212 lines
7.8 KiB
TypeScript
212 lines
7.8 KiB
TypeScript
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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public get max() {
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return new Vector2(this.right, this.bottom);
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}
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/** 中心点坐标 */
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public get center() {
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return new Vector2(this.x + (this.width / 2), this.y + (this.height / 2));
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}
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/** 左上角的坐标 */
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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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/** 左上角的坐标 */
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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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public get size() {
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return new Vector2(this.width, this.height);
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}
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public set size(value: Vector2) {
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this.width = value.x;
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this.height = value.y;
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}
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/**
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* 是否与另一个矩形相交
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* @param value
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*/
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public intersects(value: egret.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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/**
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* 获取所提供的矩形是否在此矩形的边界内
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* @param value
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*/
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public containsRect(value: Rectangle) {
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return ((((this.x <= value.x) && (value.x < (this.x + this.width))) &&
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(this.y <= value.y)) &&
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(value.y < (this.y + this.height)));
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}
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public getHalfSize() {
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return new Vector2(this.width * 0.5, this.height * 0.5);
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}
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/**
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* 创建一个矩形的最小/最大点(左上角,右下角的点)
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* @param minX
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* @param minY
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* @param maxX
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* @param maxY
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*/
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public static fromMinMax(minX: number, minY: number, maxX: number, maxY: number) {
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return new Rectangle(minX, minY, maxX - minX, maxY - minY);
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}
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/**
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* 获取矩形边界上与给定点最近的点
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* @param point
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* @param edgeNormal
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*/
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public getClosestPointOnRectangleBorderToPoint(point: Vector2, edgeNormal: Vector2): Vector2 {
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edgeNormal = Vector2.zero;
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// 对于每个轴,如果点在盒子外面
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let res = new Vector2();
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res.x = MathHelper.clamp(point.x, this.left, this.right);
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res.y = MathHelper.clamp(point.y, this.top, this.bottom);
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// 如果点在矩形内,我们需要推res到边界,因为它将在矩形内
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if (this.contains(res.x, res.y)) {
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let dl = res.x - this.left;
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let dr = this.right - res.x;
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let dt = res.y - this.top;
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let db = this.bottom - res.y;
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let min = Math.min(dl, dr, dt, db);
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if (min == dt) {
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res.y = this.top;
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edgeNormal.y = -1;
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} else if (min == db) {
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res.y = this.bottom;
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edgeNormal.y = 1;
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} else if (min == dl) {
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res.x = this.left;
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edgeNormal.x = -1;
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} else {
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res.x = this.right;
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edgeNormal.x = 1;
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}
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} else {
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if (res.x == this.left) edgeNormal.x = -1;
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if (res.x == this.right) edgeNormal.x = 1;
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if (res.y == this.top) edgeNormal.y = -1;
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if (res.y == this.bottom) edgeNormal.y = 1;
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}
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return res;
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}
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/**
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*
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*/
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public getClosestPointOnBoundsToOrigin() {
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let max = this.max;
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let minDist = Math.abs(this.location.x);
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let boundsPoint = new Vector2(this.location.x, 0);
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if (Math.abs(max.x) < minDist) {
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minDist = Math.abs(max.x);
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boundsPoint.x = max.x;
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boundsPoint.y = 0;
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}
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if (Math.abs(max.y) < minDist) {
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minDist = Math.abs(max.y);
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boundsPoint.x = 0;
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boundsPoint.y = max.y;
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}
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if (Math.abs(this.location.y) < minDist) {
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minDist = Math.abs(this.location.y);
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boundsPoint.x = 0;
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boundsPoint.y = this.location.y;
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}
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return boundsPoint;
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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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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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// 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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* 给定多边形的点,计算边界
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* @param points
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*/
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public static rectEncompassingPoints(points: Vector2[]) {
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// 我们需要求出x/y的最小值/最大值
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let minX = Number.POSITIVE_INFINITY;
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let minY = Number.POSITIVE_INFINITY;
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let maxX = Number.NEGATIVE_INFINITY;
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let maxY = Number.NEGATIVE_INFINITY;
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for (let i = 0; i < points.length; i++) {
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let pt = points[i];
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if (pt.x < minX) minX = pt.x;
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if (pt.x > maxX) maxX = pt.x;
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if (pt.y < minY) minY = pt.y;
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if (pt.y > maxY) maxY = pt.y;
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}
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return this.fromMinMax(minX, minY, maxX, maxY);
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}
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}
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}
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