import { Matrix } from '../../../maths/matrix/Matrix';
import { Rectangle } from '../../../maths/shapes/Rectangle';
/**
* Simple bounds implementation instead of more ambiguous [number, number, number, number]
* @memberof rendering
*/
export interface BoundsData
{
minX: number;
minY: number;
maxX: number;
maxY: number;
}
const defaultMatrix = new Matrix();
// TODO optimisations
// 1 - get rectangle could use a dirty flag, rather than setting the data each time is called
// 2- getFrame ALWAYS assumes a matrix, could be optimised to avoid the matrix calculation if not needed
/**
* A representation of an AABB bounding box.
* @memberof rendering
*/
export class Bounds
{
/** @default Infinity */
public minX = Infinity;
/** @default Infinity */
public minY = Infinity;
/** @default -Infinity */
public maxX = -Infinity;
/** @default -Infinity */
public maxY = -Infinity;
public matrix = defaultMatrix;
private _rectangle: Rectangle;
constructor(minX = Infinity, minY = Infinity, maxX = -Infinity, maxY = -Infinity)
{
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
}
/**
* Checks if bounds are empty.
* @returns - True if empty.
*/
public isEmpty(): boolean
{
return this.minX > this.maxX || this.minY > this.maxY;
}
/** The bounding rectangle of the bounds. */
get rectangle(): Rectangle
{
if (!this._rectangle)
{
this._rectangle = new Rectangle();
}
const rectangle = this._rectangle;
if (this.minX > this.maxX || this.minY > this.maxY)
{
rectangle.x = 0;
rectangle.y = 0;
rectangle.width = 0;
rectangle.height = 0;
}
else
{
rectangle.copyFromBounds(this);
}
return rectangle;
}
/** Clears the bounds and resets. */
public clear(): this
{
this.minX = Infinity;
this.minY = Infinity;
this.maxX = -Infinity;
this.maxY = -Infinity;
this.matrix = defaultMatrix;
return this;
}
/**
* Sets the bounds.
* @param x0 - left X of frame
* @param y0 - top Y of frame
* @param x1 - right X of frame
* @param y1 - bottom Y of frame
*/
public set(x0: number, y0: number, x1: number, y1: number)
{
this.minX = x0;
this.minY = y0;
this.maxX = x1;
this.maxY = y1;
}
/**
* Adds sprite frame
* @param x0 - left X of frame
* @param y0 - top Y of frame
* @param x1 - right X of frame
* @param y1 - bottom Y of frame
* @param matrix
*/
public addFrame(x0: number, y0: number, x1: number, y1: number, matrix?: Matrix): void
{
matrix ||= this.matrix;
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;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
x = (a * x1) + (c * y0) + tx;
y = (b * x1) + (d * y0) + ty;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
x = (a * x0) + (c * y1) + tx;
y = (b * x0) + (d * y1) + ty;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
x = (a * x1) + (c * y1) + tx;
y = (b * x1) + (d * y1) + ty;
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
this.minX = minX;
this.minY = minY;
this.maxX = maxX;
this.maxY = maxY;
}
/**
* Adds a rectangle to the bounds.
* @param rect - The rectangle to be added.
* @param matrix - The matrix to apply to the bounds.
*/
public addRect(rect: Rectangle, matrix?: Matrix)
{
this.addFrame(rect.x, rect.y, rect.x + rect.width, rect.y + rect.height, matrix);
}
/**
* Adds other Bounds.
* @param bounds - The Bounds to be added
* @param matrix
*/
public addBounds(bounds: BoundsData, matrix?: Matrix)
{
this.addFrame(bounds.minX, bounds.minY, bounds.maxX, bounds.maxY, matrix);
}
/**
* Adds other Bounds, masked with Bounds.
* @param mask - The Bounds to be added.
*/
public addBoundsMask(mask: Bounds): void
{
this.minX = this.minX > mask.minX ? this.minX : mask.minX;
this.minY = this.minY > mask.minY ? this.minY : mask.minY;
this.maxX = this.maxX < mask.maxX ? this.maxX : mask.maxX;
this.maxY = this.maxY < mask.maxY ? this.maxY : mask.maxY;
}
/**
* Adds other Bounds, multiplied with matrix.
* @param matrix - The matrix to apply to the bounds.
*/
public applyMatrix(matrix: Matrix): void
{
const minX = this.minX;
const minY = this.minY;
const maxX = this.maxX;
const maxY = this.maxY;
// multiple bounds by matrix
const { a, b, c, d, tx, ty } = matrix;
let x = (a * minX) + (c * minY) + tx;
let y = (b * minX) + (d * minY) + ty;
this.minX = x;
this.minY = y;
this.maxX = x;
this.maxY = y;
x = (a * maxX) + (c * minY) + tx;
y = (b * maxX) + (d * minY) + ty;
this.minX = x < this.minX ? x : this.minX;
this.minY = y < this.minY ? y : this.minY;
this.maxX = x > this.maxX ? x : this.maxX;
this.maxY = y > this.maxY ? y : this.maxY;
x = (a * minX) + (c * maxY) + tx;
y = (b * minX) + (d * maxY) + ty;
this.minX = x < this.minX ? x : this.minX;
this.minY = y < this.minY ? y : this.minY;
this.maxX = x > this.maxX ? x : this.maxX;
this.maxY = y > this.maxY ? y : this.maxY;
x = (a * maxX) + (c * maxY) + tx;
y = (b * maxX) + (d * maxY) + ty;
this.minX = x < this.minX ? x : this.minX;
this.minY = y < this.minY ? y : this.minY;
this.maxX = x > this.maxX ? x : this.maxX;
this.maxY = y > this.maxY ? y : this.maxY;
}
/**
* Resizes the bounds object to include the given rectangle.
