#ifndef RECT2_H #define RECT2_H #include "Vector2.hpp" #include #include namespace godot { class String; typedef Vector2 Size2; typedef Vector2 Point2; class 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=NULL, Point2* r_normal=NULL) 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.xend.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; } }; } #endif // RECT2_H