godot/doc/classes/Rect2.xml

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<?xml version="1.0" encoding="UTF-8" ?>
<class name="Rect2" xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance" xsi:noNamespaceSchemaLocation="../class.xsd">
<brief_description>
A 2D axis-aligned bounding box using floating-point coordinates.
</brief_description>
<description>
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The [Rect2] built-in [Variant] type represents an axis-aligned rectangle in a 2D space. It is defined by its [member position] and [member size], which are [Vector2]. It is frequently used for fast overlap tests (see [method intersects]). Although [Rect2] itself is axis-aligned, it can be combined with [Transform2D] to represent a rotated or skewed rectangle.
For integer coordinates, use [Rect2i]. The 3D equivalent to [Rect2] is [AABB].
[b]Note:[/b] Negative values for [member size] are not supported. With negative size, most [Rect2] methods do not work correctly. Use [method abs] to get an equivalent [Rect2] with a non-negative size.
[b]Note:[/b] In a boolean context, a [Rect2] evaluates to [code]false[/code] if both [member position] and [member size] are zero (equal to [constant Vector2.ZERO]). Otherwise, it always evaluates to [code]true[/code].
</description>
<tutorials>
<link title="Math documentation index">$DOCS_URL/tutorials/math/index.html</link>
<link title="Vector math">$DOCS_URL/tutorials/math/vector_math.html</link>
<link title="Advanced vector math">$DOCS_URL/tutorials/math/vectors_advanced.html</link>
</tutorials>
<constructors>
<constructor name="Rect2">
<return type="Rect2" />
<description>
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Constructs a [Rect2] with its [member position] and [member size] set to [constant Vector2.ZERO].
</description>
</constructor>
<constructor name="Rect2">
<return type="Rect2" />
<param index="0" name="from" type="Rect2" />
<description>
Constructs a [Rect2] as a copy of the given [Rect2].
</description>
</constructor>
<constructor name="Rect2">
<return type="Rect2" />
<param index="0" name="from" type="Rect2i" />
<description>
Constructs a [Rect2] from a [Rect2i].
</description>
</constructor>
<constructor name="Rect2">
<return type="Rect2" />
<param index="0" name="position" type="Vector2" />
<param index="1" name="size" type="Vector2" />
<description>
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Constructs a [Rect2] by [param position] and [param size].
</description>
</constructor>
<constructor name="Rect2">
<return type="Rect2" />
<param index="0" name="x" type="float" />
<param index="1" name="y" type="float" />
<param index="2" name="width" type="float" />
<param index="3" name="height" type="float" />
<description>
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Constructs a [Rect2] by setting its [member position] to ([param x], [param y]), and its [member size] to ([param width], [param height]).
</description>
</constructor>
</constructors>
<methods>
<method name="abs" qualifiers="const">
<return type="Rect2" />
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<description>
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Returns a [Rect2] equivalent to this rectangle, with its width and height modified to be non-negative values, and with its [member position] being the top-left corner of the rectangle.
[codeblocks]
[gdscript]
var rect = Rect2(25, 25, -100, -50)
var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)
[/gdscript]
[csharp]
var rect = new Rect2(25, 25, -100, -50);
var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)
[/csharp]
[/codeblocks]
[b]Note:[/b] It's recommended to use this method when [member size] is negative, as most other methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner.
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</description>
</method>
<method name="encloses" qualifiers="const">
<return type="bool" />
<param index="0" name="b" type="Rect2" />
<description>
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Returns [code]true[/code] if this rectangle [i]completely[/i] encloses the [param b] rectangle.
</description>
</method>
<method name="expand" qualifiers="const">
<return type="Rect2" />
<param index="0" name="to" type="Vector2" />
<description>
Returns a copy of this rectangle expanded to align the edges with the given [param to] point, if necessary.
[codeblocks]
[gdscript]
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var rect = Rect2(0, 0, 5, 2)
rect = rect.expand(Vector2(10, 0)) # rect is Rect2(0, 0, 10, 2)
rect = rect.expand(Vector2(-5, 5)) # rect is Rect2(-5, 0, 10, 5)
[/gdscript]
[csharp]
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var rect = new Rect2(0, 0, 5, 2);
rect = rect.Expand(new Vector2(10, 0)); // rect is Rect2(0, 0, 10, 2)
rect = rect.Expand(new Vector2(-5, 5)); // rect is Rect2(-5, 0, 10, 5)
[/csharp]
[/codeblocks]
</description>
</method>
<method name="get_area" qualifiers="const">
<return type="float" />
<description>
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Returns the rectangle's area. This is equivalent to [code]size.x * size.y[/code]. See also [method has_area].
</description>
</method>
<method name="get_center" qualifiers="const">
<return type="Vector2" />
<description>
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Returns the center point of the rectangle. This is the same as [code]position + (size / 2.0)[/code].
</description>
</method>
<method name="grow" qualifiers="const">
<return type="Rect2" />
<param index="0" name="amount" type="float" />
<description>
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Returns a copy of this rectangle extended on all sides by the given [param amount]. A negative [param amount] shrinks the rectangle instead. See also [method grow_individual] and [method grow_side].
