新增渲染接口
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@@ -330,6 +330,52 @@ module es {
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return this.fromMinMaxVector(new Vector2(Math.trunc(minX), Math.trunc(minY)), new Vector2(Math.trunc(maxX), Math.trunc(maxY)));
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}
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public static calculateBounds(rect: Rectangle, parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2,
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rotation: number, width: number, height: number) {
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if (rotation == 0) {
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rect.x = Math.trunc(parentPosition.x + position.x - origin.x * scale.x);
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rect.y = Math.trunc(parentPosition.y + position.y - origin.y * scale.y);
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rect.width = Math.trunc(width * scale.x);
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rect.height = Math.trunc(height * scale.y);
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} else {
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// 我们需要找到我们的绝对最小/最大值,并据此创建边界
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let worldPosX = parentPosition.x + position.x;
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let worldPosY = parentPosition.y + position.y;
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let tempMat: Matrix2D;
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// 考虑到原点,将参考点设置为世界参考
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let transformMatrix = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
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tempMat = Matrix2D.createScale(scale.x, scale.y);
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transformMatrix = transformMatrix.multiply(tempMat);
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tempMat = Matrix2D.createRotation(rotation);
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transformMatrix =transformMatrix.multiply(tempMat);
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tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
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transformMatrix = transformMatrix.multiply(tempMat);
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// 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
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let topLeft = new Vector2(worldPosX, worldPosY);
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let topRight = new Vector2(worldPosX + width, worldPosY);
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let bottomLeft = new Vector2(worldPosX, worldPosY + height);
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let bottomRight = new Vector2(worldPosX + width, worldPosY + height);
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Vector2Ext.transformR(topLeft, transformMatrix, topLeft);
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Vector2Ext.transformR(topRight, transformMatrix, topRight);
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Vector2Ext.transformR(bottomLeft, transformMatrix, bottomLeft);
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Vector2Ext.transformR(bottomRight, transformMatrix, bottomRight);
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// 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。
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let minX = Math.trunc(Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
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let maxX = Math.trunc(Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x));
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let minY = Math.trunc(Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
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let maxY = Math.trunc(Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y));
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rect.location = new Vector2(minX, minY);
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rect.width = Math.trunc(maxX - minX);
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rect.height = Math.trunc(maxY - minY);
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}
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}
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/**
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* 缩放矩形
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* @param rect
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