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pixi.js / lib / core / display / Bounds.js
@Matt Karl Matt Karl on 22 Feb 2017 8 KB 4.4.0
'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