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
.
INFO
There are notable differences when using this API with C#. See C# API differences to GDScript for more information.
Tutorials
Properties
Vector2(0, 0) | ||
Vector2(0, 0) | ||
Vector2(0, 0) |
Constructors
Rect2() | |
Methods
abs() const | |
get_area() const | |
get_center() const | |
grow_individual(left: float, top: float, right: float, bottom: float) const | |
has_area() const | |
intersection(b: Rect2) const | |
intersects(b: Rect2, include_borders: bool = false) const | |
is_equal_approx(rect: Rect2) const | |
is_finite() const | |
Operators
operator !=(right: Rect2) | |
operator *(right: Transform2D) | |
operator ==(right: Rect2) |
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
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(position: Vector2, size: Vector2)
Constructs a Rect2 by position
and size
.
Rect2 Rect2(x: float, y: float, width: float, height: float)
Constructs a Rect2 by setting its position to (x
, y
), and its size to (width
, height
).
Method Descriptions
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)
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: Rect2) const 🔗
Returns true
if this rectangle completely encloses the b
rectangle.
Rect2 expand(to: Vector2) 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, 15, 5)
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(amount: float) 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)
Rect2 grow_individual(left: float, top: float, right: float, bottom: float) 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(side: int, amount: float) 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: Vector2) 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(b: Rect2) 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)
Note: If you only need to know whether two rectangles are overlapping, use intersects, instead.
bool intersects(b: Rect2, include_borders: bool = 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(rect: Rect2) const 🔗
Returns true
if this rectangle and rect
are approximately equal, by calling Vector2.is_equal_approx on the position and the size.
Returns true
if this rectangle's values are finite, by calling Vector2.is_finite on the position and the size.
Rect2 merge(b: Rect2) const 🔗
Returns a Rect2 that encloses both this rectangle and b
around the edges. See also encloses.
Operator Descriptions
bool operator !=(right: Rect2) 🔗
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 *(right: Transform2D) 🔗
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.
bool operator ==(right: Rect2) 🔗
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.