2020-07-23 11:00:46 +08:00
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module es {
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2020-11-23 16:05:06 +08:00
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export class Rectangle implements IEquatable<Rectangle> {
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/**
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* 该矩形的左上角的x坐标
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*/
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public x: number = 0;
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/**
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* 该矩形的左上角的y坐标
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*/
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public y: number = 0;
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/**
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* 该矩形的宽度
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*/
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public width: number = 0;
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/**
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* 该矩形的高度
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*/
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public height: number = 0;
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/**
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* 返回X=0, Y=0, Width=0, Height=0的矩形
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*/
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public static get empty(): Rectangle {
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2020-12-03 17:58:25 +08:00
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return new Rectangle();
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2020-11-23 16:05:06 +08:00
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}
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/**
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* 返回一个Number.Min/Max值的矩形
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*/
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public static get maxRect(): Rectangle {
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return new Rectangle(Number.MIN_VALUE / 2, Number.MIN_VALUE / 2, Number.MAX_VALUE, Number.MAX_VALUE);
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}
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/**
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* 返回此矩形左边缘的X坐标
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*/
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public get left(): number {
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return this.x;
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}
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/**
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* 返回此矩形右边缘的X坐标
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*/
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public get right(): number {
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return this.x + this.width;
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}
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/**
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* 返回此矩形顶边的y坐标
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*/
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public get top(): number {
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return this.y;
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}
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/**
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* 返回此矩形底边的y坐标
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*/
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public get bottom(): number {
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return this.y + this.height;
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}
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2020-07-28 16:25:20 +08:00
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2020-07-23 11:00:46 +08:00
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/**
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* 获取矩形的最大点,即右下角
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*/
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public get max() {
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return new Vector2(this.right, this.bottom);
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}
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2020-07-07 12:18:51 +08:00
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2020-11-23 16:05:06 +08:00
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/**
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* 这个矩形的宽和高是否为0,位置是否为(0,0)
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*/
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public isEmpty(): boolean {
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return ((((this.width == 0) && (this.height == 0)) && (this.x == 0)) && (this.y == 0));
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2020-07-23 11:00:46 +08:00
