d95794ec8a
As many open source projects have started doing it, we're removing the current year from the copyright notice, so that we don't need to bump it every year. It seems like only the first year of publication is technically relevant for copyright notices, and even that seems to be something that many companies stopped listing altogether (in a version controlled codebase, the commits are a much better source of date of publication than a hardcoded copyright statement). We also now list Godot Engine contributors first as we're collectively the current maintainers of the project, and we clarify that the "exclusive" copyright of the co-founders covers the timespan before opensourcing (their further contributions are included as part of Godot Engine contributors). Also fixed "cf." Frenchism - it's meant as "refer to / see".
374 lines
11 KiB
C++
374 lines
11 KiB
C++
/**************************************************************************/
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/* rect2.h */
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/**************************************************************************/
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/* This file is part of: */
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/* GODOT ENGINE */
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/* https://godotengine.org */
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/**************************************************************************/
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/* Copyright (c) 2014-present Godot Engine contributors (see AUTHORS.md). */
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/* Copyright (c) 2007-2014 Juan Linietsky, Ariel Manzur. */
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/* */
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/* Permission is hereby granted, free of charge, to any person obtaining */
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/* a copy of this software and associated documentation files (the */
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/* "Software"), to deal in the Software without restriction, including */
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/* without limitation the rights to use, copy, modify, merge, publish, */
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/* distribute, sublicense, and/or sell copies of the Software, and to */
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/* permit persons to whom the Software is furnished to do so, subject to */
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/* the following conditions: */
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/* */
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/* The above copyright notice and this permission notice shall be */
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/* included in all copies or substantial portions of the Software. */
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/* */
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/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
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/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
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/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. */
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/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
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/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
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/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
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/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
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/**************************************************************************/
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#ifndef RECT2_H
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#define RECT2_H
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#include "core/error/error_macros.h"
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#include "core/math/vector2.h"
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class String;
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struct Rect2i;
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struct Transform2D;
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struct _NO_DISCARD_ Rect2 {
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Point2 position;
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Size2 size;
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const Vector2 &get_position() const { return position; }
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void set_position(const Vector2 &p_pos) { position = p_pos; }
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const Vector2 &get_size() const { return size; }
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void set_size(const Vector2 &p_size) { size = p_size; }
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real_t get_area() const { return size.width * size.height; }
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_FORCE_INLINE_ Vector2 get_center() const { return position + (size * 0.5f); }
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inline bool intersects(const Rect2 &p_rect, const bool p_include_borders = false) const {
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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}
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#endif
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if (p_include_borders) {
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if (position.x > (p_rect.position.x + p_rect.size.width)) {
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return false;
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}
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if ((position.x + size.width) < p_rect.position.x) {
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return false;
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}
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if (position.y > (p_rect.position.y + p_rect.size.height)) {
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return false;
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}
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if ((position.y + size.height) < p_rect.position.y) {
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return false;
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}
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} else {
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if (position.x >= (p_rect.position.x + p_rect.size.width)) {
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return false;
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}
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if ((position.x + size.width) <= p_rect.position.x) {
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return false;
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}
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if (position.y >= (p_rect.position.y + p_rect.size.height)) {
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return false;
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}
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if ((position.y + size.height) <= p_rect.position.y) {
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return false;
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}
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}
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return true;
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}
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inline real_t distance_to(const Vector2 &p_point) const {
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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}
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#endif
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real_t dist = 0.0;
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bool inside = true;
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if (p_point.x < position.x) {
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real_t d = position.x - p_point.x;
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dist = d;
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inside = false;
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}
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if (p_point.y < position.y) {
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real_t d = position.y - p_point.y;
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dist = inside ? d : MIN(dist, d);
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inside = false;
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}
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if (p_point.x >= (position.x + size.x)) {
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real_t d = p_point.x - (position.x + size.x);
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dist = inside ? d : MIN(dist, d);
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inside = false;