* @param rect - The rectangle to be included.
*/
public fit(rect: Rectangle): this
{
if (this.minX < rect.left) this.minX = rect.left;
if (this.maxX > rect.right) this.maxX = rect.right;
if (this.minY < rect.top) this.minY = rect.top;
if (this.maxY > rect.bottom) this.maxY = rect.bottom;
return this;
}
/**
* Resizes the bounds object to include the given bounds.
* @param left - The left value of the bounds.
* @param right - The right value of the bounds.
* @param top - The top value of the bounds.
* @param bottom - The bottom value of the bounds.
*/
public fitBounds(left: number, right: number, top: number, bottom: number): this
{
if (this.minX < left) this.minX = left;
if (this.maxX > right) this.maxX = right;
if (this.minY < top) this.minY = top;
if (this.maxY > bottom) this.maxY = bottom;
return this;
}
/**
* Pads bounds object, making it grow in all directions.
* If paddingY is omitted, both paddingX and paddingY will be set to paddingX.
* @param paddingX - The horizontal padding amount.
* @param paddingY - The vertical padding amount.
*/
public pad(paddingX: number, paddingY: number = paddingX): this
{
this.minX -= paddingX;
this.maxX += paddingX;
this.minY -= paddingY;
this.maxY += paddingY;
return this;
}
/** Ceils the bounds. */
public ceil(): this
{
this.minX = Math.floor(this.minX);
this.minY = Math.floor(this.minY);
this.maxX = Math.ceil(this.maxX);
this.maxY = Math.ceil(this.maxY);
return this;
}
/** Clones the bounds. */
public clone(): Bounds
{
return new Bounds(this.minX, this.minY, this.maxX, this.maxY);
}
/**
* Scales the bounds by the given values
* @param x - The X value to scale by.
* @param y - The Y value to scale by.
*/
public scale(x: number, y: number = x): this
{
this.minX *= x;
this.minY *= y;
this.maxX *= x;
this.maxY *= y;
return this;
}
/** the x value of the bounds. */
get x(): number
{
return this.minX;
}
set x(value: number)
{
const width = this.maxX - this.minX;
this.minX = value;
this.maxX = value + width;
}
/** the y value of the bounds. */
get y(): number
{
return this.minY;
}
set y(value: number)
{
const height = this.maxY - this.minY;
this.minY = value;
this.maxY = value + height;
}
/** the width value of the bounds. */
get width(): number
{
return this.maxX - this.minX;
}
set width(value: number)
{
this.maxX = this.minX + value;
}
/** the height value of the bounds. */
get height(): number
{
return this.maxY - this.minY;
}
set height(value: number)
{
this.maxY = this.minY + value;
}
/** the left value of the bounds. */
get left(): number
{
return this.minX;
}
/** the right value of the bounds. */
get right(): number
{
return this.maxX;
}
/** the top value of the bounds. */
get top(): number
{
return this.minY;
}
/** the bottom value of the bounds. */
get bottom(): number
{
return this.maxY;
}
/** Is the bounds positive. */
get isPositive(): boolean
{
return (this.maxX - this.minX > 0) && (this.maxY - this.minY > 0);
}
get isValid(): boolean
{
return (this.minX + this.minY !== Infinity);
}
/**
* Adds screen vertices from array
* @param vertexData - calculated vertices
* @param beginOffset - begin offset
* @param endOffset - end offset, excluded
* @param matrix
*/
public addVertexData(vertexData: Float32Array, beginOffset: number, endOffset: number, matrix?: Matrix): void
{
let minX = this.minX;
let minY = this.minY;
let maxX = this.maxX;
let maxY = this.maxY;
matrix ||= this.matrix;
const a = matrix.a;
const b = matrix.b;
const c = matrix.c;
const d = matrix.d;
const tx = matrix.tx;
const ty = matrix.ty;
for (let i = beginOffset; i < endOffset; i += 2)
{
const localX = vertexData[i];
const localY = vertexData[i + 1];
const x = (a * localX) + (c * localY) + tx;
const y = (b * localX) + (d * localY) + 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;
}
/**
* Checks if the point is contained within the bounds.
* @param x - x coordinate
* @param y - y coordinate
*/
public containsPoint(x: number, y: number): boolean
{
if (this.minX <= x && this.minY <= y && this.maxX >= x && this.maxY >= y)
{
return true;
}
return false;
}
public toString(): string
{
// eslint-disable-next-line max-len
return `[pixi.js:Bounds minX=${this.minX} minY=${this.minY} maxX=${this.maxX} maxY=${this.maxY} width=${this.width} height=${this.height}]`;
}
}