var GetTilesWithin = require('./GetTilesWithin'); var WorldToTileX = require('./WorldToTileX'); var WorldToTileY = require('./WorldToTileY'); var TileToWorldX = require('./TileToWorldX'); var TileToWorldY = require('./TileToWorldY'); var Geom = require('../../geom/'); var Intersects = require('../../geom/intersects/'); var NOOP = require('../../utils/NOOP'); var TriangleToRectangle = function (triangle, rect) { return Intersects.RectangleToTriangle(rect, triangle); }; // Note: Could possibly be optimized by copying the shape and shifting it into tilemapLayer // coordinates instead of shifting the tiles. /** * Gets the tiles that overlap with the given shape in the given layer. The shape must be a Circle, * Line, Rectangle or Triangle. The shape should be in world coordinates. * * @param {Circle|Line|Rectangle|Triangle} shape - A shape in world (pixel) coordinates * @param {object} [filteringOptions] - Optional filters to apply when getting the tiles. * @param {boolean} [filteringOptions.isNotEmpty=false] - If true, only return tiles that don't have * -1 for an index. * @param {boolean} [filteringOptions.isColliding=false] - If true, only return tiles that collide on * at least one side. * @param {boolean} [filteringOptions.hasInterestingFace=false] - If true, only return tiles that * have at least one interesting face. * @param {Camera} [camera=main camera] - [description] * @param {LayerData} layer - [description] * @return {Tile[]} Array of Tile objects. */ var GetTilesWithinShape = function (shape, filteringOptions, camera, layer) { if (shape === undefined) { return []; } // intersectTest is a function with parameters: shape, rect var intersectTest = NOOP; if (shape instanceof Geom.Circle) { intersectTest = Intersects.CircleToRectangle; } else if (shape instanceof Geom.Rectangle) { intersectTest = Intersects.RectangleToRectangle; } else if (shape instanceof Geom.Triangle) { intersectTest = TriangleToRectangle; } else if (shape instanceof Geom.Line) { intersectTest = Intersects.LineToRectangle; } // Top left corner of the shapes's bounding box, rounded down to include partial tiles var xStart = WorldToTileX(shape.left, true, camera, layer); var yStart = WorldToTileY(shape.top, true, camera, layer); // Bottom right corner of the shapes's bounding box, rounded up to include partial tiles var xEnd = Math.ceil(WorldToTileX(shape.right, false, camera, layer)); var yEnd = Math.ceil(WorldToTileY(shape.bottom, false, camera, layer)); // Tiles within bounding rectangle of shape. Bounds are forced to be at least 1 x 1 tile in size // to grab tiles for shapes that don't have a height or width (e.g. a horizontal line). var width = Math.max(xEnd - xStart, 1); var height = Math.max(yEnd - yStart, 1); var tiles = GetTilesWithin(xStart, yStart, width, height, filteringOptions, layer); var tileWidth = layer.tileWidth; var tileHeight = layer.tileHeight; if (layer.tilemapLayer) { tileWidth *= layer.tilemapLayer.scaleX; tileHeight *= layer.tilemapLayer.scaleY; } var results = []; var tileRect = new Geom.Rectangle(0, 0, tileWidth, tileHeight); for (var i = 0; i < tiles.length; i++) { var tile = tiles[i]; tileRect.x = TileToWorldX(tile.x, camera, layer); tileRect.y = TileToWorldY(tile.y, camera, layer); if (intersectTest(shape, tileRect)) { results.push(tile); } } return results; }; module.exports = GetTilesWithinShape;