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; } 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; } 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; } 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))); } public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) { return new Rectangle(minX, minY, maxX - minX, maxY - minY); } 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); 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 = MathHelper.minOf(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; } } else { 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; } } return {res: res, edgeNormal: edgeNormal}; } 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 = MathHelper.minOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x); let maxX = MathHelper.maxOf(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x); let minY = MathHelper.minOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y); let maxY = MathHelper.maxOf(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y); this.location = new Vector2(minX, minY); this.width = maxX - minX; this.height = maxY - minY; } } /** * 给定多边形的点,计算边界 * @param points */ 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; for (let i = 0; i < points.length; i ++){ let pt = points[i]; if (pt.x < minX){ minX = pt.x; } if (pt.x > maxX){ maxX = pt.x; } if (pt.y < minY){ minY = pt.y; } if (pt.y > maxY){ maxY = pt.y; } } return this.fromMinMax(minX, minY, maxX, maxY); } }