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Diffstat (limited to 'include/godot_cpp/variant/rect2.hpp')
-rw-r--r-- | include/godot_cpp/variant/rect2.hpp | 312 |
1 files changed, 312 insertions, 0 deletions
diff --git a/include/godot_cpp/variant/rect2.hpp b/include/godot_cpp/variant/rect2.hpp new file mode 100644 index 0000000..8ace5f3 --- /dev/null +++ b/include/godot_cpp/variant/rect2.hpp @@ -0,0 +1,312 @@ + +#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 |