2D axis-aligned bounding box using floating point coordinates. [Rect2] consists of a position, a size, and several utility functions. It is typically used for fast overlap tests. It uses floating-point coordinates. If you need integer coordinates, use [Rect2i] instead. The 3D counterpart to [Rect2] is [AABB]. Negative values for [member size] are not supported and will not work for most methods. Use [method abs] to get a Rect2 with a positive size. $DOCS_URL/tutorials/math/index.html $DOCS_URL/tutorials/math/vector_math.html $DOCS_URL/tutorials/math/vectors_advanced.html Constructs a default-initialized [Rect2] with default (zero) values of [member position] and [member size]. Constructs a [Rect2] as a copy of the given [Rect2]. Constructs a [Rect2] from a [Rect2i]. Constructs a [Rect2] by position and size. Constructs a [Rect2] by x, y, width, and height. 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. Returns [code]true[/code] if this [Rect2] completely encloses another one. Returns a copy of this [Rect2] expanded to include a given point. [b]Example:[/b] [codeblocks] [gdscript] # 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)) [/gdscript] [csharp] # position (-3, 2), size (1, 1) var rect = new Rect2(new Vector2(-3, 2), new Vector2(1, 1)); # position (-3, -1), size (3, 4), so we fit both rect and Vector2(0, -1) var rect2 = rect.Expand(new Vector2(0, -1)); [/csharp] [/codeblocks] Returns the area of the [Rect2]. Returns the center of the [Rect2], which is equal to [member position] + ([member size] / 2). Returns a copy of the [Rect2] grown by the specified [code]amount[/code] on all sides. Returns a copy of the [Rect2] grown by the specified amount on each side individually. Returns a copy of the [Rect2] grown by the specified [code]amount[/code] on the specified [enum Side]. Returns [code]true[/code] if the [Rect2] is flat or empty. Returns [code]true[/code] 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 [b]not[/b] included. [b]Note:[/b] This method is not reliable for [Rect2] with a [i]negative size[/i]. Use [method abs] to get a positive sized equivalent rectangle to check for contained points. Returns the intersection of this [Rect2] and [code]b[/code]. If the rectangles do not intersect, an empty [Rect2] is returned. Returns [code]true[/code] if the [Rect2] overlaps with [code]b[/code] (i.e. they have at least one point in common). If [code]include_borders[/code] is [code]true[/code], they will also be considered overlapping if their borders touch, even without intersection. Returns [code]true[/code] if this [Rect2] and [code]rect[/code] are approximately equal, by calling [code]is_equal_approx[/code] on each component. Returns a larger [Rect2] that contains this [Rect2] and [code]b[/code]. Ending corner. This is calculated as [code]position + size[/code]. Setting this value will change the size. Beginning corner. Typically has values lower than [member end]. 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. Returns [code]true[/code] if the rectangles are not equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable. Inversely transforms (multiplies) the [Rect2] by the given [Transform2D] transformation matrix. Returns [code]true[/code] if the rectangles are exactly equal. [b]Note:[/b] Due to floating-point precision errors, consider using [method is_equal_approx] instead, which is more reliable.