import math from '../math'; const 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 */ 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; } isEmpty() { return this.minX > this.maxX || this.minY > this.maxY; } 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 rect {PIXI.Rectangle} temporary object will be used if AABB is not empty * @returns {PIXI.Rectangle} */ 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 point {PIXI.Point} */ 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 vertices {Float32Array} * @returns {PIXI.Bounds} */ addQuad(vertices) { let minX = this.minX, minY = this.minY, maxX = this.maxX, 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 transform {PIXI.TransformBase} * @param x0 {number} * @param y0 {number} * @param x1 {number} * @param y1 {number} */ addFrame(transform, x0, y0, x1, y1) { const matrix = transform.worldTransform; const a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; let minX = this.minX, minY = this.minY, maxX = this.maxX, 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; } /** * add an array of vertices * @param transform {PIXI.TransformBase} * @param vertices {Float32Array} * @param beginOffset {number} * @param endOffset {number} */ addVertices(transform, vertices, beginOffset, endOffset) { const matrix = transform.worldTransform; const a = matrix.a, b = matrix.b, c = matrix.c, d = matrix.d, tx = matrix.tx, ty = matrix.ty; let minX = this.minX, minY = this.minY, maxX = this.maxX, maxY = this.maxY; for (let i = beginOffset; i < endOffset; i += 2) { const rawX = vertices[i], rawY = vertices[i + 1]; const x = (a * rawX) + (c * rawY) + tx; const 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; } addBounds(bounds) { const 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; } } export default Bounds;