var math = require('../math'),
Rectangle = math.Rectangle;
/**
* 'Builder' pattern for bounds rectangles
* Axis-Aligned Bounding Box
* It is not a shape! Its mutable thing, no 'EMPTY' or that kind of problems
*
* @class
* @memberof PIXI
*/
function Bounds()
{
/**
* @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;
}
Bounds.prototype.constructor = Bounds;
module.exports = Bounds;
Bounds.prototype.isEmpty = function()
{
return this.minX > this.maxX || this.minY > this.maxY;
};
Bounds.prototype.clear = function()
{
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 tempRect {PIXI.Rectangle} temporary object will be used if AABB is not empty
* @returns {PIXI.Rectangle}
*/
Bounds.prototype.getRectangle = function(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 point {PIXI.Point}
*/
Bounds.prototype.addPoint = function (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 vertices {Float32Array}
* @returns {PIXI.Bounds}
*/
Bounds.prototype.addQuad = function(vertices)
{
var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
var x = vertices[0];
var 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 transform {PIXI.TransformBase}
* @param x0 {number}
* @param y0 {number}
* @param x1 {number}
* @param y1 {number}
*/
Bounds.prototype.addFrame = function(transform, x0, y0, x1, y1)
{
var matrix = transform.worldTransform;
var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;
var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
var x = a * x0 + c * y0 + tx;
var 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;
};
/**
* add an array of vertices
* @param transform {PIXI.TransformBase}
* @param vertices {Float32Array}
* @param beginOffset {number}
* @param endOffset {number}
*/
Bounds.prototype.addVertices = function(transform, vertices, beginOffset, endOffset)
{
var matrix = transform.worldTransform;
var a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty;
var minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY;
for (var i = beginOffset; i < endOffset; i += 2)
{
var rawX = vertices[i], rawY = vertices[i + 1];
var x = (a * rawX) + (c * rawY) + tx;
var y = (d * rawY) + (b * rawX) + 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;
};
Bounds.prototype.addBounds = function(bounds)
{
var minX = this.minX, minY = this.minY, maxX = this.maxX, 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;
};