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].
https://docs.godotengine.org/en/latest/tutorials/math/index.html
https://docs.godotengine.org/en/latest/tutorials/math/vector_math.html
https://docs.godotengine.org/en/latest/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 the intersection of this [Rect2] and b.
Returns [code]true[/code] if this [Rect2] completely encloses another one.
Returns this [Rect2] expanded to include a given point.
Returns the area of the [Rect2].
Returns a copy of the [Rect2] grown a given amount of units towards all the sides.
Returns a copy of the [Rect2] grown a given amount of units towards each direction individually.
Returns a copy of the [Rect2] grown a given amount of units towards the [enum Margin] direction.
Returns [code]true[/code] if the [Rect2] is flat or empty.
Returns [code]true[/code] if the [Rect2] contains a point.
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.