module es { export class RectangleExt { /** * 获取指定边的位置 * @param rect * @param edge */ public static getSide(rect: Rectangle, edge: Edge) { switch (edge) { case Edge.top: return rect.top; case Edge.bottom: return rect.bottom; case es.Edge.left: return rect.left; case Edge.right: return rect.right; } } /** * 计算两个矩形的并集。结果将是一个包含其他两个的矩形。 * @param first * @param point */ public static union(first: Rectangle, point: Vector2) { let rect = new Rectangle(point.x, point.y, 0, 0); let result = new Rectangle(); result.x = Math.min(first.x, rect.x); result.y = Math.min(first.y, rect.y); result.width = Math.max(first.right, rect.right) - result.x; result.height = Math.max(first.bottom, rect.bottom) - result.y; return result; } public static getHalfRect(rect: Rectangle, edge: Edge) { switch (edge) { case Edge.top: return new Rectangle(rect.x, rect.y, rect.width, rect.height / 2); case Edge.bottom: return new Rectangle(rect.x, rect.y + rect.height / 2, rect.width, rect.height / 2); case Edge.left: return new Rectangle(rect.x, rect.y, rect.width / 2, rect.height); case Edge.right: return new Rectangle(rect.x + rect.width / 2, rect.y, rect.width / 2, rect.height); } } /** * 获取矩形的一部分,其宽度/高度的大小位于矩形的边缘,但仍然包含在其中。 * @param rect * @param edge * @param size */ public static getRectEdgePortion(rect: Rectangle, edge: Edge, size: number = 1) { switch (edge) { case es.Edge.top: return new Rectangle(rect.x, rect.y, rect.width, size); case Edge.bottom: return new Rectangle(rect.x, rect.y + rect.height - size, rect.width, size); case Edge.left: return new Rectangle(rect.x, rect.y, size, rect.height); case Edge.right: return new Rectangle(rect.x + rect.width - size, rect.y, size, rect.height); } } public static expandSide(rect: Rectangle, edge: Edge, amount: number) { amount = Math.abs(amount); switch (edge) { case Edge.top: rect.y -= amount; rect.height += amount; break; case es.Edge.bottom: rect.height += amount; break; case Edge.left: rect.x -= amount; rect.width += amount; break; case Edge.right: rect.width += amount; break; } } public static contract(rect: Rectangle, horizontalAmount, verticalAmount) { rect.x += horizontalAmount; rect.y += verticalAmount; rect.width -= horizontalAmount * 2; rect.height -= verticalAmount * 2; } /** * 给定多边形的点,计算其边界 * @param points */ public static boundsFromPolygonVector(points: Vector2[]) { // 我们需要找到最小/最大的x/y值。 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.fromMinMaxVector(new Vector2(minX, minY), new Vector2(maxX, maxY)); } /** * 创建一个给定最小/最大点(左上角,右下角)的矩形 * @param min * @param max */ public static fromMinMaxVector(min: Vector2, max: Vector2) { return new Rectangle(min.x, min.y, max.x - min.x, max.y - min.y); } /** * 返回一个跨越当前边界和提供的delta位置的Bounds * @param rect * @param deltaX * @param deltaY */ public static getSweptBroadphaseBounds(rect: Rectangle, deltaX: number, deltaY: number){ let broadphasebox = Rectangle.empty; broadphasebox.x = deltaX > 0 ? rect.x : rect.x + deltaX; broadphasebox.y = deltaY > 0 ? rect.y : rect.y + deltaY; broadphasebox.width = deltaX > 0 ? deltaX + rect.width : rect.width - deltaX; broadphasebox.height = deltaY > 0 ? deltaY + rect.height : rect.height - deltaY; return broadphasebox; } /** * 如果矩形发生碰撞,返回true * moveX和moveY将返回b1为避免碰撞而必须移动的移动量 * @param rect * @param other * @param moveX * @param moveY */ public collisionCheck(rect: Rectangle, other: Rectangle, moveX: Ref, moveY: Ref) { moveX.value = moveY.value = 0; let l = other.x - (rect.x + rect.width); let r = (other.x + other.width) - rect.x; let t = other.y - (rect.y + rect.height); let b = (other.y + other.height) - rect.y; // 检验是否有碰撞 if (l > 0 || r < 0 || t > 0 || b < 0) return false; // 求两边的偏移量 moveX.value = Math.abs(l) < r ? l : r; moveY.value = Math.abs(t) < b ? t : b; // 只使用最小的偏移量 if (Math.abs(moveX.value) < Math.abs(moveY.value)) moveY.value = 0; else moveX.value = 0; return true; } /** * 计算两个矩形之间有符号的交点深度 * @param rectA * @param rectB * @returns 两个相交的矩形之间的重叠量。 * 这些深度值可以是负值,取决于矩形相交的边。 * 这允许调用者确定正确的推送对象的方向,以解决碰撞问题。 * 如果矩形不相交,则返回Vector2.zero。 */ public static getIntersectionDepth(rectA: Rectangle, rectB: Rectangle) { // 计算半尺寸 let halfWidthA = rectA.width / 2; let halfHeightA = rectA.height / 2; let halfWidthB = rectB.width / 2; let halfHeightB = rectB.height / 2; // 计算中心 let centerA = new Vector2(rectA.left + halfWidthA, rectA.top + halfHeightA); let centerB = new Vector2(rectB.left + halfWidthB, rectB.top + halfHeightB); // 计算当前中心间的距离和最小非相交距离 let distanceX = centerA.x - centerB.x; let distanceY = centerA.y - centerB.y; let minDistanceX = halfWidthA + halfWidthB; let minDistanceY = halfHeightA + halfHeightB; // 如果我们根本不相交,则返回(0,0) if (Math.abs(distanceX) >= minDistanceX || Math.abs(distanceY) >= minDistanceY) return Vector2.zero; // 计算并返回交叉点深度 let depthX = distanceX > 0 ? minDistanceX - distanceX : -minDistanceX - distanceX; let depthY = distanceY > 0 ? minDistanceY - distanceY : -minDistanceY - distanceY; return new Vector2(depthX, depthY); } } }