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esengine/source/src/Math/Rectangle.ts
2020-07-28 16:11:58 +08:00

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module es {
export class Rectangle extends egret.Rectangle {
public _tempMat: Matrix2D;
public _transformMat: Matrix2D;
/**
* 获取矩形的最大点,即右下角
*/
public get max() {
return new Vector2(this.right, this.bottom);
}
/** 中心点坐标 */
public get center() {
return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
}
/** 左上角的坐标 */
public get location() {
return new Vector2(this.x, this.y);
}
/** 左上角的坐标 */
public set location(value: Vector2) {
this.x = value.x;
this.y = value.y;
}
public get size() {
return new Vector2(this.width, this.height);
}
public set size(value: Vector2) {
this.width = value.x;
this.height = value.y;
}
/**
* 是否与另一个矩形相交
* @param value
*/
public intersects(value: egret.Rectangle) {
return value.left < this.right &&
this.left < value.right &&
value.top < this.bottom &&
this.top < value.bottom;
}
/**
* 获取所提供的矩形是否在此矩形的边界内
* @param value
*/
public containsRect(value: Rectangle) {
return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
(this.y <= value.y)) &&
(value.y < (this.y + this.height)));
}
public getHalfSize() {
return new Vector2(this.width * 0.5, this.height * 0.5);
}
/**
* 创建一个矩形的最小/最大点(左上角,右下角的点)
* @param minX
* @param minY
* @param maxX
* @param maxY
*/
public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
}
/**
* 获取矩形边界上与给定点最近的点
* @param point
* @param edgeNormal
*/
public getClosestPointOnRectangleBorderToPoint(point: Vector2, edgeNormal: Vector2): Vector2 {
edgeNormal = Vector2.zero;
// 对于每个轴,如果点在盒子外面
let res = new Vector2();
res.x = MathHelper.clamp(point.x, this.left, this.right);
res.y = MathHelper.clamp(point.y, this.top, this.bottom);
// 如果点在矩形内我们需要推res到边界因为它将在矩形内
if (this.contains(res.x, res.y)) {
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 = Math.min(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;
}
/**
*
*/
public getClosestPointOnBoundsToOrigin() {
let max = this.max;
let minDist = Math.abs(this.location.x);
let boundsPoint = new Vector2(this.location.x, 0);
if (Math.abs(max.x) < minDist) {
minDist = Math.abs(max.x);
boundsPoint.x = max.x;
boundsPoint.y = 0;
}
if (Math.abs(max.y) < minDist) {
minDist = Math.abs(max.y);
boundsPoint.x = 0;
boundsPoint.y = max.y;
}
if (Math.abs(this.location.y) < minDist) {
minDist = Math.abs(this.location.y);
boundsPoint.x = 0;
boundsPoint.y = this.location.y;
}
return boundsPoint;
}
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 {
// 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
let worldPosX = parentPosition.x + position.x;
let worldPosY = parentPosition.y + position.y;
// 将参考点设置为世界参考
this._transformMat = Matrix2D.create().translate(-worldPosX - origin.x, -worldPosY - origin.y);
this._tempMat = Matrix2D.create().scale(scale.x, scale.y);
this._transformMat = this._transformMat.multiply(this._tempMat);
this._tempMat = Matrix2D.create().rotate(rotation);
this._transformMat = this._transformMat.multiply(this._tempMat);
this._tempMat = Matrix2D.create().translate(worldPosX, worldPosY);
this._transformMat = this._transformMat.multiply(this._tempMat);
// 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
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 = Vector2Ext.transformR(topLeft, this._transformMat);
topRight = Vector2Ext.transformR(topRight, this._transformMat);
bottomLeft = Vector2Ext.transformR(bottomLeft, this._transformMat);
bottomRight = Vector2Ext.transformR(bottomRight, this._transformMat);
let minX = Math.min(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
let maxX = Math.max(topLeft.x, bottomRight.x, topRight.x, bottomLeft.x);
let minY = Math.min(topLeft.y, bottomRight.y, topRight.y, bottomLeft.y);
let maxY = Math.max(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[]) {
// 我们需要求出x/y的最小值/最大值
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.fromMinMax(minX, minY, maxX, maxY);
}
}
}