Type Alias Box2D
pub type Box2D = Box2D<f32, UnknownUnit>;
geometry
only.Expand description
Alias for euclid::default::Box2D<f32>
Aliased Type§
struct Box2D {
pub min: Point2D<f32, UnknownUnit>,
pub max: Point2D<f32, UnknownUnit>,
}
Fields§
§min: Point2D<f32, UnknownUnit>
§max: Point2D<f32, UnknownUnit>
Implementations
§impl<T, U> Box2D<T, U>
impl<T, U> Box2D<T, U>
pub fn from_origin_and_size(
origin: Point2D<T, U>,
size: Size2D<T, U>,
) -> Box2D<T, U>
pub fn from_origin_and_size( origin: Point2D<T, U>, size: Size2D<T, U>, ) -> Box2D<T, U>
Constructor.
§impl<T, U> Box2D<T, U>where
T: PartialOrd,
impl<T, U> Box2D<T, U>where
T: PartialOrd,
pub fn is_negative(&self) -> bool
pub fn is_negative(&self) -> bool
Returns true
if the box has a negative area.
The common interpretation for a negative box is to consider it empty. It can be obtained by calculating the intersection of two boxes that do not intersect.
pub fn intersects(&self, other: &Box2D<T, U>) -> bool
pub fn intersects(&self, other: &Box2D<T, U>) -> bool
Returns true
if the two boxes intersect.
pub fn contains(&self, p: Point2D<T, U>) -> bool
pub fn contains(&self, p: Point2D<T, U>) -> bool
Returns true
if this box2d contains the point p
. A point is considered
in the box2d if it lies on the left or top edges, but outside if it lies
on the right or bottom edges.
pub fn contains_inclusive(&self, p: Point2D<T, U>) -> bool
pub fn contains_inclusive(&self, p: Point2D<T, U>) -> bool
Returns true
if this box contains the point p
. A point is considered
in the box2d if it lies on any edge of the box2d.
pub fn contains_box(&self, other: &Box2D<T, U>) -> bool
pub fn contains_box(&self, other: &Box2D<T, U>) -> bool
Returns true
if this box contains the interior of the other box. Always
returns true
if other is empty, and always returns false
if other is
nonempty but this box is empty.
§impl<T, U> Box2D<T, U>where
T: Copy + PartialOrd,
impl<T, U> Box2D<T, U>where
T: Copy + PartialOrd,
pub fn to_non_empty(&self) -> Option<Box2D<T, U>>
pub fn intersection(&self, other: &Box2D<T, U>) -> Option<Box2D<T, U>>
pub fn intersection(&self, other: &Box2D<T, U>) -> Option<Box2D<T, U>>
Computes the intersection of two boxes, returning None
if the boxes do not intersect.
pub fn intersection_unchecked(&self, other: &Box2D<T, U>) -> Box2D<T, U>
pub fn intersection_unchecked(&self, other: &Box2D<T, U>) -> Box2D<T, U>
Computes the intersection of two boxes without check whether they do intersect.
The result is a negative box if the boxes do not intersect.
This can be useful for computing the intersection of more than two boxes, as
it is possible to chain multiple intersection_unchecked
calls and check for
empty/negative result at the end.
§impl<T, U> Box2D<T, U>
impl<T, U> Box2D<T, U>
pub fn inflate(&self, width: T, height: T) -> Box2D<T, U>
pub fn inflate(&self, width: T, height: T) -> Box2D<T, U>
Inflates the box by the specified sizes on each side respectively.
pub fn inner_box(&self, offsets: SideOffsets2D<T, U>) -> Box2D<T, U>
pub fn inner_box(&self, offsets: SideOffsets2D<T, U>) -> Box2D<T, U>
Calculate the size and position of an inner box.
Subtracts the side offsets from all sides. The horizontal, vertical and applicate offsets must not be larger than the original side length.
pub fn outer_box(&self, offsets: SideOffsets2D<T, U>) -> Box2D<T, U>
pub fn outer_box(&self, offsets: SideOffsets2D<T, U>) -> Box2D<T, U>
Calculate the b and position of an outer box.
Add the offsets to all sides. The expanded box is returned.
§impl<T, U> Box2D<T, U>
impl<T, U> Box2D<T, U>
pub fn from_points<I>(points: I) -> Box2D<T, U>
pub fn from_points<I>(points: I) -> Box2D<T, U>
Returns the smallest box containing all of the provided points.