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}
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2020-06-16 11:22:37 +08:00
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2020-11-23 16:05:06 +08:00
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/** 这个矩形的左上角坐标 */
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2020-07-23 11:00:46 +08:00
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public get location() {
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return new Vector2(this.x, this.y);
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}
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2020-07-28 16:25:20 +08:00
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2020-07-23 11:00:46 +08:00
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public set location(value: Vector2) {
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this.x = value.x;
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this.y = value.y;
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}
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2020-06-10 17:41:53 +08:00
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2020-11-23 16:05:06 +08:00
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/**
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* 这个矩形的宽-高坐标
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*/
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2020-07-23 11:00:46 +08:00
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public get size() {
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return new Vector2(this.width, this.height);
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}
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2020-06-19 09:16:49 +08:00
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2020-07-23 11:00:46 +08:00
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public set size(value: Vector2) {
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this.width = value.x;
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this.height = value.y;
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}
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2020-06-19 09:16:49 +08:00
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2020-11-23 16:05:06 +08:00
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/**
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* 位于这个矩形中心的一个点
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* 如果 "宽度 "或 "高度 "是奇数,则中心点将向下舍入
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*/
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public get center() {
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return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
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}
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// temp 用于计算边界的矩阵
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public _tempMat: Matrix2D;
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public _transformMat: Matrix2D;
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2020-07-28 16:25:20 +08:00
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/**
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2020-11-23 16:05:06 +08:00
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* 创建一个新的Rectanglestruct实例,指定位置、宽度和高度。
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* @param x 创建的矩形的左上角的X坐标
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* @param y 创建的矩形的左上角的y坐标
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* @param width 创建的矩形的宽度
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* @param height 创建的矩形的高度
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*/
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constructor(x: number = 0, y: number = 0, width: number = 0, height: number = 0) {
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this.x = x;
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this.y = y;
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this.width = width;
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this.height = height;
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}
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/**
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* 创建一个给定最小/最大点(左上角,右下角)的矩形
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2020-07-28 16:25:20 +08:00
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* @param minX
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* @param minY
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* @param maxX
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* @param maxY
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*/
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public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
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return new Rectangle(minX, minY, maxX - minX, maxY - minY);
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}
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/**
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* 给定多边形的点,计算边界
