virtualx-engine/modules/mono/glue/cs_files/Rect2.cs
Aaron Franke 577f3ccaf9 Replace float with real_t, default Vectors, other misc C# improvements
Replace float with real_t in most files, defined at the top of each file via using. Objects such as Vector3 now accept doubles as inputs, and convert to real_t internally. I've added default Vectors such as Vector3.Zero. Other misc C# improvements such as Mathf.RoundToInt(). Color continues to use float only because high precision is not needed for 8-bit color math and to keep things simple. Everything seems to compile and work fine, but testing is requested, as this is the first time I've ever contributed to Godot.

(cherry picked from commit ff97c97c93)
2018-04-14 23:20:03 +02:00

249 lines
6.3 KiB
C#

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
{
[StructLayout(LayoutKind.Sequential)]
public struct Rect2 : IEquatable<Rect2>
{
private Vector2 position;
private Vector2 size;
public Vector2 Position
{
get { return position; }
set { position = value; }
}
public Vector2 Size
{
get { return size; }
set { size = value; }
}
public Vector2 End
{
get { return position + size; }
}
public real_t Area
{
get { return GetArea(); }
}
public Rect2 Clip(Rect2 b)
{
Rect2 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;
}
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));
}
public Rect2 Expand(Vector2 to)
{
Rect2 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;
}
public real_t GetArea()
{
return size.x * size.y;
}
public Rect2 Grow(real_t by)
{
Rect2 g = this;
g.position.x -= by;
g.position.y -= by;
g.size.x += by * 2;
g.size.y += by * 2;
return g;
}
public Rect2 GrowIndividual(real_t left, real_t top, real_t right, real_t bottom)
{
Rect2 g = this;
g.position.x -= left;
g.position.y -= top;
g.size.x += left + right;
g.size.y += top + bottom;
return g;
}
public Rect2 GrowMargin(Margin margin, real_t by)
{
Rect2 g = this;
g.GrowIndividual((Margin.Left == margin) ? by : 0,
(Margin.Top == margin) ? by : 0,
(Margin.Right == margin) ? by : 0,
(Margin.Bottom == margin) ? by : 0);
return g;
}
public bool HasNoArea()
{
return size.x <= 0 || size.y <= 0;
}
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;
}
public bool Intersects(Rect2 b)
{
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;
}
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.size - newRect.position; // Make relative again
return newRect;
}
// Constructors
public Rect2(Vector2 position, Vector2 size)
{
this.position = position;
this.size = size;
}
public Rect2(Vector2 position, real_t width, real_t height)
{
this.position = position;
this.size = new Vector2(width, height);
}
public Rect2(real_t x, real_t y, Vector2 size)
{
this.position = new Vector2(x, y);
this.size = size;
}
public Rect2(real_t x, real_t y, real_t width, real_t height)
{
this.position = new Vector2(x, y);
this.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);
}
public override int GetHashCode()
{
return position.GetHashCode() ^ size.GetHashCode();
}
public override string ToString()
{
return String.Format("({0}, {1})", new object[]
{
this.position.ToString(),
this.size.ToString()
});
}
public string ToString(string format)
{
return String.Format("({0}, {1})", new object[]
{
this.position.ToString(format),
this.size.ToString(format)
});
}
}
}