import { Rectangle } from '@pixi/math'; /** * 'Builder' pattern for bounds rectangles. * * This could be called an Axis-Aligned Bounding Box. * It is not an actual shape. It is a mutable thing; no 'EMPTY' or those kind of problems. * * @class * @memberof PIXI */ export class Bounds { constructor() { /** * @member {number} * @default 0 */ this.minX = Infinity; /** * @member {number} * @default 0 */ this.minY = Infinity; /** * @member {number} * @default 0 */ this.maxX = -Infinity; /** * @member {number} * @default 0 */ this.maxY = -Infinity; this.rect = null; } /** * Checks if bounds are empty. * * @return {boolean} True if empty. */ isEmpty() { return this.minX > this.maxX || this.minY > this.maxY; } /** * Clears the bounds and resets. * */ clear() { this.updateID++; this.minX = Infinity; this.minY = Infinity; this.maxX = -Infinity; this.maxY = -Infinity; } /** * Can return Rectangle.EMPTY constant, either construct new rectangle, either use your rectangle * It is not guaranteed that it will return tempRect * * @param {PIXI.Rectangle} rect - temporary object will be used if AABB is not empty * @returns {PIXI.Rectangle} A rectangle of the bounds */ getRectangle(rect) { if (this.minX > this.maxX || this.minY > this.maxY) { return Rectangle.EMPTY; } rect = rect || new Rectangle(0, 0, 1, 1); rect.x = this.minX; rect.y = this.minY; rect.width = this.maxX - this.minX; rect.height = this.maxY - this.minY; return rect; } /** * This function should be inlined when its possible. * * @param {PIXI.Point} point - The point to add. */ addPoint(point) { this.minX = Math.min(this.minX, point.x); this.maxX = Math.max(this.maxX, point.x); this.minY = Math.min(this.minY, point.y); this.maxY = Math.max(this.maxY, point.y); } /** * Adds a quad, not transformed * * @param {Float32Array} vertices - The verts to add. */ addQuad(vertices) { let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; let x = vertices[0]; let y = vertices[1]; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = vertices[2]; y = vertices[3]; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = vertices[4]; y = vertices[5]; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = vertices[6]; y = vertices[7]; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** * Adds sprite frame, transformed. * * @param {PIXI.Transform} transform - transform to apply * @param {number} x0 - left X of frame * @param {number} y0 - top Y of frame * @param {number} x1 - right X of frame * @param {number} y1 - bottom Y of frame */ addFrame(transform, x0, y0, x1, y1) { this.addFrameMatrix(transform.worldTransform, x0, y0, x1, y1); } /** * Adds sprite frame, multiplied by matrix * * @param {PIXI.Matrix} matrix - matrix to apply * @param {number} x0 - left X of frame * @param {number} y0 - top Y of frame * @param {number} x1 - right X of frame * @param {number} y1 - bottom Y of frame */ addFrameMatrix(matrix, x0, y0, x1, y1) { const a = matrix.a; const b = matrix.b; const c = matrix.c; const d = matrix.d; const tx = matrix.tx; const ty = matrix.ty; let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; let x = (a * x0) + (c * y0) + tx; let y = (b * x0) + (d * y0) + ty; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = (a * x1) + (c * y0) + tx; y = (b * x1) + (d * y0) + ty; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = (a * x0) + (c * y1) + tx; y = (b * x0) + (d * y1) + ty; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; x = (a * x1) + (c * y1) + tx; y = (b * x1) + (d * y1) + ty; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** * Adds screen vertices from array * * @param {Float32Array} vertexData - calculated vertices * @param {number} beginOffset - begin offset * @param {number} endOffset - end offset, excluded */ addVertexData(vertexData, beginOffset, endOffset) { let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; for (let i = beginOffset; i < endOffset; i += 2) { const x = vertexData[i]; const y = vertexData[i + 1]; minX = x < minX ? x : minX; minY = y < minY ? y : minY; maxX = x > maxX ? x : maxX; maxY = y > maxY ? y : maxY; } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** * Add an array of mesh vertices * * @param {PIXI.Transform} transform - mesh transform * @param {Float32Array} vertices - mesh coordinates in array * @param {number} beginOffset - begin offset * @param {number} endOffset - end offset, excluded */ addVertices(transform, vertices, beginOffset, endOffset) { this.addVerticesMatrix(transform.worldTransform, vertices, beginOffset, endOffset); } /** * Add an array of mesh vertices * * @param {PIXI.Matrix} matrix - mesh matrix * @param {Float32Array} vertices - mesh coordinates in array * @param {number} beginOffset - begin offset * @param {number} endOffset - end offset, excluded * @param {number} [padX] - x padding * @param {number} [padY] - y padding */ addVerticesMatrix(matrix, vertices, beginOffset, endOffset, padX, padY) { const a = matrix.a; const b = matrix.b; const c = matrix.c; const d = matrix.d; const tx = matrix.tx; const ty = matrix.ty; padX = padX || 0; padY = padY || 0; let minX = this.minX; let minY = this.minY; let maxX = this.maxX; let maxY = this.maxY; for (let i = beginOffset; i < endOffset; i += 2) { const rawX = vertices[i]; const rawY = vertices[i + 1]; const x = (a * rawX) + (c * rawY) + tx; const y = (d * rawY) + (b * rawX) + ty; minX = Math.min(minX, x - padX); maxX = Math.max(maxX, x + padX); minY = Math.min(minY, y - padY); maxY = Math.max(maxY, y + padY); } this.minX = minX; this.minY = minY; this.maxX = maxX; this.maxY = maxY; } /** * Adds other Bounds * * @param {PIXI.Bounds} bounds - TODO */ addBounds(bounds) { const minX = this.minX; const minY = this.minY; const maxX = this.maxX; const maxY = this.maxY; this.minX = bounds.minX < minX ? bounds.minX : minX; this.minY = bounds.minY < minY ? bounds.minY : minY; this.maxX = bounds.maxX > maxX ? bounds.maxX : maxX; this.maxY = bounds.maxY > maxY ? bounds.maxY : maxY; } /** * Adds other Bounds, masked with Bounds * * @param {PIXI.Bounds} bounds - TODO * @param {PIXI.Bounds} mask - TODO */ addBoundsMask(bounds, mask) { const _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; const _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; const _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; const _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; if (_minX <= _maxX && _minY <= _maxY) { const minX = this.minX; const minY = this.minY; const maxX = this.maxX; const maxY = this.maxY; this.minX = _minX < minX ? _minX : minX; this.minY = _minY < minY ? _minY : minY; this.maxX = _maxX > maxX ? _maxX : maxX; this.maxY = _maxY > maxY ? _maxY : maxY; } } /** * Adds other Bounds, multiplied by matrix. Bounds shouldn't be empty * * @param {PIXI.Bounds} bounds other bounds * @param {PIXI.Matrix} matrix multiplicator */ addBoundsMatrix(bounds, matrix) { this.addFrameMatrix(matrix, bounds.minX, bounds.minY, bounds.maxX, bounds.maxY); } /** * Adds other Bounds, masked with Rectangle * * @param {PIXI.Bounds} bounds - TODO * @param {PIXI.Rectangle} area - TODO */ addBoundsArea(bounds, area) { const _minX = bounds.minX > area.x ? bounds.minX : area.x; const _minY = bounds.minY > area.y ? bounds.minY : area.y; const _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : (area.x + area.width); const _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : (area.y + area.height); if (_minX <= _maxX && _minY <= _maxY) { const minX = this.minX; const minY = this.minY; const maxX = this.maxX; const maxY = this.maxY; this.minX = _minX < minX ? _minX : minX; this.minY = _minY < minY ? _minY : minY; this.maxX = _maxX > maxX ? _maxX : maxX; this.maxY = _maxY > maxY ? _maxY : maxY; } } /** * Pads bounds object, making it grow in all directions. * * @param {number} paddingX - The horizontal padding amount. * @param {number} paddingY - The vertical padding amount. */ pad(paddingX, paddingY) { paddingX = paddingX || 0; paddingY = paddingY || ((paddingY !== 0) ? paddingX : 0); if (!this.isEmpty()) { this.minX -= paddingX; this.maxX += paddingX; this.minY -= paddingY; this.maxY += paddingY; } } /** * Adds padded frame. (x0, y0) should be strictly less than (x1, y1) * * @param {number} x0 - left X of frame * @param {number} y0 - top Y of frame * @param {number} x1 - right X of frame * @param {number} y1 - bottom Y of frame * @param {number} padX - padding X * @param {number} padY - padding Y */ addFramePad(x0, y0, x1, y1, padX, padY) { x0 -= padX; y0 -= padY; x1 += padX; y1 += padY; this.minX = this.minX < x0 ? this.minX : x0; this.maxX = this.maxX > x1 ? this.maxX : x1; this.minY = this.minY < y0 ? this.minY : y0; this.maxY = this.maxY > y1 ? this.maxY : y1; } }