[codeblocks]
[gdscript]
var a = Rect2(4, 4, 8, 8).grow(4) # a is Rect2(0, 0, 16, 16)
var b = Rect2(0, 0, 8, 4).grow(2) # b is Rect2(-2, -2, 12, 8)
[/gdscript]
[csharp]
var a = new Rect2(4, 4, 8, 8).Grow(4); // a is Rect2(0, 0, 16, 16)
var b = new Rect2(0, 0, 8, 4).Grow(2); // b is Rect2(-2, -2, 12, 8)
[/csharp]
[/codeblocks]
</description>
</method>
<method name="grow_individual" qualifiers="const">
<return type="Rect2" />
<param index="0" name="left" type="float" />
<param index="1" name="top" type="float" />
<param index="2" name="right" type="float" />
<param index="3" name="bottom" type="float" />
<description>
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Returns a copy of this rectangle with its [param left], [param top], [param right], and [param bottom] sides extended by the given amounts. Negative values shrink the sides, instead. See also [method grow] and [method grow_side].
</description>
</method>
<method name="grow_side" qualifiers="const">
<return type="Rect2" />
<param index="0" name="side" type="int" />
<param index="1" name="amount" type="float" />
<description>
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Returns a copy of this rectangle with its [param side] extended by the given [param amount] (see [enum Side] constants). A negative [param amount] shrinks the rectangle, instead. See also [method grow] and [method grow_individual].
</description>
</method>
<method name="has_area" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if this rectangle has positive width and height. See also [method get_area].
</description>
</method>
<method name="has_point" qualifiers="const">
<return type="bool" />
<param index="0" name="point" type="Vector2" />
<description>
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Returns [code]true[/code] if the rectangle contains the given [param point]. By convention, points on the right and bottom edges are [b]not[/b] included.
[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative[/i] [member size]. Use [method abs] first to get a valid rectangle.
</description>
</method>
<method name="intersection" qualifiers="const">
<return type="Rect2" />
<param index="0" name="b" type="Rect2" />
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<description>
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Returns the intersection between this rectangle and [param b]. If the rectangles do not intersect, returns an empty [Rect2].
[codeblocks]
[gdscript]
var rect1 = Rect2(0, 0, 5, 10)
var rect2 = Rect2(2, 0, 8, 4)
var a = rect1.intersection(rect2) # a is Rect2(2, 0, 3, 4)
[/gdscript]
[csharp]
var rect1 = new Rect2(0, 0, 5, 10);
var rect2 = new Rect2(2, 0, 8, 4);
var a = rect1.Intersection(rect2); // a is Rect2(2, 0, 3, 4)
[/csharp]
[/codeblocks]
[b]Note:[/b] If you only need to know whether two rectangles are overlapping, use [method intersects], instead.
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</description>
</method>
<method name="intersects" qualifiers="const">
<return type="bool" />
<param index="0" name="b" type="Rect2" />
<param index="1" name="include_borders" type="bool" default="false" />
<description>
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Returns [code]true[/code] if this rectangle overlaps with the [param b] rectangle. The edges of both rectangles are excluded, unless [param include_borders] is [code]true[/code].
</description>
</method>
<method name="is_equal_approx" qualifiers="const">
<return type="bool" />
<param index="0" name="rect" type="Rect2" />
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<description>
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Returns [code]true[/code] if this rectangle and [param rect] are approximately equal, by calling [method Vector2.is_equal_approx] on the [member position] and the [member size].
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</description>
</method>
<method name="is_finite" qualifiers="const">
<return type="bool" />
<description>
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Returns [code]true[/code] if this rectangle's values are finite, by calling [method Vector2.is_finite] on the [member position] and the [member size].
</description>
</method>
<method name="merge" qualifiers="const">
<return type="Rect2" />
<param index="0" name="b" type="Rect2" />
<description>
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Returns a [Rect2] that encloses both this rectangle and [param b] around the edges. See also [method encloses].
</description>
</method>
</methods>
<members>
<member name="end" type="Vector2" setter="" getter="" default="Vector2(0, 0)">
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The ending point. This is usually the bottom-right corner of the rectangle, and is equivalent to [code]position + size[/code]. Setting this point affects the [member size].
</member>
<member name="position" type="Vector2" setter="" getter="" default="Vector2(0, 0)">
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The origin point. This is usually the top-left corner of the rectangle.
</member>
<member name="size" type="Vector2" setter="" getter="" default="Vector2(0, 0)">
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The rectangle's width and height, starting from [member position]. Setting this value also affects the [member end] point.
[b]Note:[/b] It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the [member position] is the top-left corner, and the [member end] is the bottom-right corner. To get an equivalent rectangle with non-negative size, use [method abs].
</member>
</members>
<operators>
<operator name="operator !=">
<return type="bool" />
<param index="0" name="right" type="Rect2" />
<description>
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Returns [code]true[/code] if the [member position] or [member size] of both rectangles are not equal.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
<operator name="operator *">
<return type="Rect2" />
<param index="0" name="right" type="Transform2D" />
<description>
Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] transformation matrix, under the assumption that the transformation basis is orthonormal (i.e. rotation/reflection is fine, scaling/skew is not).
[code]rect * transform[/code] is equivalent to [code]transform.inverse() * rect[/code]. See [method Transform2D.inverse].
For transforming by inverse of an affine transformation (e.g. with scaling) [code]transform.affine_inverse() * rect[/code] can be used instead. See [method Transform2D.affine_inverse].
</description>
</operator>
<operator name="operator ==">
<return type="bool" />
<param index="0" name="right" type="Rect2" />
<description>
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Returns [code]true[/code] if both [member position] and [member size] of the rectangles are exactly equal, respectively.
[b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.
</description>
</operator>
</operators>
</class>