148 lines
4.1 KiB
Lua
148 lines
4.1 KiB
Lua
-- For luaJit compatibility.
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if table.unpack == nil then
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table.unpack = unpack
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end
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local Vector2 = require( "vector2" )
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Rectangle = {}
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Rectangle.meta = {
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__index = Rectangle,
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__tostring = function( r )
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return "{"..tostring( r.x )..", "..tostring( r.y )..", "..tostring( r.width )..", "..tostring( r.height ).."}"
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end,
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__add = function( r1, r2 )
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return Rectangle:new( r1.x + r2.x, r1.y + r2.y, r1.width + r2.width, r1.height + r2.height )
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end,
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__sub = function( r1, r2 )
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return Rectangle:new( r1.x - r2.x, r1.y - r2.y, r1.width - r2.width, r1.height - r2.height )
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end,
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__mul = function( r1, r2 )
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return Rectangle:new( r1.x * r2.x, r1.y * r2.y, r1.width * r2.width, r1.height * r2.height )
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end,
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__div = function( r1, r2 )
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return Rectangle:new( r1.x / r2.x, r1.y / r2.y, r1.width / r2.width, r1.height / r2.height )
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end,
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__mod = function( r, v )
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return Rectangle:new( math.fmod( r.x, v ), math.fmod( r.y, v ), math.fmod( r.width, v ), math.fmod( r.height, v ) )
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end,
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__pow = function( r, v )
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return Rectangle:new( r.x ^ v, r.y ^ v, r.width ^ v, r.height ^ v )
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end,
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__unm = function( r )
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return Rectangle:new( -r.x, -r.y, -r.width, -r.height )
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end,
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__idiv = function( r, v )
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return Rectangle:new( r.x // v, r.y // v, r.width // v, r.height // v )
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end,
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__len = function()
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return 4
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end,
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__eq = function( r1, r2 )
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return RL.Vector2Equals( { r1.x, r1.y }, { r2.x, r2.y } ) and RL.Vector2Equals( { r1.width, r1.height }, { r2.width, r2.height } )
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end,
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}
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function Rectangle:new( x, y, width, height )
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if type( x ) == "table" then
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x, y, width, height = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y, width, height = 0, 0, 0, 0
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end
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local object = setmetatable( {}, Rectangle.meta )
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object.x = x
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object.y = y
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object.width = width
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object.height = height
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return object
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end
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function Rectangle:set( x, y, width, height )
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if type( x ) == "table" then
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x, y, width, height = table.unpack( x )
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elseif type( x ) == "nil" then
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x, y, width, height = 0, 0, 0, 0
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end
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self.x = x
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self.y = y
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self.width = width
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self.height = height
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end
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function Rectangle:arr()
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return { self.x, self.y, self.width, self.height }
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end
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function Rectangle:unpack()
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return self.x, self.y, self.width, self.height
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end
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function Rectangle:clone()
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return Rectangle:new( self.x, self.y, self.width, self.height )
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end
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function Rectangle:scale( scalar )
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return Rectangle:new( self.x, self.y, self.width * scalar, self.height * scalar )
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end
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function Rectangle:min( rec )
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return Rectangle:new( self.x, self.y, math.min( self.width, rec.width ), math.min( self.height, rec.height ) )
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end
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function Rectangle:max( rec )
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return Rectangle:new( self.x, self.y, math.max( self.width, rec.width ), math.max( self.height, rec.height ) )
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end
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function Rectangle:floor()
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return Rectangle:new( math.floor( self.x ), math.floor( self.y ), math.floor( self.width ), math.floor( self.height ) )
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end
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function Rectangle:ceil()
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return Rectangle:new( math.ceil( self.x ), math.ceil( self.y ), math.ceil( self.width ), math.ceil( self.height ) )
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end
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function Rectangle:area()
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return self.width * self.height
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end
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--- Returns rectangle that fits both rectangles inside it
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function Rectangle:fit( rec )
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local pos = Vector2:new( math.min( self.x, rec.x ), math.min( self.y, rec.y ) )
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return Rectangle:new(
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pos.x,
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pos.y,
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math.max( self.x + self.width - pos.x, rec.x + rec.width - pos.x ),
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math.max( self.y + self.height - pos.y, rec.y + rec.height - pos.y )
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)
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end
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--- If rectangle is fully inside another rectangle
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function Rectangle:isInside( rect )
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return rect.x <= self.x and self.x + self.width <= rect.x + rect.width
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and rect.y <= self.y and self.y + self.height <= rect.y + rect.height
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end
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function Rectangle:checkCollisionRec( rec )
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return RL.CheckCollisionRecs( self, rec )
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end
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function Rectangle:checkCollisionCircle( center, radius )
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return RL.CheckCollisionCircleRec( center, radius, self )
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end
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function Rectangle:checkCollisionPoint( point )
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return RL.CheckCollisionPointRec( point, self )
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end
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function Rectangle:getCollisionRec( rec )
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return Rectangle:new( RL.GetCollisionRec( self, rec ) )
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end
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return Rectangle
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