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