godot-cpp/include/core/Rect2.hpp

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/*************************************************************************/
/* Rect2.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RECT2_H
#define RECT2_H
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#include "Vector2.hpp"
#include <cmath>
#include <cstdlib>
namespace godot {
class String;
typedef Vector2 Size2;
typedef Vector2 Point2;
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struct Transform2D;
struct Rect2 {
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Point2 position;
Size2 size;
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inline const Vector2 &get_position() const { return position; }
inline void set_position(const Vector2 &p_position) { position = p_position; }
inline const Vector2 &get_size() const { return size; }
inline void set_size(const Vector2 &p_size) { size = p_size; }
inline real_t get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2 &p_rect) const {
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if (position.x >= (p_rect.position.x + p_rect.size.width))
return false;
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if ((position.x + size.width) <= p_rect.position.x)
return false;
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if (position.y >= (p_rect.position.y + p_rect.size.height))
return false;
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if ((position.y + size.height) <= p_rect.position.y)
return false;
return true;
}
real_t distance_to(const Vector2 &p_point) const;
bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
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bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_position = nullptr, Point2 *r_normal = nullptr) const;
inline bool encloses(const Rect2 &p_rect) const {
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return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
}
inline bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
Rect2 clip(const Rect2 &p_rect) const;
Rect2 merge(const Rect2 &p_rect) const;
inline bool has_point(const Point2 &p_point) const {
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if (p_point.x < position.x)
return false;
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if (p_point.y < position.y)
return false;
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if (p_point.x >= (position.x + size.x))
return false;
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if (p_point.y >= (position.y + size.y))
return false;
return true;
}
inline bool no_area() const { return (size.width <= 0 || size.height <= 0); }
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inline bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
inline bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_by) const {
Rect2 g = *this;
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g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline Rect2 expand(const Vector2 &p_vector) const {
Rect2 r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Vector2 &p_vector) { //in place function for speed
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Vector2 begin = position;
Vector2 end = position + size;
if (p_vector.x < begin.x)
begin.x = p_vector.x;
if (p_vector.y < begin.y)
begin.y = p_vector.y;
if (p_vector.x > end.x)
end.x = p_vector.x;
if (p_vector.y > end.y)
end.y = p_vector.y;
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position = begin;
size = end - begin;
}
operator String() const;
inline Rect2() {}
inline Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) {
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position = Point2(p_x, p_y);
size = Size2(p_width, p_height);
}
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inline Rect2(const Point2 &p_position, const Size2 &p_size) {
position = p_position;
size = p_size;
}
};
} // namespace godot
#endif // RECT2_H