Source: \core\display\Bounds.js
import { Rectangle } from '../math';
/**
* '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
*/
export default 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.TransformBase} transform - TODO
* @param {number} x0 - TODO
* @param {number} y0 - TODO
* @param {number} x1 - TODO
* @param {number} y1 - TODO
*/
addFrame(transform, x0, y0, x1, y1)
{
const matrix = transform.worldTransform;
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;
}
/**
* Add an array of vertices
*
* @param {PIXI.TransformBase} transform - TODO
* @param {Float32Array} vertices - TODO
* @param {number} beginOffset - TODO
* @param {number} endOffset - TODO
*/
addVertices(transform, vertices, beginOffset, endOffset)
{
const matrix = transform.worldTransform;
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;
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 = 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
*/
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, 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;
}
}
}