phaser/src/gameobjects/components/GetBounds.js

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var Rectangle = require('../../geom/rectangle/Rectangle');
var RotateAround = require('../../math/RotateAround');
var Vector2 = require('../../math/Vector2');
var GetBounds = {
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getCenter: function (output)
{
if (output === undefined) { output = new Vector2(); }
output.x = this.x - (this.displayWidth * this.originX) + (this.displayWidth / 2);
output.y = this.y - (this.displayHeight * this.originY) + (this.displayHeight / 2);
return output;
},
getTopLeft: function (output)
{
if (output === undefined) { output = new Vector2(); }
output.x = this.x - (this.displayWidth * this.originX);
output.y = this.y - (this.displayHeight * this.originY);
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
return output;
},
getTopRight: function (output)
{
if (output === undefined) { output = new Vector2(); }
output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
output.y = this.y - (this.displayHeight * this.originY);
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
return output;
},
getBottomLeft: function (output)
{
if (output === undefined) { output = new Vector2(); }
output.x = this.x - (this.displayWidth * this.originX);
output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
return output;
},
getBottomRight: function (output)
{
if (output === undefined) { output = new Vector2(); }
output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
if (this.rotation !== 0)
{
RotateAround(output, this.x, this.y, this.rotation);
}
return output;
},
getBounds: function (output)
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{
if (output === undefined) { output = new Rectangle(); }
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// We can use the output object to temporarily store the x/y coords in:
this.getTopLeft(output);
var TLx = output.x;
var TLy = output.y;
this.getTopRight(output);
var TRx = output.x;
var TRy = output.y;
this.getBottomLeft(output);
var BLx = output.x;
var BLy = output.y;
this.getBottomRight(output);
var BRx = output.x;
var BRy = output.y;
output.x = Math.min(TLx, TRx, BLx, BRx);
output.y = Math.min(TLy, TRy, BLy, BRy);
output.width = Math.max(TLx, TRx, BLx, BRx) - output.x;
output.height = Math.max(TLy, TRy, BLy, BRy) - output.y;
return output;
},
// Works but only if originX/Y = 0
/*
getBounds: function (output)
{
if (output === undefined) { output = new Rectangle(); }
var x = this.x;
var y = this.y;
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var w = this.displayWidth;
var h = this.displayHeight;
var r = this.rotation;
var wct = w * Math.cos(r);
var hct = h * Math.cos(r);
var wst = w * Math.sin(r);
var hst = h * Math.sin(r);
var xMin = x;
var xMax = x;
var yMin = y;
var yMax = y;
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if (r > 0)
{
if (r < 1.5707963267948966)
{
// 0 < theta < 90
yMax = y + hct + wst;
xMin = x - hst;
xMax = x + wct;
}
else
{
// 90 <= theta <= 180
yMin = y + hct;
yMax = y + wst;
xMin = x - hst + wct;
}
}
else if (r > -1.5707963267948966)
{
// -90 < theta <= 0
yMin = y + wst;
yMax = y + hct;
xMax = x + wct - hst;
}
else
{
// -180 <= theta <= -90
yMin = y + wst + hct;
xMin = x + wct;
xMax = x - hst;
}
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output.x = xMin;
output.y = yMin;
output.width = xMax - xMin;
output.height = yMax - yMin;
return output;
}
*/
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};
module.exports = GetBounds;