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73 lines
1.7 KiB
C++
73 lines
1.7 KiB
C++
#ifndef RECT2_H
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#define RECT2_H
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#include "vector2.h"
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#include "math.h"
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class Rect2i;
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class Rect2 {
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public:
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float get_area() const;
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bool intersects(const Rect2 &b) const;
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bool intersects_include_borders(const Rect2 &b) const;
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bool encloses(const Rect2 &b) const;
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bool has_no_area() const;
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bool has_point(const float px, const float py) const;
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bool is_equal_approx(const Rect2 &b) const;
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void grow(const float by);
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void shrink(const float by);
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void expand_to(const Vector2 &p_vector);
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inline Rect2 clip(const Rect2 &p_rect) const;
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Vector2 position() const;
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Vector2 size() const;
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Rect2 &operator+=(const Rect2 &b);
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Rect2 &operator-=(const Rect2 &b);
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friend Rect2 operator+(Rect2 lhs, const Rect2 &rhs);
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friend Rect2 operator-(Rect2 lhs, const Rect2 &rhs);
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friend bool operator==(const Rect2 &a, const Rect2 &b);
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friend bool operator!=(const Rect2 &a, const Rect2 &b);
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operator Rect2i() const;
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Rect2();
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Rect2(const Rect2 &b);
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Rect2(const float rx, const float ry);
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Rect2(const float rx, const float ry, const float rw, const float rh);
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Rect2(const Vector2 &position, const Vector2 &size);
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float x;
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float y;
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float w;
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float h;
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};
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// Taken from the Godot Engine (MIT License)
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// Copyright (c) 2007-2021 Juan Linietsky, Ariel Manzur.
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// Copyright (c) 2014-2021 Godot Engine contributors (cf. AUTHORS.md).
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inline Rect2 Rect2::clip(const Rect2 &p_rect) const { /// return a clipped rect
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Rect2 new_rect = p_rect;
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if (!intersects(new_rect)) {
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return Rect2();
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}
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new_rect.x = MAX(p_rect.x, x);
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new_rect.y = MAX(p_rect.y, y);
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Vector2 p_rect_end = p_rect.position() + p_rect.size();
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Vector2 end = position() + size();
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new_rect.w = MIN(p_rect_end.x, end.x) - new_rect.x;
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new_rect.h = MIN(p_rect_end.y, end.y) - new_rect.y;
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return new_rect;
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}
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#endif |