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* @param points
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2020-11-23 16:05:06 +08:00
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* @returns 来自多边形的点
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2020-07-28 16:25:20 +08:00
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*/
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public static rectEncompassingPoints(points: Vector2[]) {
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// 我们需要求出x/y的最小值/最大值
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let minX = Number.POSITIVE_INFINITY;
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let minY = Number.POSITIVE_INFINITY;
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let maxX = Number.NEGATIVE_INFINITY;
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let maxY = Number.NEGATIVE_INFINITY;
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for (let i = 0; i < points.length; i++) {
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let pt = points[i];
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if (pt.x < minX) minX = pt.x;
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if (pt.x > maxX) maxX = pt.x;
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if (pt.y < minY) minY = pt.y;
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if (pt.y > maxY) maxY = pt.y;
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}
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return this.fromMinMax(minX, minY, maxX, maxY);
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}
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2020-07-23 11:00:46 +08:00
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/**
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2020-11-23 16:05:06 +08:00
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* 获取指定边缘的位置
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* @param edge
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*/
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public getSide(edge: Edge) {
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switch (edge) {
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case Edge.top:
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return this.top;
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case Edge.bottom:
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return this.bottom;
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case Edge.left:
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return this.left;
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case Edge.right:
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return this.right;
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default:
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throw new Error("Argument Out Of Range");
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}
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}
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/**
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* 获取所提供的坐标是否在这个矩形的范围内
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* @param x 检查封堵点的X坐标
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* @param y 检查封堵点的Y坐标
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2020-07-23 11:00:46 +08:00
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*/
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2020-11-23 16:05:06 +08:00
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public contains(x: number, y: number): boolean {
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return ((((this.x <= x) && (x < (this.x + this.width))) &&
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(this.y <= y)) && (y < (this.y + this.height)));
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}
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/**
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* 按指定的水平和垂直方向调整此矩形的边缘
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* @param horizontalAmount 调整左、右边缘的值
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* @param verticalAmount 调整上、下边缘的值
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*/
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public inflate(horizontalAmount: number, verticalAmount: number) {
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this.x -= horizontalAmount;
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this.y -= verticalAmount;
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this.width += horizontalAmount * 2;
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this.height += verticalAmount * 2;
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}
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/**
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* 获取其他矩形是否与这个矩形相交
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* @param value 另一个用于测试的矩形
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*/
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public intersects(value: Rectangle) {
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2020-07-23 11:00:46 +08:00
