
This is taken from the Godot repository, so formatting is similar. This updates the style rules as well. Also fix style in files to conform with this version.
131 lines
3.2 KiB
C++
131 lines
3.2 KiB
C++
#ifndef RECT2_H
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#define RECT2_H
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#include "Vector2.hpp"
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#include <cmath>
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#include <cstdlib>
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namespace godot {
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class String;
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typedef Vector2 Size2;
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typedef Vector2 Point2;
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struct Transform2D;
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struct Rect2 {
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Point2 position;
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Size2 size;
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inline const Vector2 &get_position() const { return position; }
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inline void set_position(const Vector2 &p_position) { position = p_position; }
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inline const Vector2 &get_size() const { return size; }
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inline void set_size(const Vector2 &p_size) { size = p_size; }
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inline real_t get_area() const { return size.width * size.height; }
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inline bool intersects(const Rect2 &p_rect) const {
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if (position.x >= (p_rect.position.x + p_rect.size.width))
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return false;
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if ((position.x + size.width) <= p_rect.position.x)
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return false;
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if (position.y >= (p_rect.position.y + p_rect.size.height))
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return false;
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if ((position.y + size.height) <= p_rect.position.y)
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return false;
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return true;
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}
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real_t distance_to(const Vector2 &p_point) const;
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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;
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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) &&
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((p_rect.position.x + p_rect.size.x) < (position.x + size.x)) &&
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((p_rect.position.y + p_rect.size.y) < (position.y + size.y));
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}
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inline bool has_no_area() const {
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return (size.x <= 0 || size.y <= 0);
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}
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Rect2 clip(const Rect2 &p_rect) const;
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Rect2 merge(const Rect2 &p_rect) const;
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inline bool has_point(const Point2 &p_point) const {
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if (p_point.x < position.x)
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return false;
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if (p_point.y < position.y)
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return false;
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if (p_point.x >= (position.x + size.x))
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return false;
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if (p_point.y >= (position.y + size.y))
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return false;
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return true;
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}
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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; }
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inline bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
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inline Rect2 grow(real_t p_by) const {
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Rect2 g = *this;
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g.position.x -= p_by;
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g.position.y -= p_by;
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g.size.width += p_by * 2;
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g.size.height += p_by * 2;
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return g;
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}
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inline Rect2 expand(const Vector2 &p_vector) const {
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Rect2 r = *this;
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r.expand_to(p_vector);
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return r;
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}
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inline void expand_to(const Vector2 &p_vector) { //in place function for speed
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Vector2 begin = position;
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Vector2 end = position + size;
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if (p_vector.x < begin.x)
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begin.x = p_vector.x;
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if (p_vector.y < begin.y)
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begin.y = p_vector.y;
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if (p_vector.x > end.x)
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end.x = p_vector.x;
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if (p_vector.y > end.y)
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end.y = p_vector.y;
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position = begin;
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size = end - begin;
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}
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operator String() const;
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inline Rect2() {}
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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);
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size = Size2(p_width, p_height);
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}
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inline Rect2(const Point2 &p_position, const Size2 &p_size) {
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position = p_position;
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size = p_size;
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}
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};
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} // namespace godot
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#endif // RECT2_H
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