godot/modules/mono/glue/GodotSharp/GodotSharp/Core/Rect2.cs
Aaron Franke 554c776e08
Reformat structure string operators
The order of numbers is not changed except for Transform2D. All logic is done inside of their structures (and not in Variant).

For the number of decimals printed, they now use String::num_real which works best with real_t, except for Color which is fixed at 4 decimals (this is a reliable number of float digits when converting from 16-bpc so it seems like a good choice)
2021-06-11 10:53:20 -04:00

425 lines
14 KiB
C#

using System;
using System.Runtime.InteropServices;
#if REAL_T_IS_DOUBLE
using real_t = System.Double;
#else
using real_t = System.Single;
#endif
namespace Godot
{
/// <summary>
/// 2D axis-aligned bounding box. Rect2 consists of a position, a size, and
/// several utility functions. It is typically used for fast overlap tests.
/// </summary>
[Serializable]
[StructLayout(LayoutKind.Sequential)]
public struct Rect2 : IEquatable<Rect2>
{
private Vector2 _position;
private Vector2 _size;
/// <summary>
/// Beginning corner. Typically has values lower than End.
/// </summary>
/// <value>Directly uses a private field.</value>
public Vector2 Position
{
get { return _position; }
set { _position = value; }
}
/// <summary>
/// Size from Position to End. Typically all components are positive.
/// If the size is negative, you can use <see cref="Abs"/> to fix it.
/// </summary>
/// <value>Directly uses a private field.</value>
public Vector2 Size
{
get { return _size; }
set { _size = value; }
}
/// <summary>
/// Ending corner. This is calculated as <see cref="Position"/> plus
/// <see cref="Size"/>. Setting this value will change the size.
/// </summary>
/// <value>Getting is equivalent to `value = Position + Size`, setting is equivalent to `Size = value - Position`.</value>
public Vector2 End
{
get { return _position + _size; }
set { _size = value - _position; }
}
/// <summary>
/// The area of this Rect2.
/// </summary>
/// <value>Equivalent to <see cref="GetArea()"/>.</value>
public real_t Area
{
get { return GetArea(); }
}
/// <summary>
/// Returns a Rect2 with equivalent position and size, modified so that
/// the top-left corner is the origin and width and height are positive.
/// </summary>
/// <returns>The modified Rect2.</returns>
public Rect2 Abs()
{
Vector2 end = End;
Vector2 topLeft = new Vector2(Mathf.Min(_position.x, end.x), Mathf.Min(_position.y, end.y));
return new Rect2(topLeft, _size.Abs());
}
/// <summary>
/// Returns the intersection of this Rect2 and `b`.
/// If the rectangles do not intersect, an empty Rect2 is returned.
/// </summary>
/// <param name="b">The other Rect2.</param>
/// <returns>The intersection of this Rect2 and `b`, or an empty Rect2 if they do not intersect.</returns>
public Rect2 Intersection(Rect2 b)
{
var newRect = b;
if (!Intersects(newRect))
{
return new Rect2();
}
newRect._position.x = Mathf.Max(b._position.x, _position.x);
newRect._position.y = Mathf.Max(b._position.y, _position.y);
Vector2 bEnd = b._position + b._size;
Vector2 end = _position + _size;
newRect._size.x = Mathf.Min(bEnd.x, end.x) - newRect._position.x;
newRect._size.y = Mathf.Min(bEnd.y, end.y) - newRect._position.y;
return newRect;
}
/// <summary>
/// Returns true if this Rect2 completely encloses another one.
/// </summary>
/// <param name="b">The other Rect2 that may be enclosed.</param>
/// <returns>A bool for whether or not this Rect2 encloses `b`.</returns>
public bool Encloses(Rect2 b)
{
return b._position.x >= _position.x && b._position.y >= _position.y &&
b._position.x + b._size.x < _position.x + _size.x &&
b._position.y + b._size.y < _position.y + _size.y;
}
/// <summary>
/// Returns this Rect2 expanded to include a given point.
/// </summary>
/// <param name="to">The point to include.</param>
/// <returns>The expanded Rect2.</returns>
public Rect2 Expand(Vector2 to)
{
var expanded = this;
Vector2 begin = expanded._position;
Vector2 end = expanded._position + expanded._size;
if (to.x < begin.x)
{
begin.x = to.x;
}
if (to.y < begin.y)
{
begin.y = to.y;
}
if (to.x > end.x)
{
end.x = to.x;
}
if (to.y > end.y)
{
end.y = to.y;
}
expanded._position = begin;
expanded._size = end - begin;
return expanded;
}
/// <summary>
/// Returns the area of the Rect2.
/// </summary>
/// <returns>The area.</returns>
public real_t GetArea()
{
return _size.x * _size.y;
}
/// <summary>
/// Returns a copy of the Rect2 grown by the specified amount on all sides.
/// </summary>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown Rect2.</returns>
public Rect2 Grow(real_t by)
{
var g = this;
g._position.x -= by;
g._position.y -= by;
g._size.x += by * 2;
g._size.y += by * 2;
return g;
}
/// <summary>
/// Returns a copy of the Rect2 grown by the specified amount on each side individually.
/// </summary>
/// <param name="left">The amount to grow by on the left side.</param>
/// <param name="top">The amount to grow by on the top side.</param>
/// <param name="right">The amount to grow by on the right side.</param>
/// <param name="bottom">The amount to grow by on the bottom side.</param>
/// <returns>The grown Rect2.</returns>
public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
{
var g = this;
g._position.x -= left;
g._position.y -= top;