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return value.left < this.right &&
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this.left < value.right &&
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value.top < this.bottom &&
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this.top < value.bottom;
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}
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2020-06-10 17:41:53 +08:00
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2020-11-23 16:05:06 +08:00
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public rayIntersects(ray: Ray2D, distance: Ref<number>): boolean {
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distance.value = 0;
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2020-07-31 19:33:04 +08:00
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let maxValue = Number.MAX_VALUE;
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2020-11-23 16:05:06 +08:00
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if (Math.abs(ray.direction.x) < 1E-06) {
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2020-07-31 19:33:04 +08:00
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if ((ray.start.x < this.x) || (ray.start.x > this.x + this.width))
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return false;
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2020-11-23 16:05:06 +08:00
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} else {
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2020-07-31 19:33:04 +08:00
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let num11 = 1 / ray.direction.x;
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let num8 = (this.x - ray.start.x) * num11;
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let num7 = (this.x + this.width - ray.start.x) * num11;
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2020-11-23 16:05:06 +08:00
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if (num8 > num7) {
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2020-07-31 19:33:04 +08:00
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let num14 = num8;
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num8 = num7;
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num7 = num14;
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}
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2020-08-25 14:21:37 +08:00
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distance.value = Math.max(num8, distance.value);
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2020-07-31 19:33:04 +08:00
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maxValue = Math.min(num7, maxValue);
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2020-08-25 14:21:37 +08:00
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if (distance.value > maxValue)
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return false;
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2020-07-31 19:33:04 +08:00
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}
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2020-11-23 16:05:06 +08:00
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if (Math.abs(ray.direction.y) < 1E-06) {
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2020-07-31 19:33:04 +08:00
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if ((ray.start.y < this.y) || (ray.start.y > this.y + this.height))
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2020-08-25 14:21:37 +08:00
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return false;
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2020-11-23 16:05:06 +08:00
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} else {
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2020-07-31 19:33:04 +08:00
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let num10 = 1 / ray.direction.y;
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let num6 = (this.y - ray.start.y) * num10;
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let num5 = (this.y + this.height - ray.start.y) * num10;
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2020-11-23 16:05:06 +08:00
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if (num6 > num5) {
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2020-07-31 19:33:04 +08:00
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let num13 = num6;
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num6 = num5;
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num5 = num13;
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}
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2020-08-25 14:21:37 +08:00
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distance.value = Math.max(num6, distance.value);
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2020-07-31 19:33:04 +08:00
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maxValue = Math.max(num5, maxValue);
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2020-08-25 14:21:37 +08:00
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if (distance.value > maxValue)
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return false;
