新增相机bounds与可渲染组件bounds 并添加可渲染组件的剔除方法
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@@ -4,10 +4,85 @@ class Rectangle {
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public width: number;
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public height: number;
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constructor(x: number, y: number, width: number, height: number){
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private _tempMat: Matrix2D;
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private _transformMat: Matrix2D;
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public get left() {
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return this.x;
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}
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public get right() {
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return this.x + this.width;
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}
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public get top() {
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return this.y;
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}
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public get bottom() {
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return this.y + this.height;
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}
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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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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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constructor(x: number, y: number, width: number, height: number) {
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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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public intersects(value: Rectangle) {
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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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public calculateBounds(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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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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let worldPosX = parentPosition.x + position.x;
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let worldPosY = parentPosition.y + position.y;
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this._transformMat = Matrix2D.createTranslation(-worldPosX - origin.x, -worldPosY - origin.y);
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this._tempMat = Matrix2D.createScale(scale.x, scale.y);
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this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
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this._tempMat = Matrix2D.createRotation(rotation);
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this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
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this._tempMat = Matrix2D.createTranslation(worldPosX, worldPosY);
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this._transformMat = Matrix2D.multiply(this._transformMat, this._tempMat);
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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 = Vector2.transform(topLeft, this._transformMat);
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topRight = Vector2.transform(topRight, this._transformMat);
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bottomLeft = Vector2.transform(bottomLeft, this._transformMat);
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bottomRight = Vector2.transform(bottomRight, this._transformMat);
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let minX = MathHelper.minOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let maxX = MathHelper.maxOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
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let minY = MathHelper.minOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
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let maxY = MathHelper.maxOf(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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