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- #ifndef GODOT_RECT2_HPP
- #define GODOT_RECT2_HPP
- #include <godot_cpp/core/math.hpp>
- #include <godot_cpp/variant/vector2.hpp>
- #include <godot_cpp/classes/global_constants.hpp>
- namespace godot {
- struct Transform2D;
- class Rect2 {
- public:
- _FORCE_INLINE_ GDNativeTypePtr ptr() const { return (void *)this; }
- 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(1.0 / r.x, 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;
- 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
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