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2020-07-31 19:33:04 +08:00
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}
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2020-08-25 14:21:37 +08:00
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return true;
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2020-07-31 19:33:04 +08:00
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}
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2020-07-23 11:00:46 +08:00
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/**
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* 获取所提供的矩形是否在此矩形的边界内
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* @param value
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*/
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public containsRect(value: Rectangle) {
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return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
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(this.y <= value.y)) &&
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(value.y < (this.y + this.height)));
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|
|
|
}
|
2020-06-19 09:16:49 +08:00
|
|
|
|
|
2020-07-23 11:00:46 +08:00
|
|
|
|
public getHalfSize() {
|
|
|
|
|
|
return new Vector2(this.width * 0.5, this.height * 0.5);
|
|
|
|
|
|
}
|
2020-06-19 18:16:42 +08:00
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
public getClosestPointOnBoundsToOrigin() {
|
|
|
|
|
|
let max = this.max;
|
|
|
|
|
|
let minDist = Math.abs(this.location.x);
|
|
|
|
|
|
let boundsPoint = new Vector2(this.location.x, 0);
|
|
|
|
|
|
|
|
|
|
|
|
if (Math.abs(max.x) < minDist) {
|
|
|
|
|
|
minDist = Math.abs(max.x);
|
|
|
|
|
|
boundsPoint.x = max.x;
|
|
|
|
|
|
boundsPoint.y = 0;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (Math.abs(max.y) < minDist) {
|
|
|
|
|
|
minDist = Math.abs(max.y);
|
|
|
|
|
|
boundsPoint.x = 0;
|
|
|
|
|
|
boundsPoint.y = max.y;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
if (Math.abs(this.location.y) < minDist) {
|
|
|
|
|
|
minDist = Math.abs(this.location.y);
|
|
|
|
|
|
boundsPoint.x = 0;
|
|
|
|
|
|
boundsPoint.y = this.location.y;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
return boundsPoint;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 返回离给定点最近的点
|
|
|
|
|
|
* @param point 矩形上离点最近的点
|
|
|
|
|
|
*/
|
|
|
|
|
|
public getClosestPointOnRectangleToPoint(point: Vector2) {
|
|
|
|
|
|
// 对于每条轴,如果点在框外,就把它限制在框内,否则就不要管它
|
|
|
|
|
|
let res = new Vector2();
|
|
|
|
|
|
res.x = MathHelper.clamp(point.x, this.left, this.right);
|
|
|
|
|
|
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
|
|
|
|
|
|
|
|
|
|
|
|
return res;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
2020-07-23 11:00:46 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* 获取矩形边界上与给定点最近的点
|
|
|
|
|
|
* @param point
|
2020-07-27 16:10:36 +08:00
|
|
|
|
* @param edgeNormal
|
2020-11-23 16:05:06 +08:00
|
|
|
|
* @returns 矩形边框上离点最近的点
|
2020-07-23 11:00:46 +08:00
|
|
|
|
*/
|
2020-07-27 16:10:36 +08:00
|
|
|
|
public getClosestPointOnRectangleBorderToPoint(point: Vector2, edgeNormal: Vector2): Vector2 {
|
2020-11-23 16:05:06 +08:00
|
|
|
|
// 对于每条轴,如果点在框外,就把它限制在框内,否则就不要管它
|
2020-07-23 11:00:46 +08:00
|
|
|
|
let res = new Vector2();
|
|
|
|
|
|
res.x = MathHelper.clamp(point.x, this.left, this.right);
|
|
|
|
|
|
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
|
|
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
// 如果点在矩形内,我们需要将res推到边界上,因为它将在矩形内
|
2020-07-23 11:00:46 +08:00
|
|
|
|
if (this.contains(res.x, res.y)) {
|
|
|
|
|
|
let dl = res.x - this.left;
|
|
|
|
|
|
let dr = this.right - res.x;
|
|
|
|
|
|
let dt = res.y - this.top;
|
|
|
|
|
|
let db = this.bottom - res.y;
|
|
|
|
|
|
|
|
|
|
|
|
let min = Math.min(dl, dr, dt, db);
|
|
|
|
|
|
if (min == dt) {
|
|
|
|
|
|
res.y = this.top;
|
|
|
|
|
|
edgeNormal.y = -1;
|
|
|
|
|
|
} else if (min == db) {
|
|
|
|
|
|
res.y = this.bottom;
|
|
|
|
|
|
edgeNormal.y = 1;
|
|
|
|
|
|
} else if (min == dl) {
|
|
|
|
|
|
res.x = this.left;
|
|
|
|
|
|
edgeNormal.x = -1;
|
|
|
|
|
|
} else {
|
|
|
|
|
|
res.x = this.right;
|
|
|
|
|
|
edgeNormal.x = 1;
|
|
|
|
|
|
}
|
2020-06-19 09:16:49 +08:00
|
|
|
|
} else {
|
2020-07-23 11:00:46 +08:00
|
|
|
|
if (res.x == this.left) edgeNormal.x = -1;
|
|
|
|
|
|
if (res.x == this.right) edgeNormal.x = 1;
|
|
|
|
|
|
if (res.y == this.top) edgeNormal.y = -1;
|
|
|
|
|
|
if (res.y == this.bottom) edgeNormal.y = 1;
|
2020-06-12 20:24:51 +08:00
|
|
|
|
}
|
2020-07-23 11:00:46 +08:00
|
|
|
|
|
2020-07-27 16:10:36 +08:00
|
|
|
|
return res;
|
2020-06-12 20:24:51 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2020-07-23 11:00:46 +08:00
|
|
|
|
/**
|
2020-11-23 16:05:06 +08:00
|
|
|
|
* 创建一个新的RectangleF,该RectangleF包含两个其他矩形的重叠区域
|
|
|
|
|
|
* @param value1
|
|
|
|
|
|
* @param value2
|
|
|
|
|
|
* @returns 将两个矩形的重叠区域作为输出参数
|
2020-07-23 11:00:46 +08:00
|
|
|
|
*/
|
2020-11-23 16:05:06 +08:00
|
|
|
|
public static intersect(value1: Rectangle, value2: Rectangle) {
|
|
|
|
|
|
if (value1.intersects(value2)) {
|
|
|
|
|
|
let right_side = Math.min(value1.x + value1.width, value2.x + value2.width);
