Rect2¶
A 2D axis-aligned bounding box using floating-point coordinates.
Description¶
The Rect2 built-in Variant type represents an axis-aligned rectangle in a 2D space. It is defined by its position and size, which are Vector2. It is frequently used for fast overlap tests (see 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.
Note: Negative values for size are not supported. With negative size, most Rect2 methods do not work correctly. Use abs to get an equivalent Rect2 with a non-negative size.
Note: In a boolean context, a Rect2 evaluates to false
if both position and size are zero (equal to Vector2.ZERO). Otherwise, it always evaluates to true
.
Note
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials¶
Properties¶
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Constructors¶
Rect2 ( ) |
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Methods¶
abs ( ) const |
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get_area ( ) const |
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get_center ( ) const |
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grow_individual ( float left, float top, float right, float bottom ) const |
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has_area ( ) const |
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intersection ( Rect2 b ) const |
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intersects ( Rect2 b, bool include_borders=false ) const |
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is_equal_approx ( Rect2 rect ) const |
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is_finite ( ) const |
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Operators¶
operator != ( Rect2 right ) |
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operator * ( Transform2D right ) |
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operator == ( Rect2 right ) |
Property Descriptions¶
Vector2 end = Vector2(0, 0)
The ending point. This is usually the bottom-right corner of the rectangle, and is equivalent to position + size
. Setting this point affects the size.
Vector2 position = Vector2(0, 0)
The origin point. This is usually the top-left corner of the rectangle.
Vector2 size = Vector2(0, 0)
The rectangle's width and height, starting from position. Setting this value also affects the end point.
Note: It's recommended setting the width and height to non-negative values, as most methods in Godot assume that the position is the top-left corner, and the end is the bottom-right corner. To get an equivalent rectangle with non-negative size, use abs.
Constructor Descriptions¶
Rect2 Rect2 ( )
Constructs a Rect2 with its position and size set to Vector2.ZERO.
Constructs a Rect2 as a copy of the given Rect2.
Constructs a Rect2 from a Rect2i.
Rect2 Rect2 ( Vector2 position, Vector2 size )
Constructs a Rect2 by position
and size
.
Rect2 Rect2 ( float x, float y, float width, float height )
Constructs a Rect2 by setting its position to (x
, y
), and its size to (width
, height
).
Method Descriptions¶
Rect2 abs ( ) const
Returns a Rect2 equivalent to this rectangle, with its width and height modified to be non-negative values, and with its position being the top-left corner of the rectangle.
var rect = Rect2(25, 25, -100, -50)
var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)
var rect = new Rect2(25, 25, -100, -50);
var absolute = rect.Abs(); // absolute is Rect2(-75, -25, 100, 50)
Note: It's recommended to use this method when size is negative, as most other methods in Godot assume that the position is the top-left corner, and the end is the bottom-right corner.
bool encloses ( Rect2 b ) const
Returns true
if this rectangle completely encloses the b
rectangle.
Rect2 expand ( Vector2 to ) const
Returns a copy of this rectangle expanded to align the edges with the given to
point, if necessary.
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)
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)
float get_area ( ) const
Returns the rectangle's area. This is equivalent to size.x * size.y
. See also has_area.
Vector2 get_center ( ) const
Returns the center point of the rectangle. This is the same as position + (size / 2.0)
.
Rect2 grow ( float amount ) const
Returns a copy of this rectangle extended on all sides by the given amount
. A negative amount
shrinks the rectangle instead. See also grow_individual and grow_side.
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)
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)
Rect2 grow_individual ( float left, float top, float right, float bottom ) const
Returns a copy of this rectangle with its left
, top
, right
, and bottom
sides extended by the given amounts. Negative values shrink the sides, instead. See also grow and grow_side.
Rect2 grow_side ( int side, float amount ) const
Returns a copy of this rectangle with its side
extended by the given amount
(see Side constants). A negative amount
shrinks the rectangle, instead. See also grow and grow_individual.
bool has_area ( ) const
Returns true
if this rectangle has positive width and height. See also get_area.
bool has_point ( Vector2 point ) const
Returns true
if the rectangle contains the given point
. By convention, points on the right and bottom edges are not included.
Note: This method is not reliable for Rect2 with a negative size. Use abs first to get a valid rectangle.
Rect2 intersection ( Rect2 b ) const
Returns the intersection between this rectangle and b
. If the rectangles do not intersect, returns an empty Rect2.
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)
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)
Note: If you only need to know whether two rectangles are overlapping, use intersects, instead.
bool intersects ( Rect2 b, bool include_borders=false ) const
Returns true
if this rectangle overlaps with the b
rectangle. The edges of both rectangles are excluded, unless include_borders
is true
.
bool is_equal_approx ( Rect2 rect ) const
Returns true
if this rectangle and rect
are approximately equal, by calling Vector2.is_equal_approx on the position and the size.
bool is_finite ( ) const
Returns true
if this rectangle's values are finite, by calling Vector2.is_finite on the position and the size.
Returns a Rect2 that encloses both this rectangle and b
around the edges. See also encloses.
Operator Descriptions¶
bool operator != ( Rect2 right )
Returns true
if the position or size of both rectangles are not equal.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.
Rect2 operator * ( Transform2D right )
Inversely transforms (multiplies) the Rect2 by the given Transform2D transformation matrix.
bool operator == ( Rect2 right )
Returns true
if both position and size of the rectangles are exactly equal, respectively.
Note: Due to floating-point precision errors, consider using is_equal_approx instead, which is more reliable.