/** * [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]. * */ declare class Rect2Constructor { /** * [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]. * */ /** Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. */ end: Vector2; /** Beginning corner. Typically has values lower than [member end]. */ position: Vector2; /** * 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. * */ size: Vector2; /** 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. */ abs(): Rect2; /** Returns the intersection of this [Rect2] and b. */ clip(b: Rect2): Rect2; /** Returns [code]true[/code] if this [Rect2] completely encloses another one. */ encloses(b: Rect2): boolean; /** * Returns a copy of this [Rect2] expanded to include a given point. * * **Example:** * * @example * * # 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)) * @summary * * */ expand(to: Vector2): Rect2; /** Returns the area of the [Rect2]. */ get_area(): float; /** Returns a copy of the [Rect2] grown a given amount of units towards all the sides. */ grow(by: float): Rect2; /** Returns a copy of the [Rect2] grown a given amount of units towards each direction individually. */ grow_individual(left: float, top: float, right: float, bottom: float): Rect2; /** Returns a copy of the [Rect2] grown a given amount of units towards the [enum Margin] direction. */ grow_margin(margin: int, by: float): Rect2; /** Returns [code]true[/code] if the [Rect2] is flat or empty. */ has_no_area(): boolean; /** * Returns `true` 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 **not** included. * * **Note:** This method is not reliable for [Rect2] with a **negative size**. Use [method abs] to get a positive sized equivalent rectangle to check for contained points. * */ has_point(point: Vector2): boolean; /** * Returns `true` if the [Rect2] overlaps with `b` (i.e. they have at least one point in common). * * If `include_borders` is `true`, they will also be considered overlapping if their borders touch, even without intersection. * */ intersects(b: Rect2, include_borders?: boolean): boolean; /** Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. */ is_equal_approx(rect: Rect2): boolean; /** Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]. */ merge(b: Rect2): Rect2; connect>(signal: T, method: SignalFunction): number; } declare type Rect2 = Rect2Constructor; declare var Rect2: typeof Rect2Constructor & { new(position: Vector2, size: Vector2): Rect2; new(x: float, y: float, width: float, height: float): Rect2; (position: Vector2, size: Vector2): Rect2; (x: float, y: float, width: float, height: float): Rect2; }