|
|
|
|
|
|
let left_side = Math.max(value1.x, value2.x);
|
|
|
|
|
|
let top_side = Math.max(value1.y, value2.y);
|
|
|
|
|
|
let bottom_side = Math.min(value1.y + value1.height, value2.y + value2.height);
|
|
|
|
|
|
return new Rectangle(left_side, top_side, right_side - left_side, bottom_side - top_side);
|
|
|
|
|
|
} else {
|
|
|
|
|
|
return new Rectangle(0, 0, 0, 0);
|
2020-07-23 11:00:46 +08:00
|
|
|
|
}
|
2020-11-23 16:05:06 +08:00
|
|
|
|
}
|
2020-06-11 20:36:36 +08:00
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* 改变这个矩形的位置
|
|
|
|
|
|
* @param offsetX 要添加到这个矩形的X坐标
|
|
|
|
|
|
* @param offsetY 要添加到这个矩形的y坐标
|
|
|
|
|
|
*/
|
|
|
|
|
|
public offset(offsetX: number, offsetY: number) {
|
|
|
|
|
|
this.x += offsetX;
|
|
|
|
|
|
this.y += offsetY;
|
|
|
|
|
|
}
|
2020-07-08 18:12:17 +08:00
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* 创建一个完全包含两个其他矩形的新矩形
|
|
|
|
|
|
* @param value1
|
|
|
|
|
|
* @param value2
|
|
|
|
|
|
*/
|
|
|
|
|
|
public static union(value1: Rectangle, value2: Rectangle) {
|
|
|
|
|
|
let x = Math.min(value1.x, value2.x);
|
|
|
|
|
|
let y = Math.min(value1.y, value2.y);
|
|
|
|
|
|
return new Rectangle(x, y,
|
|
|
|
|
|
Math.max(value1.right, value2.right) - x,
|
|
|
|
|
|
Math.max(value1.bottom, value2.bottom) - y);
|
|
|
|
|
|
}
|
2020-07-23 11:00:46 +08:00
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
/**
|
|
|
|
|
|
* 在矩形重叠的地方创建一个新的矩形
|
|
|
|
|
|
* @param value1
|
|
|
|
|
|
* @param value2
|
|
|
|
|
|
*/
|
|
|
|
|
|
public static overlap(value1: Rectangle, value2: Rectangle): Rectangle {
|
2020-12-03 17:58:25 +08:00
|
|
|
|
let x = Math.max(value1.x, value2.x, 0);
|
|
|
|
|
|
let y = Math.max(value1.y, value2.y, 0);
|
2020-11-23 16:05:06 +08:00
|
|
|
|
return new Rectangle(x, y,
|
|
|
|
|
|
Math.max(Math.min(value1.right, value2.right) - x, 0),
|
|
|
|
|
|
Math.max(Math.min(value1.bottom, value2.bottom) - y, 0));
|
2020-07-07 12:18:51 +08:00
|
|
|
|
}
|
|
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
|
|
|
|
|
|
rotation: number, width: number, height: number) {
|
2020-07-28 16:25:20 +08:00
|
|
|
|
if (rotation == 0) {
|
2020-07-28 16:11:58 +08:00
|
|
|
|
this.x = parentPosition.x + position.x - origin.x * scale.x;
|
|
|
|
|
|
this.y = parentPosition.y + position.y - origin.y * scale.y;
|
|
|
|
|
|
this.width = width * scale.x;
|
|
|
|
|
|
this.height = height * scale.y;
|
|
|
|
|
|
} else {
|
2020-11-23 16:05:06 +08:00
|
|
|
|
// 我们需要找到我们的绝对最小/最大值,并据此创建边界
|
2020-07-28 16:11:58 +08:00
|
|
|
|
let worldPosX = parentPosition.x + position.x;
|
|
|
|
|
|
let worldPosY = parentPosition.y + position.y;
|
|
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
// 考虑到原点,将参考点设置为世界参考
|
|
|
|
|
|
this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
|
|
|
|
|
|
this._tempMat = Matrix2D.createScale(scale.x, scale.y);
|
2020-07-28 16:11:58 +08:00
|
|
|
|
this._transformMat = this._transformMat.multiply(this._tempMat);
|
2020-11-23 16:05:06 +08:00
|
|
|
|
this._tempMat = Matrix2D.createRotation(rotation);
|
2020-07-28 16:11:58 +08:00
|
|
|
|
this._transformMat = this._transformMat.multiply(this._tempMat);
|
2020-11-23 16:05:06 +08:00
|
|
|
|
this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
|
2020-07-28 16:11:58 +08:00
|
|
|
|
this._transformMat = this._transformMat.multiply(this._tempMat);
|
|
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
// TODO: 我们可以把世界变换留在矩阵中,避免在世界空间中得到所有的四个角
|
2020-07-28 16:11:58 +08:00
|
|
|
|
let topLeft = new Vector2(worldPosX, worldPosY);
|
|
|
|
|
|
let topRight = new Vector2(worldPosX + width, worldPosY);
|
|
|
|
|
|
let bottomLeft = new Vector2(worldPosX, worldPosY + height);
|
|
|
|
|
|
let bottomRight = new Vector2(worldPosX + width, worldPosY + height);
|
|
|
|
|
|
|
2020-08-28 18:04:50 +08:00
|
|
|
|
Vector2Ext.transformR(topLeft, this._transformMat, topLeft);
|
|
|
|
|
|
Vector2Ext.transformR(topRight, this._transformMat, topRight);
|
|
|
|
|
|
Vector2Ext.transformR(bottomLeft, this._transformMat, bottomLeft);
|
|
|
|
|
|
Vector2Ext.transformR(bottomRight, this._transformMat, bottomRight);
|
2020-07-28 16:11:58 +08:00
|
|
|
|
|
2020-11-23 16:05:06 +08:00
|
|
|
|
// 找出最小值和最大值,这样我们就可以计算出我们的边界框。
|
2020-07-28 16:11:58 +08:00
|
|
|
|
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
|
|
|
|
|
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
|
|
|
|
|
|
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
|
|
|
|
|
let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
|
|
|
|
|
|
|
|
|
|
|
|
this.location = new Vector2(minX, minY);
|
|
|
|
|
|
this.width = maxX - minX;
|
|
|
|
|
|
this.height = maxY - minY;
|
|
|
|
|
|
}
|
2020-07-23 11:00:46 +08:00
|
|
|
|
}
|
2020-11-23 16:05:06 +08:00
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 返回一个横跨当前矩形和提供的三角形位置的矩形
|
|
|
|
|
|
* @param deltaX
|
|
|
|
|
|
* @param deltaY
|
|
|
|
|
|
*/
|
|
|
|
|
|
public getSweptBroadphaseBounds(deltaX: number, deltaY: number){
|
|
|
|
|
|
let broadphasebox = Rectangle.empty;
|
|
|
|
|
|
|
|
|
|
|
|
broadphasebox.x = deltaX > 0 ? this.x : this.x + deltaX;
|
|
|
|
|
|
broadphasebox.y = deltaY > 0 ? this.y : this.y + deltaY;
|
|
|
|
|
|
