#ifndef RECT2_H #define RECT2_H #include "Vector2.hpp" #include #include namespace godot { class String; typedef Vector2 Size2; typedef Vector2 Point2; struct Transform2D; struct Rect2 { Point2 pos; Size2 size; inline const Vector2 &get_pos() const { return pos; } inline void set_pos(const Vector2 &p_pos) { pos = p_pos; } 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 { if (pos.x >= (p_rect.pos.x + p_rect.size.width)) return false; if ((pos.x + size.width) <= p_rect.pos.x) return false; if (pos.y >= (p_rect.pos.y + p_rect.size.height)) return false; if ((pos.y + size.height) <= p_rect.pos.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; bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const; inline bool encloses(const Rect2 &p_rect) const { return (p_rect.pos.x >= pos.x) && (p_rect.pos.y >= pos.y) && ((p_rect.pos.x + p_rect.size.x) < (pos.x + size.x)) && ((p_rect.pos.y + p_rect.size.y) < (pos.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 { if (p_point.x < pos.x) return false; if (p_point.y < pos.y) return false; if (p_point.x >= (pos.x + size.x)) return false; if (p_point.y >= (pos.y + size.y)) return false; return true; } inline bool no_area() const { return (size.width <= 0 || size.height <= 0); } inline bool operator==(const Rect2 &p_rect) const { return pos == p_rect.pos && size == p_rect.size; } inline bool operator!=(const Rect2 &p_rect) const { return pos != p_rect.pos || size != p_rect.size; } inline Rect2 grow(real_t p_by) const { Rect2 g = *this; g.pos.x -= p_by; g.pos.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 Vector2 begin = pos; Vector2 end = pos + 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; pos = 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) { pos = Point2(p_x, p_y); size = Size2(p_width, p_height); } inline Rect2(const Point2 &p_pos, const Size2 &p_size) { pos = p_pos; size = p_size; } }; } // namespace godot #endif // RECT2_H