Rect2i
A 2D axis-aligned bounding box using integer coordinates.
Description
The Rect2i built-in Variant type represents an axis-aligned rectangle in a 2D space, using integer coordinates. It is defined by its position and size, which are Vector2i. Because it does not rotate, it is frequently used for fast overlap tests (see intersects).
For floating-point coordinates, see Rect2.
Note: Negative values for size are not supported. With negative size, most Rect2i methods do not work correctly. Use abs to get an equivalent Rect2i with a non-negative size.
Note: In a boolean context, a Rect2i evaluates to false
if both position and size are zero (equal to Vector2i.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
Rect2i() | |
Methods
abs() const | |
get_area() const | |
get_center() const | |
grow_individual(left: int, top: int, right: int, bottom: int) const | |
has_area() const | |
intersection(b: Rect2i) const | |
intersects(b: Rect2i) const | |
Operators
operator !=(right: Rect2i) | |
operator ==(right: Rect2i) |
Property Descriptions
Vector2i end = Vector2i(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.
Vector2i position = Vector2i(0, 0)
🔗
The origin point. This is usually the top-left corner of the rectangle.
Vector2i size = Vector2i(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
Constructs a Rect2i with its position and size set to Vector2i.ZERO.
Constructs a Rect2i as a copy of the given Rect2i.
Constructs a Rect2i from a Rect2. The floating-point coordinates are truncated.
Rect2i Rect2i(position: Vector2i, size: Vector2i)
Constructs a Rect2i by position
and size
.
Rect2i Rect2i(x: int, y: int, width: int, height: int)
Constructs a Rect2i by setting its position to (x
, y
), and its size to (width
, height
).
Method Descriptions
Returns a Rect2i 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.
GDScriptC#
var rect = Rect2i(25, 25, -100, -50)
var absolute = rect.abs() # absolute is Rect2i(-75, -25, 100, 50)
var rect = new Rect2I(25, 25, -100, -50);
var absolute = rect.Abs(); // absolute is Rect2I(-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(b: Rect2i) const 🔗
Returns true
if this Rect2i completely encloses another one.
Rect2i expand(to: Vector2i) const 🔗
Returns a copy of this rectangle expanded to align the edges with the given to
point, if necessary.
GDScriptC#
var rect = Rect2i(0, 0, 5, 2)
rect = rect.expand(Vector2i(10, 0)) # rect is Rect2i(0, 0, 10, 2)
rect = rect.expand(Vector2i(-5, 5)) # rect is Rect2i(-5, 0, 15, 5)
var rect = new Rect2I(0, 0, 5, 2);
rect = rect.Expand(new Vector2I(10, 0)); // rect is Rect2I(0, 0, 10, 2)
rect = rect.Expand(new Vector2I(-5, 5)); // rect is Rect2I(-5, 0, 15, 5)
Returns the rectangle’s area. This is equivalent to size.x * size.y
. See also has_area.
Returns the center point of the rectangle. This is the same as position + (size / 2)
.
Note: If the size is odd, the result will be rounded towards position.
Rect2i grow(amount: int) 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.
GDScriptC#
var a = Rect2i(4, 4, 8, 8).grow(4) # a is Rect2i(0, 0, 16, 16)
var b = Rect2i(0, 0, 8, 4).grow(2) # b is Rect2i(-2, -2, 12, 8)
var a = new Rect2I(4, 4, 8, 8).Grow(4); // a is Rect2I(0, 0, 16, 16)
var b = new Rect2I(0, 0, 8, 4).Grow(2); // b is Rect2I(-2, -2, 12, 8)
Rect2i grow_individual(left: int, top: int, right: int, bottom: int) 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.
Rect2i grow_side(side: int, amount: int) 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.
Returns true
if this rectangle has positive width and height. See also get_area.
bool has_point(point: Vector2i) 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 Rect2i with a negative size. Use abs first to get a valid rectangle.
Rect2i intersection(b: Rect2i) const 🔗
Returns the intersection between this rectangle and b
. If the rectangles do not intersect, returns an empty Rect2i.
GDScriptC#
var a = Rect2i(0, 0, 5, 10)
var b = Rect2i(2, 0, 8, 4)
var c = a.intersection(b) # c is Rect2i(2, 0, 3, 4)
var a = new Rect2I(0, 0, 5, 10);
var b = new Rect2I(2, 0, 8, 4);
var c = rect1.Intersection(rect2); // c is Rect2I(2, 0, 3, 4)
Note: If you only need to know whether two rectangles are overlapping, use intersects, instead.
bool intersects(b: Rect2i) const 🔗
Returns true
if this rectangle overlaps with the b
rectangle. The edges of both rectangles are excluded.
Rect2i merge(b: Rect2i) const 🔗
Returns a Rect2i that encloses both this rectangle and b
around the edges. See also encloses.
Operator Descriptions
bool operator !=(right: Rect2i) 🔗
Returns true
if the position or size of both rectangles are not equal.
bool operator ==(right: Rect2i) 🔗
Returns true
if both position and size of the rectangles are equal, respectively.
User-contributed notes
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