broadphasebox.width = deltaX > 0 ? deltaX + this.width : this.width - deltaX;
|
|
|
|
|
|
broadphasebox.height = deltaY > 0 ? deltaY + this.height : this.height - deltaY;
|
|
|
|
|
|
|
|
|
|
|
|
return broadphasebox;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 如果发生碰撞,返回true
|
|
|
|
|
|
* moveX和moveY将返回b1为避免碰撞而必须移动的移动量
|
|
|
|
|
|
* @param other
|
|
|
|
|
|
* @param moveX
|
|
|
|
|
|
* @param moveY
|
|
|
|
|
|
*/
|
|
|
|
|
|
public collisionCheck(other: Rectangle, moveX: Ref<number>, moveY: Ref<number>){
|
|
|
|
|
|
moveX.value = moveY.value = 0;
|
|
|
|
|
|
|
|
|
|
|
|
let l = other.x - (this.x + this.width);
|
|
|
|
|
|
let r = (other.x + other.width) - this.x;
|
|
|
|
|
|
let t = (other.y - (this.y + this.height));
|
|
|
|
|
|
let b = (other.y + other.height) - this.y;
|
|
|
|
|
|
|
|
|
|
|
|
// 检验是否有碰撞
|
|
|
|
|
|
if (l > 0 || r < 0 || t > 0 || b < 0)
|
|
|
|
|
|
return false;
|
|
|
|
|
|
|
|
|
|
|
|
// 求两边的偏移量
|
|
|
|
|
|
moveX.value = Math.abs(l) < r ? l : r;
|
|
|
|
|
|
moveY.value = Math.abs(t) < b ? t : b;
|
|
|
|
|
|
|
|
|
|
|
|
// 只使用最小的偏移量
|
|
|
|
|
|
if (Math.abs(moveX.value) < Math.abs(moveY.value))
|
|
|
|
|
|
moveY.value = 0;
|
|
|
|
|
|
else
|
|
|
|
|
|
moveX.value = 0;
|
|
|
|
|
|
|
|
|
|
|
|
return true;
|
|
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/**
|
|
|
|
|
|
* 计算两个矩形之间有符号的交点深度
|
|
|
|
|
|
* @param rectA
|
|
|
|
|
|
* @param rectB
|
|
|
|
|
|
* @returns 两个相交的矩形之间的重叠量。
|
|
|
|
|
|
* 这些深度值可以是负值,取决于矩形/相交的哪些边。
|
|
|
|
|
|
* 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。
|
|
|
|
|
|
* 如果矩形不相交,则返回Vector2.Zero
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*/
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public static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle): Vector2 {
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// 计算半尺寸
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let halfWidthA = rectA.width / 2;
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let halfHeightA = rectA.height / 2;
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let halfWidthB = rectB.width / 2;
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let halfHeightB = rectB.height / 2;
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// 计算中心
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let centerA = new Vector2(rectA.left + halfWidthA, rectA.top + halfHeightA);
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let centerB = new Vector2(rectB.left + halfWidthB, rectB.top + halfHeightB);
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// 计算当前中心间的距离和最小非相交距离
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let distanceX = centerA.x - centerB.x;
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let distanceY = centerA.y - centerB.y;
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let minDistanceX = halfWidthA + halfWidthB;
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let minDistanceY = halfHeightA + halfHeightB;
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// 如果我们根本不相交,则返回(0,0)
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if (Math.abs(distanceX) >= minDistanceX || Math.abs(distanceY) >= minDistanceY)
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return Vector2.zero;
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// 计算并返回交叉点深度
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let depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX;
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let depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY;
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return new Vector2(depthX, depthY);
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}
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/**
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* 比较当前实例是否等于指定的矩形
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* @param other
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*/
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public equals(other: Rectangle) {
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return this === other;
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}
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/**
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* 获取这个矩形的哈希码
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*/
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public getHashCode(): number{
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return (this.x ^ this.y ^ this.width ^ this.height);
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}
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2020-12-03 17:58:25 +08:00
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public clone(): Rectangle {
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return new Rectangle(this.x, this.y, this.width, this.height);
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}
|
2020-06-16 11:22:37 +08:00
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}
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2020-07-23 11:00:46 +08:00
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}
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