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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)
});
}
}
}
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