2017-09-29 17:54:51 +00:00
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var Rectangle = require('../../geom/rectangle/Rectangle');
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2017-11-01 23:56:36 +00:00
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var RotateAround = require('../../math/RotateAround');
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var Vector2 = require('../../math/Vector2');
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2017-09-29 17:54:51 +00:00
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2018-02-01 00:04:45 +00:00
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/**
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* Provides methods used for obtaining the bounds of a Game Object.
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* Should be applied as a mixin and not used directly.
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*
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* @name Phaser.GameObjects.Components.GetBounds
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* @since 3.0.0
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*/
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2017-02-23 17:15:41 +00:00
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var GetBounds = {
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2016-12-07 01:40:56 +00:00
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2018-02-01 00:04:45 +00:00
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/**
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* Gets the center coordinate of this Game Object, regardless of origin.
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.GetBounds#getCenter
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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*/
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2017-11-11 03:51:28 +00:00
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getCenter: function (output)
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{
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if (output === undefined) { output = new Vector2(); }
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output.x = this.x - (this.displayWidth * this.originX) + (this.displayWidth / 2);
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output.y = this.y - (this.displayHeight * this.originY) + (this.displayHeight / 2);
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return output;
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},
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2018-02-01 00:04:45 +00:00
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/**
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* Gets the top-left corner coordinate of this Game Object, regardless of origin.
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.GetBounds#getTopLeft
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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*/
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2017-11-01 23:56:36 +00:00
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getTopLeft: function (output)
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{
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if (output === undefined) { output = new Vector2(); }
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output.x = this.x - (this.displayWidth * this.originX);
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output.y = this.y - (this.displayHeight * this.originY);
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if (this.rotation !== 0)
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{
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RotateAround(output, this.x, this.y, this.rotation);
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}
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return output;
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},
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2018-02-01 00:04:45 +00:00
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/**
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* Gets the top-right corner coordinate of this Game Object, regardless of origin.
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.GetBounds#getTopRight
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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*/
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2017-11-01 23:56:36 +00:00
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getTopRight: function (output)
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{
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if (output === undefined) { output = new Vector2(); }
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output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
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output.y = this.y - (this.displayHeight * this.originY);
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if (this.rotation !== 0)
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{
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RotateAround(output, this.x, this.y, this.rotation);
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}
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return output;
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},
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2018-02-01 00:04:45 +00:00
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/**
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* Gets the bottom-left corner coordinate of this Game Object, regardless of origin.
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.GetBounds#getBottomLeft
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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*/
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2017-11-01 23:56:36 +00:00
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getBottomLeft: function (output)
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{
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if (output === undefined) { output = new Vector2(); }
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output.x = this.x - (this.displayWidth * this.originX);
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output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
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if (this.rotation !== 0)
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{
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RotateAround(output, this.x, this.y, this.rotation);
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}
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return output;
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},
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2018-02-01 00:04:45 +00:00
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/**
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* Gets the bottom-right corner coordinate of this Game Object, regardless of origin.
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.GetBounds#getBottomRight
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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* @param {Phaser.Math.Vector2|object} [output] - An object to store the values in. If not provided a new Vector2 will be created.
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*
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* @return {Phaser.Math.Vector2|object} The values stored in the output object.
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*/
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2017-11-01 23:56:36 +00:00
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getBottomRight: function (output)
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{
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if (output === undefined) { output = new Vector2(); }
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output.x = (this.x - (this.displayWidth * this.originX)) + this.displayWidth;
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output.y = (this.y - (this.displayHeight * this.originY)) + this.displayHeight;
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if (this.rotation !== 0)
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{
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RotateAround(output, this.x, this.y, this.rotation);
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}
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return output;
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},
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2018-02-01 00:04:45 +00:00
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/**
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* Gets the bounds of this Game Object, regardless of origin.
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* The values are stored and returned in a Rectangle, or Rectangle-like, object.
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*
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2018-02-01 01:36:52 +00:00
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* @method Phaser.GameObjects.Components.GetBounds#getBounds
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2018-02-01 00:04:45 +00:00
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* @since 3.0.0
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*
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* @param {Phaser.Geom.Rectangle|object} [output] - An object to store the values in. If not provided a new Rectangle will be created.
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*
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* @return {Phaser.Geom.Rectangle|object} The values stored in the output object.
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*/
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2017-02-24 01:58:27 +00:00
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getBounds: function (output)
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2016-12-07 01:40:56 +00:00
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{
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2017-09-29 17:54:51 +00:00
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if (output === undefined) { output = new Rectangle(); }
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2016-12-07 01:40:56 +00:00
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2017-11-02 00:30:04 +00:00
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// We can use the output object to temporarily store the x/y coords in:
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2017-11-01 23:56:36 +00:00
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2017-11-02 00:30:04 +00:00
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this.getTopLeft(output);
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2017-11-01 23:56:36 +00:00
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2017-11-02 00:30:04 +00:00
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var TLx = output.x;
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var TLy = output.y;
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this.getTopRight(output);
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var TRx = output.x;
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var TRy = output.y;
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this.getBottomLeft(output);
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var BLx = output.x;
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var BLy = output.y;
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this.getBottomRight(output);
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var BRx = output.x;
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var BRy = output.y;
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output.x = Math.min(TLx, TRx, BLx, BRx);
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output.y = Math.min(TLy, TRy, BLy, BRy);
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output.width = Math.max(TLx, TRx, BLx, BRx) - output.x;
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output.height = Math.max(TLy, TRy, BLy, BRy) - output.y;
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2017-02-24 01:58:27 +00:00
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return output;
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2017-02-23 17:15:41 +00:00
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}
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2018-02-01 01:36:52 +00:00
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2016-12-07 01:40:56 +00:00
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};
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module.exports = GetBounds;
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