'use strict'; exports.__esModule = true; var _math = require('../math'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } /** * '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 */ var Bounds = function () { /** * */ function Bounds() { _classCallCheck(this, 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; } /** * Checks if bounds are empty. * * @return {boolean} True if empty. */ Bounds.prototype.isEmpty = function isEmpty() { return this.minX > this.maxX || this.minY > this.maxY; }; /** * Clears the bounds and resets. * */ Bounds.prototype.clear = function 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 */ Bounds.prototype.getRectangle = function getRectangle(rect) { if (this.minX > this.maxX || this.minY > this.maxY) { return _math.Rectangle.EMPTY; } rect = rect || new _math.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. */ Bounds.prototype.addPoint = function 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. */ Bounds.prototype.addQuad = function addQuad(vertices) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var 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 {PIXI.TransformBase} transform - TODO * @param {number} x0 - TODO * @param {number} y0 - TODO * @param {number} x1 - TODO * @param {number} y1 - TODO */ Bounds.prototype.addFrame = function addFrame(transform, x0, y0, x1, y1) { var matrix = transform.worldTransform; var a = matrix.a; var b = matrix.b; var c = matrix.c; var d = matrix.d; var tx = matrix.tx; var ty = matrix.ty; var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var 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 {PIXI.TransformBase} transform - TODO * @param {Float32Array} vertices - TODO * @param {number} beginOffset - TODO * @param {number} endOffset - TODO */ Bounds.prototype.addVertices = function addVertices(transform, vertices, beginOffset, endOffset) { var matrix = transform.worldTransform; var a = matrix.a; var b = matrix.b; var c = matrix.c; var d = matrix.d; var tx = matrix.tx; var ty = matrix.ty; var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var maxY = this.maxY; for (var i = beginOffset; i < endOffset; i += 2) { var rawX = vertices[i]; var 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; }; /** * Adds other Bounds * * @param {PIXI.Bounds} bounds - TODO */ Bounds.prototype.addBounds = function addBounds(bounds) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var 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 */ Bounds.prototype.addBoundsMask = function addBoundsMask(bounds, mask) { var _minX = bounds.minX > mask.minX ? bounds.minX : mask.minX; var _minY = bounds.minY > mask.minY ? bounds.minY : mask.minY; var _maxX = bounds.maxX < mask.maxX ? bounds.maxX : mask.maxX; var _maxY = bounds.maxY < mask.maxY ? bounds.maxY : mask.maxY; if (_minX <= _maxX && _minY <= _maxY) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var 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, masked with Rectangle * * @param {PIXI.Bounds} bounds - TODO * @param {PIXI.Rectangle} area - TODO */ Bounds.prototype.addBoundsArea = function addBoundsArea(bounds, area) { var _minX = bounds.minX > area.x ? bounds.minX : area.x; var _minY = bounds.minY > area.y ? bounds.minY : area.y; var _maxX = bounds.maxX < area.x + area.width ? bounds.maxX : area.x + area.width; var _maxY = bounds.maxY < area.y + area.height ? bounds.maxY : area.y + area.height; if (_minX <= _maxX && _minY <= _maxY) { var minX = this.minX; var minY = this.minY; var maxX = this.maxX; var 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; } }; return Bounds; }(); exports.default = Bounds; //# sourceMappingURL=Bounds.js.map