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esengine/source/src/Utils/Extensions/RectangleExt.ts

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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<number>, moveY: Ref<number>) {
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(00)
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);
}
public static getClosestPointOnBoundsToOrigin(rect: Rectangle) {
let max = this.getMax(rect);
let minDist = Math.abs(rect.location.x);
let boundsPoint = new Vector2(rect.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(rect.location.y) < minDist) {
minDist = Math.abs(rect.location.y);
boundsPoint.x = 0;
boundsPoint.y = rect.location.y;
}
return boundsPoint;
}
/**
* 将Rectangle中或上的最接近点返回给定点
* @param rect
* @param point
*/
public static getClosestPointOnRectangleToPoint(rect: Rectangle, point: Vector2) {
// 对于每个轴,如果该点在盒子外面,则将在盒子上,否则不理会它
let res = es.Vector2.zero;
res.x = MathHelper.clamp(point.x, rect.left, rect.right)
res.y = MathHelper.clamp(point.y, rect.top, rect.bottom);
return res;
}
/**
* 获取矩形边界上与给定点最接近的点
* @param rect
* @param point
*/
public static getClosestPointOnRectangleBorderToPoint(rect: Rectangle, point: Vector2) {
// 对于每个轴,如果该点在盒子外面,则将在盒子上,否则不理会它
let res = es.Vector2.zero;
res.x = MathHelper.clamp(Math.trunc(point.x), rect.left, rect.right)
res.y = MathHelper.clamp(Math.trunc(point.y), rect.top, rect.bottom);
// 如果点在矩形内我们需要将res推到边框因为它将在矩形内
if (rect.contains(res.x, res.y)) {
let dl = rect.x - rect.left;
let dr = rect.right - res.x;
let dt = res.y - rect.top;
let db = rect.bottom - res.y;
let min = Math.min(dl, dr, dt, db);
if (min == dt)
res.y = rect.top;
else if (min == db)
res.y = rect.bottom;
else if (min == dl)
res.x == rect.left;
else
res.x = rect.right;
}
return res;
}
public static getMax(rect: Rectangle) {
return new Vector2(rect.right, rect.bottom);
}
/**
* 以Vector2的形式获取矩形的中心点
* @param rect
* @returns
*/
public static getCenter(rect: Rectangle) {
return new Vector2(rect.x + rect.width / 2, rect.y + rect.height / 2);
}
/**
* 给定多边形的点即可计算边界
* @param points
*/
public static boundsFromPolygonPoints(points: Vector2[]) {
// 我们需要找到最小/最大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(Math.trunc(minX), Math.trunc(minY)), new Vector2(Math.trunc(maxX), Math.trunc(maxY)));
}
/**
* 缩放矩形
* @param rect
* @param scale
*/
public static scale(rect: Rectangle, scale: Vector2) {
rect.x = Math.trunc(rect.x * scale.x);
rect.y = Math.trunc(rect.y * scale.y);
rect.width = Math.trunc(rect.width * scale.x);
rect.height = Math.trunc(rect.height * scale.y);
}
public static translate(rect: Rectangle, vec: Vector2) {
rect.location.add(vec);
}
}
}