes control - Panorama render, Field render, Motion blur, is not coded yet... (I had to recode every single feature in render, so...!) - Lens Flare is also not back... needs total revision, might become composit effect though (using zbuffer for visibility) - Part render is gone! (well, thats obvious, its default now). - The render window is only restored with limited functionality... I am going to check first the option to render to a Image window, so Blender can become a true single-window application. :) For example, the 'Spare render buffer' (jkey) doesnt work. - Render with border, now default creates a smaller image - No zbuffers are written yet... on the todo! - Scons files and MSVC will need work to get compiling again OK... thats what I can quickly recall. Now go compiling!
2006-01-23 22:05:47 +00:00
dest->xmin = 0;
dest->xmax = 0;
dest->ymin = 0;
dest->ymax = 0;
}
return 0;
}
}
void BLI_copy_rcti_rctf(rcti *tar, const rctf *src)
{
tar->xmin = floor(src->xmin + 0.5f);
tar->xmax = floor((src->xmax - src->xmin) + 0.5f);
tar->ymin = floor(src->ymin + 0.5f);
tar->ymax = floor((src->ymax - src->ymin) + 0.5f);
}
void print_rctf(const char *str, rctf *rect)
{
printf("%s: xmin %.3f, xmax %.3f, ymin %.3f, ymax %.3f (%.3fx%.3f)\n", str,
rect->xmin, rect->xmax, rect->ymin, rect->ymax, rect->xmax - rect->xmin, rect->ymax - rect->ymin);
}
void print_rcti(const char *str, rcti *rect)
{
printf("%s: xmin %d, xmax %d, ymin %d, ymax %d (%dx%d)\n", str,
rect->xmin, rect->xmax, rect->ymin, rect->ymax, rect->xmax - rect->xmin, rect->ymax - rect->ymin);
}