godot-cpp/include/godot_cpp/variant/rect2.hpp

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/*************************************************************************/
/* rect2.hpp */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* 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 */
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/*************************************************************************/
#ifndef GODOT_RECT2_HPP
#define GODOT_RECT2_HPP
#include <godot_cpp/classes/global_constants.hpp>
#include <godot_cpp/core/math.hpp>
#include <godot_cpp/variant/vector2.hpp>
namespace godot {
class Rect2i;
class String;
class Transform2D;
class Rect2 {
_FORCE_INLINE_ GDNativeTypePtr _native_ptr() const { return (void *)this; }
friend class Variant;
public:
Point2 position;
Size2 size;
const Vector2 &get_position() const { return position; }
void set_position(const Vector2 &p_pos) { position = p_pos; }
const Vector2 &get_size() const { return size; }
void set_size(const Vector2 &p_size) { size = p_size; }
real_t get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
if (p_include_borders) {
if (position.x > (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) < p_rect.position.x) {
return false;
}
if (position.y > (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) < p_rect.position.y) {
return false;
}
} else {
if (position.x >= (p_rect.position.x + p_rect.size.width)) {
return false;
}
if ((position.x + size.width) <= p_rect.position.x) {
return false;
}
if (position.y >= (p_rect.position.y + p_rect.size.height)) {
return false;
}
if ((position.y + size.height) <= p_rect.position.y) {
return false;
}
}
return true;
}
inline real_t distance_to(const Vector2 &p_point) const {
real_t dist = 0.0;
bool inside = true;
if (p_point.x < position.x) {
real_t d = position.x - p_point.x;
dist = d;
inside = false;
}
if (p_point.y < position.y) {
real_t d = position.y - p_point.y;
dist = inside ? d : Math::min(dist, d);
inside = false;
}
if (p_point.x >= (position.x + size.x)) {
real_t d = p_point.x - (position.x + size.x);
dist = inside ? d : Math::min(dist, d);
inside = false;
}
if (p_point.y >= (position.y + size.y)) {
real_t d = p_point.y - (position.y + size.y);
dist = inside ? d : Math::min(dist, d);
inside = false;
}
if (inside) {
return 0;
} else {
return dist;
}
}
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.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);
}
// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
inline Rect2 intersection(const Rect2 &p_rect) const {
Rect2 new_rect = p_rect;
if (!intersects(new_rect)) {
return Rect2();
}
new_rect.position.x = Math::max(p_rect.position.x, position.x);
new_rect.position.y = Math::max(p_rect.position.y, position.y);
Point2 p_rect_end = p_rect.position + p_rect.size;
Point2 end = position + size;
new_rect.size.x = Math::min(p_rect_end.x, end.x) - new_rect.position.x;
new_rect.size.y = Math::min(p_rect_end.y, end.y) - new_rect.position.y;
return new_rect;
}
inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
Rect2 new_rect;
new_rect.position.x = Math::min(p_rect.position.x, position.x);
new_rect.position.y = Math::min(p_rect.position.y, position.y);
new_rect.size.x = Math::max(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = Math::max(p_rect.position.y + p_rect.size.y, position.y + size.y);
new_rect.size = new_rect.size - new_rect.position; // make relative again
return new_rect;
}
inline bool has_point(const Point2 &p_point) const {
if (p_point.x < position.x) {
return false;
}
if (p_point.y < position.y) {
return false;
}
if (p_point.x >= (position.x + size.x)) {
return false;
}
if (p_point.y >= (position.y + size.y)) {
return false;
}
return true;
}
bool is_equal_approx(const Rect2 &p_rect) const;
bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
inline Rect2 grow(real_t p_amount) const {
Rect2 g = *this;
g.position.x -= p_amount;
g.position.y -= p_amount;
g.size.width += p_amount * 2;
g.size.height += p_amount * 2;
return g;
}
inline Rect2 grow_side(Side p_side, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
(SIDE_TOP == p_side) ? p_amount : 0,
(SIDE_RIGHT == p_side) ? p_amount : 0,
(SIDE_BOTTOM == p_side) ? p_amount : 0);
return g;
}
inline Rect2 grow_side_bind(uint32_t p_side, real_t p_amount) const {
return grow_side(Side(p_side), p_amount);
}
inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
Rect2 g = *this;
g.position.x -= p_left;
g.position.y -= p_top;
g.size.width += p_left + p_right;
g.size.height += p_top + p_bottom;
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 = 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;
}
position = begin;
size = end - begin;
}
inline Rect2 abs() const {
return Rect2(Point2(position.x + Math::min(size.x, (real_t)0), position.y + Math::min(size.y, (real_t)0)), size.abs());
}
Vector2 get_support(const Vector2 &p_normal) const {
Vector2 half_extents = size * 0.5;
Vector2 ofs = position + half_extents;
return Vector2(
(p_normal.x > 0) ? -half_extents.x : half_extents.x,
(p_normal.y > 0) ? -half_extents.y : half_extents.y) +
ofs;
}
inline bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
Vector2 center = position + size * 0.5;
int side_plus = 0;
int side_minus = 0;
Vector2 end = position + size;
int i_f = p_point_count - 1;
for (int i = 0; i < p_point_count; i++) {
const Vector2 &a = p_points[i_f];
const Vector2 &b = p_points[i];
i_f = i;
Vector2 r = (b - a);
float l = r.length();
if (l == 0.0) {
continue;
}
// check inside
Vector2 tg = r.orthogonal();
float s = tg.dot(center) - tg.dot(a);
if (s < 0.0) {
side_plus++;
} else {
side_minus++;
}
// check ray box
r /= l;
Vector2 ir((real_t)1.0 / r.x, (real_t)1.0 / r.y);
// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
// r.org is origin of ray
Vector2 t13 = (position - a) * ir;
Vector2 t24 = (end - a) * ir;
float tmin = Math::max(Math::min(t13.x, t24.x), Math::min(t13.y, t24.y));
float tmax = Math::min(Math::max(t13.x, t24.x), Math::max(t13.y, t24.y));
// if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
if (tmax < 0 || tmin > tmax || tmin >= l) {
continue;
}
return true;
}
if (side_plus * side_minus == 0) {
return true; // all inside
} else {
return false;
}
}
inline void set_end(const Vector2 &p_end) {
size = p_end - position;
}
inline Vector2 get_end() const {
return position + size;
}
operator String() const;
operator Rect2i() const;
Rect2() {}
Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
} // namespace godot
#endif // GODOT_RECT2_HPP