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}
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if (p_point.y >= (position.y + size.y)) {
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real_t d = p_point.y - (position.y + size.y);
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dist = inside ? d : MIN(dist, d);
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inside = false;
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}
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if (inside) {
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return 0;
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} else {
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return dist;
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}
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}
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bool intersects_transformed(const Transform2D &p_xform, const Rect2 &p_rect) const;
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bool intersects_segment(const Point2 &p_from, const Point2 &p_to, Point2 *r_pos = nullptr, Point2 *r_normal = nullptr) const;
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inline bool encloses(const Rect2 &p_rect) const {
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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}
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#endif
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return (p_rect.position.x >= position.x) && (p_rect.position.y >= position.y) &&
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((p_rect.position.x + p_rect.size.x) <= (position.x + size.x)) &&
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((p_rect.position.y + p_rect.size.y) <= (position.y + size.y));
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}
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_FORCE_INLINE_ bool has_area() const {
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return size.x > 0.0f && size.y > 0.0f;
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}
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// Returns the instersection between two Rect2s or an empty Rect2 if there is no intersection
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inline Rect2 intersection(const Rect2 &p_rect) const {
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Rect2 new_rect = p_rect;
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if (!intersects(new_rect)) {
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return Rect2();
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}
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new_rect.position.x = MAX(p_rect.position.x, position.x);
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new_rect.position.y = MAX(p_rect.position.y, position.y);
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Point2 p_rect_end = p_rect.position + p_rect.size;
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Point2 end = position + size;
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new_rect.size.x = MIN(p_rect_end.x, end.x) - new_rect.position.x;
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new_rect.size.y = MIN(p_rect_end.y, end.y) - new_rect.position.y;
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return new_rect;
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}
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inline Rect2 merge(const Rect2 &p_rect) const { ///< return a merged rect
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0 || p_rect.size.x < 0 || p_rect.size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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}
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#endif
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Rect2 new_rect;
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new_rect.position.x = MIN(p_rect.position.x, position.x);
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new_rect.position.y = MIN(p_rect.position.y, position.y);
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new_rect.size.x = MAX(p_rect.position.x + p_rect.size.x, position.x + size.x);
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new_rect.size.y = MAX(p_rect.position.y + p_rect.size.y, position.y + size.y);
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new_rect.size = new_rect.size - new_rect.position; // Make relative again.
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return new_rect;
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}
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inline bool has_point(const Point2 &p_point) const {
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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}
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#endif
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if (p_point.x < position.x) {
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return false;
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}
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if (p_point.y < position.y) {
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return false;
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}
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if (p_point.x >= (position.x + size.x)) {
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return false;
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}
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if (p_point.y >= (position.y + size.y)) {
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return false;
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}
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return true;
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}
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bool is_equal_approx(const Rect2 &p_rect) const;
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bool is_finite() const;
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bool operator==(const Rect2 &p_rect) const { return position == p_rect.position && size == p_rect.size; }
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bool operator!=(const Rect2 &p_rect) const { return position != p_rect.position || size != p_rect.size; }
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inline Rect2 grow(real_t p_amount) const {
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Rect2 g = *this;
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g.grow_by(p_amount);
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return g;
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}
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inline void grow_by(real_t p_amount) {
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position.x -= p_amount;
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position.y -= p_amount;
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size.width += p_amount * 2;
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size.height += p_amount * 2;
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}
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inline Rect2 grow_side(Side p_side, real_t p_amount) const {
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Rect2 g = *this;
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g = g.grow_individual((SIDE_LEFT == p_side) ? p_amount : 0,
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(SIDE_TOP == p_side) ? p_amount : 0,
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(SIDE_RIGHT == p_side) ? p_amount : 0,
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(SIDE_BOTTOM == p_side) ? p_amount : 0);
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return g;
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}
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inline Rect2 grow_side_bind(uint32_t p_side, real_t p_amount) const {
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return grow_side(Side(p_side), p_amount);
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}
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inline Rect2 grow_individual(real_t p_left, real_t p_top, real_t p_right, real_t p_bottom) const {
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Rect2 g = *this;
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g.position.x -= p_left;
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g.position.y -= p_top;
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g.size.width += p_left + p_right;
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g.size.height += p_top + p_bottom;
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return g;
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}
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_FORCE_INLINE_ Rect2 expand(const Vector2 &p_vector) const {
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Rect2 r = *this;
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r.expand_to(p_vector);
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return r;
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}
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inline void expand_to(const Vector2 &p_vector) { // In place function for speed.
