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esengine/source/src/Math/Rectangle.ts

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class Rectangle {
public x: number;
public y: number;
public width: number;
public height: number;
private _tempMat: Matrix2D;
private _transformMat: Matrix2D;
public get left() {
return this.x;
}
public get right() {
return this.x + this.width;
}
public get top() {
return this.y;
}
public get bottom() {
return this.y + this.height;
}
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public get center() {
return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
}
public get location() {
return new Vector2(this.x, this.y);
}
public set location(value: Vector2) {
this.x = value.x;
this.y = value.y;
}
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public get size() {
return new Vector2(this.width, this.height);
}
public set size(value: Vector2) {
this.width = value.x;
this.height = value.y;
}
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constructor(x?: number, y?: number, width?: number, height?: number) {
this.x = x ? x : 0;
this.y = y ? y : 0;
this.width = width ? width : 0;
this.height = height ? height : 0;
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}
public intersects(value: Rectangle) {
return value.left < this.right &&
this.left < value.right &&
value.top < this.bottom &&
this.top < value.bottom;
}
public contains(value: Vector2) {
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
(this.y <= value.y)) &&
(value.y < (this.y + this.height)));
}
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public containsRect(value: Rectangle) {
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
(this.y <= value.y)) &&
(value.y < (this.y + this.height)));
}
public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
}
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public getClosestPointOnRectangleBorderToPoint(point: Point): { res: Vector2, edgeNormal: Vector2 } {
let edgeNormal = new Vector2(0, 0);
let res = new Vector2(0, 0);
res.x = MathHelper.clamp(point.x, this.left, this.right);
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
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if (this.contains(res)) {
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);
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if (min == dt) {
res.y = this.top;
edgeNormal.y = -1;
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} else if (min == db) {
res.y = this.bottom;
edgeNormal.y = 1;
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} else if (min == dl) {
res.x = this.left;
edgeNormal.x = -1;
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} else {
res.x = this.right;
edgeNormal.x = 1;
}
} else {
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if (res.x == this.left) {
edgeNormal.x = -1;
}
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if (res.x == this.right) {
edgeNormal.x = 1;
}
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if (res.y == this.top) {
edgeNormal.y = -1;
}
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if (res.y == this.bottom) {
edgeNormal.y = 1;
}
}
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return { res: res, edgeNormal: edgeNormal };
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}
public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
rotation: number, width: number, height: number) {
if (rotation == 0) {
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 {
let worldPosX = parentPosition.x + position.x;
let worldPosY = parentPosition.y + position.y;
this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
this._tempMat = Matrix2D.createScale(scale.x, scale.y);
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
this._tempMat = Matrix2D.createRotation(rotation);
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
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);
topLeft = Vector2.transform(topLeft, this._transformMat);
topRight = Vector2.transform(topRight, this._transformMat);
bottomLeft = Vector2.transform(bottomLeft, this._transformMat);
bottomRight = Vector2.transform(bottomRight, this._transformMat);
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;
}
}
/**
*
* @param points
*/
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public static rectEncompassingPoints(points: Vector2[]) {
let minX = Number.POSITIVE_INFINITY;
let minY = Number.POSITIVE_INFINITY;
let maxX = Number.NEGATIVE_INFINITY;
let maxY = Number.NEGATIVE_INFINITY;
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for (let i = 0; i < points.length; i++) {
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;
}
}
return this.fromMinMax(minX, minY, maxX, maxY);
}
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}