godot/core/math/rect2.h
Rémi Verschelde a7f49ac9a1 Update copyright statements to 2020
Happy new year to the wonderful Godot community!

We're starting a new decade with a well-established, non-profit, free
and open source game engine, and tons of further improvements in the
pipeline from hundreds of contributors.

Godot will keep getting better, and we're looking forward to all the
games that the community will keep developing and releasing with it.
2020-01-01 11:16:22 +01:00

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/*************************************************************************/
/* rect2.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2020 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2020 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 */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef RECT2_H
#define RECT2_H
#include "core/math/vector2.h" // also includes math_funcs and ustring
struct Transform2D;
struct Rect2 {
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 {
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 : 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 : 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 : 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 = NULL, Point2 *r_normal = NULL) 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));
}
_FORCE_INLINE_ bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
inline Rect2 clip(const Rect2 &p_rect) const { /// return a clipped rect
Rect2 new_rect = p_rect;
if (!intersects(new_rect))
return Rect2();
new_rect.position.x = MAX(p_rect.position.x, position.x);
new_rect.position.y = 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 = MIN(p_rect_end.x, end.x) - new_rect.position.x;
new_rect.size.y = 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 = MIN(p_rect.position.x, position.x);
new_rect.position.y = MIN(p_rect.position.y, position.y);
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = 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_by) const {
Rect2 g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline Rect2 grow_margin(Margin p_margin, real_t p_amount) const {
Rect2 g = *this;
g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
(MARGIN_TOP == p_margin) ? p_amount : 0,
(MARGIN_RIGHT == p_margin) ? p_amount : 0,
(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
return g;
}
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;
}
_FORCE_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;
}
_FORCE_INLINE_ Rect2 abs() const {
return Rect2(Point2(position.x + MIN(size.x, 0), position.y + MIN(size.y, 0)), size.abs());
}
operator String() const { return String(position) + ", " + String(size); }
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) {
}
};
struct Rect2i {
Point2i position;
Size2i size;
const Point2i &get_position() const { return position; }
void set_position(const Point2i &p_position) { position = p_position; }
const Size2i &get_size() const { return size; }
void set_size(const Size2i &p_size) { size = p_size; }
int get_area() const { return size.width * size.height; }
inline bool intersects(const Rect2i &p_rect) const {
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 bool encloses(const Rect2i &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));
}
_FORCE_INLINE_ bool has_no_area() const {
return (size.x <= 0 || size.y <= 0);
}
inline Rect2i clip(const Rect2i &p_rect) const { /// return a clipped rect
Rect2i new_rect = p_rect;
if (!intersects(new_rect))
return Rect2i();
new_rect.position.x = MAX(p_rect.position.x, position.x);
new_rect.position.y = 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 = (int)(MIN(p_rect_end.x, end.x) - new_rect.position.x);
new_rect.size.y = (int)(MIN(p_rect_end.y, end.y) - new_rect.position.y);
return new_rect;
}
inline Rect2i merge(const Rect2i &p_rect) const { ///< return a merged rect
Rect2i new_rect;
new_rect.position.x = MIN(p_rect.position.x, position.x);
new_rect.position.y = MIN(p_rect.position.y, position.y);
new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
new_rect.size.y = 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;
};
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 operator==(const Rect2i &p_rect) const { return position == p_rect.position && size == p_rect.size; }
bool operator!=(const Rect2i &p_rect) const { return position != p_rect.position || size != p_rect.size; }
Rect2i grow(int p_by) const {
Rect2i g = *this;
g.position.x -= p_by;
g.position.y -= p_by;
g.size.width += p_by * 2;
g.size.height += p_by * 2;
return g;
}
inline Rect2i grow_margin(Margin p_margin, int p_amount) const {
Rect2i g = *this;
g = g.grow_individual((MARGIN_LEFT == p_margin) ? p_amount : 0,
(MARGIN_TOP == p_margin) ? p_amount : 0,
(MARGIN_RIGHT == p_margin) ? p_amount : 0,
(MARGIN_BOTTOM == p_margin) ? p_amount : 0);
return g;
}
inline Rect2i grow_individual(int p_left, int p_top, int p_right, int p_bottom) const {
Rect2i 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;
}
_FORCE_INLINE_ Rect2i expand(const Vector2i &p_vector) const {
Rect2i r = *this;
r.expand_to(p_vector);
return r;
}
inline void expand_to(const Point2i &p_vector) {
Point2i begin = position;
Point2i 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;
}
operator String() const { return String(position) + ", " + String(size); }
operator Rect2() const { return Rect2(position, size); }
Rect2i(const Rect2 &p_r2) :
position(p_r2.position),
size(p_r2.size) {
}
Rect2i() {}
Rect2i(int p_x, int p_y, int p_width, int p_height) :
position(Point2(p_x, p_y)),
size(Size2(p_width, p_height)) {
}
Rect2i(const Point2 &p_pos, const Size2 &p_size) :
position(p_pos),
size(p_size) {
}
};
#endif // RECT2_H