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#ifdef MATH_CHECKS
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if (unlikely(size.x < 0 || size.y < 0)) {
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ERR_PRINT("Rect2 size is negative, this is not supported. Use Rect2.abs() to get a Rect2 with a positive size.");
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}
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#endif
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Vector2 begin = position;
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Vector2 end = position + size;
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if (p_vector.x < begin.x) {
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begin.x = p_vector.x;
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}
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if (p_vector.y < begin.y) {
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begin.y = p_vector.y;
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}
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if (p_vector.x > end.x) {
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end.x = p_vector.x;
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}
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if (p_vector.y > end.y) {
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end.y = p_vector.y;
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}
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position = begin;
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size = end - begin;
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}
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_FORCE_INLINE_ Rect2 abs() const {
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return Rect2(Point2(position.x + MIN(size.x, (real_t)0), position.y + MIN(size.y, (real_t)0)), size.abs());
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}
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Vector2 get_support(const Vector2 &p_normal) const {
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Vector2 half_extents = size * 0.5f;
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Vector2 ofs = position + half_extents;
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return Vector2(
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(p_normal.x > 0) ? -half_extents.x : half_extents.x,
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(p_normal.y > 0) ? -half_extents.y : half_extents.y) +
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ofs;
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}
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_FORCE_INLINE_ bool intersects_filled_polygon(const Vector2 *p_points, int p_point_count) const {
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Vector2 center = get_center();
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int side_plus = 0;
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int side_minus = 0;
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Vector2 end = position + size;
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int i_f = p_point_count - 1;
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for (int i = 0; i < p_point_count; i++) {
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const Vector2 &a = p_points[i_f];
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const Vector2 &b = p_points[i];
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i_f = i;
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Vector2 r = (b - a);
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float l = r.length();
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if (l == 0.0f) {
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continue;
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}
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// Check inside.
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Vector2 tg = r.orthogonal();
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float s = tg.dot(center) - tg.dot(a);
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if (s < 0.0f) {
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side_plus++;
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} else {
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side_minus++;
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}
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// Check ray box.
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r /= l;
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Vector2 ir(1.0f / r.x, 1.0f / r.y);
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// lb is the corner of AABB with minimal coordinates - left bottom, rt is maximal corner
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// r.org is origin of ray
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Vector2 t13 = (position - a) * ir;
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Vector2 t24 = (end - a) * ir;
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float tmin = MAX(MIN(t13.x, t24.x), MIN(t13.y, t24.y));
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float tmax = MIN(MAX(t13.x, t24.x), MAX(t13.y, t24.y));
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// if tmax < 0, ray (line) is intersecting AABB, but the whole AABB is behind us
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if (tmax < 0 || tmin > tmax || tmin >= l) {
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continue;
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}
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return true;
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}
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if (side_plus * side_minus == 0) {
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return true; // All inside.
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} else {
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return false;
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}
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}
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_FORCE_INLINE_ void set_end(const Vector2 &p_end) {
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size = p_end - position;
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}
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_FORCE_INLINE_ Vector2 get_end() const {
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return position + size;
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}
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operator String() const;
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operator Rect2i() const;
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Rect2() {}
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Rect2(real_t p_x, real_t p_y, real_t p_width, real_t p_height) :
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position(Point2(p_x, p_y)),
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size(Size2(p_width, p_height)) {
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}
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Rect2(const Point2 &p_pos, const Size2 &p_size) :
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position(p_pos),
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size(p_size) {
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}
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};
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#endif // RECT2_H
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