§impl<T, U> Box2D<T, U>where
T: Copy,
impl<T, U> Box2D<T, U>where
T: Copy,
pub fn x_range(&self) -> Range<T>
pub fn y_range(&self) -> Range<T>
pub fn to_untyped(&self) -> Box2D<T, UnknownUnit>
pub fn to_untyped(&self) -> Box2D<T, UnknownUnit>
Drop the units, preserving only the numeric value.
pub fn from_untyped(c: &Box2D<T, UnknownUnit>) -> Box2D<T, U>
pub fn from_untyped(c: &Box2D<T, UnknownUnit>) -> Box2D<T, U>
Tag a unitless value with units.
pub fn scale<S>(&self, x: S, y: S) -> Box2D<T, U>
§impl<T, U> Box2D<T, U>
impl<T, U> Box2D<T, U>
pub fn cast<NewT>(&self) -> Box2D<NewT, U>where
NewT: NumCast,
pub fn cast<NewT>(&self) -> Box2D<NewT, U>where
NewT: NumCast,
Cast from one numeric representation to another, preserving the units.
When casting from floating point to integer coordinates, the decimals are truncated
as one would expect from a simple cast, but this behavior does not always make sense
geometrically. Consider using round
, round_in
or round_out
before casting.
pub fn try_cast<NewT>(&self) -> Option<Box2D<NewT, U>>where
NewT: NumCast,
pub fn try_cast<NewT>(&self) -> Option<Box2D<NewT, U>>where
NewT: NumCast,
Fallible cast from one numeric representation to another, preserving the units.
When casting from floating point to integer coordinates, the decimals are truncated
as one would expect from a simple cast, but this behavior does not always make sense
geometrically. Consider using round
, round_in
or round_out
before casting.
pub fn to_usize(&self) -> Box2D<usize, U>
pub fn to_usize(&self) -> Box2D<usize, U>
Cast into an usize
box, truncating decimals if any.
When casting from floating point boxes, it is worth considering whether
to round()
, round_in()
or round_out()
before the cast in order to
obtain the desired conversion behavior.
pub fn to_u32(&self) -> Box2D<u32, U>
pub fn to_u32(&self) -> Box2D<u32, U>
Cast into an u32
box, truncating decimals if any.
When casting from floating point boxes, it is worth considering whether
to round()
, round_in()
or round_out()
before the cast in order to
obtain the desired conversion behavior.
§impl<T, U> Box2D<T, U>
impl<T, U> Box2D<T, U>
§impl<T, U> Box2D<T, U>where
T: Round,
impl<T, U> Box2D<T, U>where
T: Round,
pub fn round(&self) -> Box2D<T, U>
pub fn round(&self) -> Box2D<T, U>
Return a box with edges rounded to integer coordinates, such that the returned box has the same set of pixel centers as the original one. Values equal to 0.5 round up. Suitable for most places where integral device coordinates are needed, but note that any translation should be applied first to avoid pixel rounding errors. Note that this is not rounding to nearest integer if the values are negative. They are always rounding as floor(n + 0.5).
Trait Implementations
§impl<T, U> DivAssign<Scale<T, U, U>> for Box2D<T, U>
impl<T, U> DivAssign<Scale<T, U, U>> for Box2D<T, U>
§fn div_assign(&mut self, scale: Scale<T, U, U>)
fn div_assign(&mut self, scale: Scale<T, U, U>)
/=
operation. Read more§impl<T, U> DivAssign<T> for Box2D<T, U>
impl<T, U> DivAssign<T> for Box2D<T, U>
§fn div_assign(&mut self, scale: T)
fn div_assign(&mut self, scale: T)
/=
operation. Read more§impl<T, U> MulAssign<Scale<T, U, U>> for Box2D<T, U>
impl<T, U> MulAssign<Scale<T, U, U>> for Box2D<T, U>
§fn mul_assign(&mut self, scale: Scale<T, U, U>)
fn mul_assign(&mut self, scale: Scale<T, U, U>)
*=
operation. Read more§impl<T, U> MulAssign<T> for Box2D<T, U>
impl<T, U> MulAssign<T> for Box2D<T, U>
§fn mul_assign(&mut self, scale: T)
fn mul_assign(&mut self, scale: T)
*=
operation. Read more