g._size.x += left + right;
g._size.y += top + bottom;
return g;
}
/// <summary>
/// Returns a copy of the Rect2 grown by the specified amount on the specified Side.
/// </summary>
/// <param name="side">The side to grow.</param>
/// <param name="by">The amount to grow by.</param>
/// <returns>The grown Rect2.</returns>
public Rect2 GrowSide(Side side, real_t by)
{
var g = this;
g = g.GrowIndividual(Side.Left == side ? by : 0,
Side.Top == side ? by : 0,
Side.Right == side ? by : 0,
Side.Bottom == side ? by : 0);
return g;
}
/// <summary>
/// Returns true if the Rect2 is flat or empty, or false otherwise.
/// </summary>
/// <returns>A bool for whether or not the Rect2 has area.</returns>
public bool HasNoArea()
{
return _size.x <= 0 || _size.y <= 0;
}
/// <summary>
/// Returns true if the Rect2 contains a point, or false otherwise.
/// </summary>
/// <param name="point">The point to check.</param>
/// <returns>A bool for whether or not the Rect2 contains `point`.</returns>
public bool HasPoint(Vector2 point)
{
if (point.x < _position.x)
return false;
if (point.y < _position.y)
return false;
if (point.x >= _position.x + _size.x)
return false;
if (point.y >= _position.y + _size.y)
return false;
return true;
}
/// <summary>
/// Returns true if the Rect2 overlaps with `b`
/// (i.e. they have at least one point in common).
///
/// If `includeBorders` is true, they will also be considered overlapping
/// if their borders touch, even without intersection.
/// </summary>
/// <param name="b">The other Rect2 to check for intersections with.</param>
/// <param name="includeBorders">Whether or not to consider borders.</param>
/// <returns>A bool for whether or not they are intersecting.</returns>
public bool Intersects(Rect2 b, bool includeBorders = false)
{
if (includeBorders)
{
if (_position.x > b._position.x + b._size.x)
{
return false;
}
if (_position.x + _size.x < b._position.x)
{
return false;
}
if (_position.y > b._position.y + b._size.y)
{
return false;
}
if (_position.y + _size.y < b._position.y)
{
return false;
}
}
else
{
if (_position.x >= b._position.x + b._size.x)
{
return false;
}
if (_position.x + _size.x <= b._position.x)
{
return false;
}
if (_position.y >= b._position.y + b._size.y)
{
return false;
}
if (_position.y + _size.y <= b._position.y)
{
return false;
}
}
return true;
}
/// <summary>
/// Returns a larger Rect2 that contains this Rect2 and `b`.
/// </summary>
/// <param name="b">The other Rect2.</param>
/// <returns>The merged Rect2.</returns>
public Rect2 Merge(Rect2 b)
{
Rect2 newRect;
newRect._position.x = Mathf.Min(b._position.x, _position.x);
newRect._position.y = Mathf.Min(b._position.y, _position.y);
newRect._size.x = Mathf.Max(b._position.x + b._size.x, _position.x + _size.x);
newRect._size.y = Mathf.Max(b._position.y + b._size.y, _position.y + _size.y);
newRect._size -= newRect._position; // Make relative again
return newRect;
}
/// <summary>
/// Constructs a Rect2 from a position and size.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="size">The size.</param>
public Rect2(Vector2 position, Vector2 size)
{
_position = position;
_size = size;
}
/// <summary>
/// Constructs a Rect2 from a position, width, and height.
/// </summary>
/// <param name="position">The position.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
public Rect2(Vector2 position, real_t width, real_t height)
{
_position = position;
_size = new Vector2(width, height);
}
/// <summary>
/// Constructs a Rect2 from x, y, and size.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="size">The size.</param>
public Rect2(real_t x, real_t y, Vector2 size)
{
_position = new Vector2(x, y);
_size = size;
}
/// <summary>
/// Constructs a Rect2 from x, y, width, and height.
/// </summary>
/// <param name="x">The position's X coordinate.</param>
/// <param name="y">The position's Y coordinate.</param>
/// <param name="width">The width.</param>
/// <param name="height">The height.</param>
public Rect2(real_t x, real_t y, real_t width, real_t height)
{
_position = new Vector2(x, y);
_size = new Vector2(width, height);
}
public static bool operator ==(Rect2 left, Rect2 right)
{
return left.Equals(right);
}
public static bool operator !=(Rect2 left, Rect2 right)
{
return !left.Equals(right);
}
public override bool Equals(object obj)
{
if (obj is Rect2)
{
return Equals((Rect2)obj);
}
return false;
}
public bool Equals(Rect2 other)
{
return _position.Equals(other._position) && _size.Equals(other._size);
}
/// <summary>
/// Returns true if this Rect2 and `other` are approximately equal, by running
/// <see cref="Vector2.IsEqualApprox(Vector2)"/> on each component.
/// </summary>
/// <param name="other">The other Rect2 to compare.</param>
/// <returns>Whether or not the Rect2s are approximately equal.</returns>
public bool IsEqualApprox(Rect2 other)
{
return _position.IsEqualApprox(other._position) && _size.IsEqualApprox(other.Size);
}
public override int GetHashCode()
{
return _position.GetHashCode() ^ _size.GetHashCode();
}
public override string ToString()
{
return String.Format("{0}, {1}", new object[]
{
_position.ToString(),
_size.ToString()
});
}
public string ToString(string format)
{
return String.Format("{0}, {1}", new object[]
{
_position.ToString(format),
_size.ToString(format)
});
}
}
}