"use strict"; var core = require("@pixi/core"); class Bounds { constructor() { this.minX = 1 / 0, this.minY = 1 / 0, this.maxX = -1 / 0, this.maxY = -1 / 0, this.rect = null, this.updateID = -1; } /** * Checks if bounds are empty. * @returns - True if empty. */ isEmpty() { return this.minX > this.maxX || this.minY > this.maxY; } /** Clears the bounds and resets. */ clear() { this.minX = 1 / 0, this.minY = 1 / 0, this.maxX = -1 / 0, this.maxY = -1 / 0; } /** * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle * It is not guaranteed that it will return tempRect * @param rect - Temporary object will be used if AABB is not empty * @returns - A rectangle of the bounds */ getRectangle(rect) { return this.minX > this.maxX || this.minY > this.maxY ? core.Rectangle.EMPTY : (rect = rect || new core.Rectangle(0, 0, 1, 1), rect.x = this.minX, rect.y = this.minY, rect.width = this.maxX - this.minX, rect.height = this.maxY - this.minY, rect); } /** * This function should be inlined when its possible. * @param point - The point to add. */ addPoint(point) { this.minX = Math.min(this.minX, point.x), this.maxX = Math.max(this.maxX, point.x), this.minY = Math.min(this.minY, point.y), this.maxY = Math.max(this.maxY, point.y); } /** * Adds a point, after transformed. This should be inlined when its possible. * @param matrix * @param point */ addPointMatrix(matrix, point) { const { a, b, c, d, tx, ty } = matrix, x = a * point.x + c * point.y + tx, y = b * point.x + d * point.y + ty; this.minX = Math.min(this.minX, x), this.maxX = Math.max(this.maxX, x), this.minY = Math.min(this.minY, y), this.maxY = Math.max(this.maxY, y); } /** * Adds a quad, not transformed * @param vertices - The verts to add. */ addQuad(vertices) { let minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY, x = vertices[0], y = vertices[1]; minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, x = vertices[2], y = vertices[3], minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, x = vertices[4], y = vertices[5], minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, x = vertices[6], y = vertices[7], minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, this.minX = minX, this.minY = minY, this.maxX = maxX, this.maxY = maxY; } /** * Adds sprite frame, transformed. * @param transform - transform to apply * @param x0 - left X of frame * @param y0 - top Y of frame * @param x1 - right X of frame * @param y1 - bottom Y of frame */ addFrame(transform, x0, y0, x1, y1) { this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); } /** * Adds sprite frame, multiplied by matrix * @param matrix - matrix to apply * @param x0 - left X of frame * @param y0 - top Y of frame * @param x1 - right X of frame * @param y1 - bottom Y of frame */ addFrameMatrix(matrix, x0, y0, x1, y1) { const a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; let minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY, x = a * x0 + c * y0 + tx, y = b * x0 + d * y0 + ty; minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, x = a * x1 + c * y0 + tx, y = b * x1 + d * y0 + ty, minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, x = a * x0 + c * y1 + tx, y = b * x0 + d * y1 + ty, minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, x = a * x1 + c * y1 + tx, y = b * x1 + d * y1 + ty, minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY, this.minX = minX, this.minY = minY, this.maxX = maxX, this.maxY = maxY; } /** * Adds screen vertices from array * @param vertexData - calculated vertices * @param beginOffset - begin offset * @param endOffset - end offset, excluded */ addVertexData(vertexData, beginOffset, endOffset) { let minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; for (let i = beginOffset; i < endOffset; i += 2) { const x = vertexData[i], y = vertexData[i + 1]; minX = x < minX ? x : minX, minY = y < minY ? y : minY, maxX = x > maxX ? x : maxX, maxY = y > maxY ? y : maxY; } this.minX = minX, this.minY = minY, this.maxX = maxX, this.maxY = maxY; } /** * Add an array of mesh vertices * @param transform - mesh transform * @param vertices - mesh coordinates in array * @param beginOffset - begin offset * @param endOffset - end offset, excluded */ addVertices(transform, vertices, beginOffset, endOffset) { this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); } /** * Add an array of mesh vertices. * @param matrix - mesh matrix * @param vertices - mesh coordinates in array * @param beginOffset - begin offset * @param endOffset - end offset, excluded * @param padX - x padding * @param padY - y padding */ addVerticesMatrix(matrix, vertices, beginOffset, endOffset, padX = 0, padY = padX) { const a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; let minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; for (let i = beginOffset; i < endOffset; i += 2) { const rawX = vertices[i], rawY = vertices[i + 1], x = a * rawX + c * rawY + tx, y = d * rawY + b * rawX + ty; minX = Math.min(minX, x - padX), maxX = Math.max(maxX, x + padX), minY = Math.min(minY, y - padY), maxY = Math.max(maxY, y + padY); } this.minX = minX, this.minY = minY, this.maxX = maxX, this.maxY = maxY; } /** * Adds other {@link PIXI.Bounds}. * @param bounds - The Bounds to be added */ addBounds(bounds) { const minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; this.minX = bounds.minX < minX ? bounds.minX : minX, this.minY = bounds.minY < minY ? bounds.minY : minY, this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX, this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; } /** * Adds other Bounds, masked with Bounds. * @param bounds - The Bounds to be added. * @param mask - TODO */ addBoundsMask(bounds, mask) { const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX, _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY, _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX, _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; if (_minX <= _maxX && _minY <= _maxY) { const minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; this.minX = _minX < minX ? _minX : minX, this.minY = _minY < minY ? _minY : minY, this.maxX = _maxX > maxX ? _maxX : maxX, this.maxY = _maxY > maxY ? _maxY : maxY; } } /** * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty. * @param bounds - other bounds * @param matrix - multiplicator */ addBoundsMatrix(bounds, matrix) { this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); } /** * Adds other Bounds, masked with Rectangle. * @param bounds - TODO * @param area - TODO */ addBoundsArea(bounds, area) { const _minX = bounds.minX > area.x ? bounds.minX : area.x, _minY = bounds.minY > area.y ? bounds.minY : area.y, _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width, _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height; if (_minX <= _maxX && _minY <= _maxY) { const minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; this.minX = _minX < minX ? _minX : minX, this.minY = _minY < minY ? _minY : minY, this.maxX = _maxX > maxX ? _maxX : maxX, this.maxY = _maxY > maxY ? _maxY : maxY; } } /** * Pads bounds object, making it grow in all directions. * If paddingY is omitted, both paddingX and paddingY will be set to paddingX. * @param paddingX - The horizontal padding amount. * @param paddingY - The vertical padding amount. */ pad(paddingX = 0, paddingY = paddingX) { this.isEmpty() || (this.minX -= paddingX, this.maxX += paddingX, this.minY -= paddingY, this.maxY += paddingY); } /** * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) * @param x0 - left X of frame * @param y0 - top Y of frame * @param x1 - right X of frame * @param y1 - bottom Y of frame * @param padX - padding X * @param padY - padding Y */ addFramePad(x0, y0, x1, y1, padX, padY) { x0 -= padX, y0 -= padY, x1 += padX, y1 += padY, this.minX = this.minX < x0 ? this.minX : x0, this.maxX = this.maxX > x1 ? this.maxX : x1, this.minY = this.minY < y0 ? this.minY : y0, this.maxY = this.maxY > y1 ? this.maxY : y1; } } exports.Bounds = Bounds; //# sourceMappingURL=Bounds.js.map