边框支持旋转
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@@ -1,5 +1,7 @@
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module es {
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export class Rectangle extends egret.Rectangle {
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public _tempMat: Matrix2D;
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public _transformMat: Matrix2D;
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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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@@ -141,22 +143,45 @@ module es {
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}
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public calculateBounds(parentPosition: Vector2, position: Vector2, origin: Vector2, scale: Vector2, rotation: number, width: number, height: number){
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this.x = parentPosition.x + position.x - origin.x * scale.x;
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this.y = parentPosition.y + position.y - origin.y * scale.y;
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this.width = width * scale.x;
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this.height = height * scale.y;
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}
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if (rotation == 0){
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this.x = parentPosition.x + position.x - origin.x * scale.x;
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this.y = parentPosition.y + position.y - origin.y * scale.y;
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this.width = width * scale.x;
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this.height = height * scale.y;
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} else {
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// 特别注意旋转的边界。我们需要找到绝对的最小/最大值并从中创建边界
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let worldPosX = parentPosition.x + position.x;
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let worldPosY = parentPosition.y + position.y;
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/**
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* 将egret矩形转化为Rectangle
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* @param rect
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*/
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public setEgretRect(rect: egret.Rectangle): Rectangle{
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this.x = rect.x;
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this.y = rect.y;
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this.width = rect.width;
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this.height = rect.height;
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return this;
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// 将参考点设置为世界参考
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this._transformMat = Matrix2D.create().translate(-worldPosX - origin.x, -worldPosY - origin.y);
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this._tempMat = Matrix2D.create().scale(scale.x, scale.y);
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this._transformMat = this._transformMat.multiply(this._tempMat);
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this._tempMat = Matrix2D.create().rotate(rotation);
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this._transformMat = this._transformMat.multiply(this._tempMat);
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this._tempMat = Matrix2D.create().translate(worldPosX, worldPosY);
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this._transformMat = this._transformMat.multiply(this._tempMat);
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// TODO: 这有点傻。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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topLeft = Vector2Ext.transformR(topLeft, this._transformMat);
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topRight = Vector2Ext.transformR(topRight, this._transformMat);
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bottomLeft = Vector2Ext.transformR(bottomLeft, this._transformMat);
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bottomRight = Vector2Ext.transformR(bottomRight, this._transformMat);
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let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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let maxY = Math.max(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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this.location = new Vector2(minX, minY);
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this.width = maxX - minX;
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this.height = maxY - minY;
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}
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}
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/**
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