Inheritance #
Table of contents
-
var end: Vector2 = Vector2(0, 0) -
var position: Vector2 = Vector2(0, 0) -
var size: Vector2 = Vector2(0, 0) -
const func abs() -> Rect2 -
const func encloses(b: Rect2) -> bool -
const func expand(to: Vector2) -> Rect2 -
const func get_area() -> float -
const func get_center() -> Vector2 -
const func get_support(direction: Vector2) -> Vector2 -
const func grow(amount: float) -> Rect2 -
const func grow_individual(bottom: float) -> Rect2 -
const func grow_side(amount: float) -> Rect2 -
const func has_area() -> bool -
const func has_point(point: Vector2) -> bool -
const func intersection(b: Rect2) -> Rect2 -
const func intersects(include_borders: bool = false) -> bool -
const func is_equal_approx(rect: Rect2) -> bool -
const func is_finite() -> bool -
const func merge(b: Rect2) -> Rect2 -
Rect2() -> Rect2 -
Rect2(from: Rect2) -> Rect2 -
Rect2(from: Rect2i) -> Rect2 -
Rect2(size: Vector2) -> Rect2 -
Rect2(height: float) -> Rect2 -
Rect2 != Rect2 -> bool -
Rect2 * Transform2D -> Rect2 -
Rect2 == Rect2 -> bool
Rect2 #
A 2D axis-aligned bounding box using floating-point coordinates.
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.
Members #
var end: Vector2 = 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.
var position: Vector2 = Vector2(0, 0)#
The origin point. This is usually the top-left corner of the rectangle.
var size: Vector2 = 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.
Methods #
const func abs() -> Rect2#
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.
GDScript
var rect = Rect2(25, 25, -100, -50)
var absolute = rect.abs() # absolute is Rect2(-75, -25, 100, 50)C#
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.
const func encloses(b: Rect2) -> bool#
Returns true if this rectangle completely encloses the b rectangle.
const func expand(to: Vector2) -> Rect2#
Returns a copy of this rectangle expanded to align the edges with the given to point, if necessary.
GDScript
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, 15, 5)C#
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, 15, 5)const func get_area() -> float#
Returns the rectangle's area. This is equivalent to size.x * size.y. See also has_area.
const func get_center() -> Vector2#
Returns the center point of the rectangle. This is the same as position + (size / 2.0).
const func get_support(direction: Vector2) -> Vector2#
Returns the vertex's position of this rect that's the farthest in the given direction. This point is commonly known as the support point in collision detection algorithms.
const func grow(amount: float) -> Rect2#
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.
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)C#
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)const func grow_individual(bottom: float) -> Rect2#
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.
const func grow_side(amount: float) -> Rect2#
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.
const func has_area() -> bool#
Returns true if this rectangle has positive width and height. See also get_area.
const func has_point(point: Vector2) -> bool#
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.
const func intersection(b: Rect2) -> Rect2#
Returns the intersection between this rectangle and b. If the rectangles do not intersect, returns an empty Rect2.
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)C#
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.
const func intersects(include_borders: bool = false) -> bool#
Returns true if this rectangle overlaps with the b rectangle. The edges of both rectangles are excluded, unless include_borders is true.
const func is_equal_approx(rect: Rect2) -> bool#
Returns true if this rectangle and rect are approximately equal, by calling Vector2.is_equal_approx on the position and the size.
const func is_finite() -> bool#
Returns true if this rectangle's values are finite, by calling Vector2.is_finite on the position and the size.
const func merge(b: Rect2) -> Rect2#
Returns a Rect2 that encloses both this rectangle and b around the edges. See also encloses.
Annotations #
Constants #
Constructors #
Rect2() -> Rect2 #
Constructs a Rect2 with its position and size set to Vector2.ZERO.
Rect2(from: Rect2) -> Rect2 #
Constructs a Rect2 as a copy of the given Rect2.
Rect2(from: Rect2i) -> Rect2 #
Constructs a Rect2 from a Rect2i.
Rect2(size: Vector2) -> Rect2 #
Constructs a Rect2 by position and size.
Rect2(height: float) -> Rect2 #
Constructs a Rect2 by setting its position to (x, y), and its size to (width, height).
Enums #
Operators #
Rect2 != Rect2 -> bool#
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 * Transform2D -> Rect2#
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).
rect * transform is equivalent to transform.inverse() * rect. See Transform2D.inverse.
For transforming by inverse of an affine transformation (e.g. with scaling) transform.affine_inverse() * rect can be used instead. See Transform2D.affine_inverse.
Rect2 == Rect2 -> bool#
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.