mirror of
https://github.com/Relintai/gdnative_cpp.git
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161 lines
5.4 KiB
C++
161 lines
5.4 KiB
C++
/*************************************************************************/
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/* Rect2.hpp */
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/*************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/*************************************************************************/
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/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
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/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/*************************************************************************/
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#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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