2D axis-aligned bounding box.
[Rect2] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests.
It uses floating-point coordinates.
The 3D counterpart to [Rect2] is [AABB].
https://docs.godotengine.org/en/3.4/tutorials/math/index.html
https://docs.godotengine.org/en/3.4/tutorials/math/vector_math.html
https://docs.godotengine.org/en/3.4/tutorials/math/vectors_advanced.html
Constructs a [Rect2] by position and size.
Constructs a [Rect2] by x, y, width, and height.
Returns a [Rect2] with equivalent position and area, modified so that the top-left corner is the origin and [code]width[/code] and [code]height[/code] are positive.
Returns the intersection of this [Rect2] and b.
Returns [code]true[/code] if this [Rect2] completely encloses another one.
Returns a copy of this [Rect2] expanded to include a given point.
[b]Example:[/b]
[codeblock]
# position (-3, 2), size (1, 1)
var rect = Rect2(Vector2(-3, 2), Vector2(1, 1))
# position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1)
var rect2 = rect.expand(Vector2(0, -1))
[/codeblock]
Returns the area of the [Rect2].
Returns a copy of the [Rect2] grown a given amount of units towards all the sides.
Returns a copy of the [Rect2] grown a given amount of units towards each direction individually.
Returns a copy of the [Rect2] grown a given amount of units towards the [enum Margin] direction.
Returns [code]true[/code] if the [Rect2] is flat or empty.
Returns [code]true[/code] if the [Rect2] contains a point. By convention, the right and bottom edges of the [Rect2] are considered exclusive, so points on these edges are [b]not[/b] included.
[b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent rectangle to check for contained points.
Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. they have at least one point in common).
If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection.
Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component.
Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code].
Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size.
Beginning corner. Typically has values lower than [member end].
Size from [member position] to [member end]. Typically, all components are positive.
If the size is negative, you can use [method abs] to fix it.