phaser/src/tilemaps/components/GetTilesWithinShape.js
2020-02-08 11:56:38 +01:00

92 lines
3.9 KiB
JavaScript

/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var Geom = require('../../geom/');
var GetTilesWithin = require('./GetTilesWithin');
var Intersects = require('../../geom/intersects/');
var NOOP = require('../../utils/NOOP');
var TileToWorldXY = require('./TileToWorldXY');
var WorldToTileXY = require('./WorldToTileXY');
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.
*
* @function Phaser.Tilemaps.Components.GetTilesWithinShape
* @private
* @since 3.0.0
*
* @param {(Phaser.Geom.Circle|Phaser.Geom.Line|Phaser.Geom.Rectangle|Phaser.Geom.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 {Phaser.Cameras.Scene2D.Camera} [camera=main camera] - The Camera to use when calculating the tile index from the world values.
* @param {Phaser.Tilemaps.LayerData} layer - The Tilemap Layer to act upon.
*
* @return {Phaser.Tilemaps.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 pointStart = WorldToTileXY(shape.left, shape.top, true, undefined, camera, layer);
var xStart = pointStart.x;
var yStart = pointStart.y;
// Bottom right corner of the shapes's bounding box, rounded up to include partial tiles
var pointEnd = WorldToTileXY(shape.right, shape.bottom, true, undefined, camera, layer);
var xEnd = Math.ceil(pointEnd.x);
var yEnd = Math.ceil(pointEnd.y);
// 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];
var point = TileToWorldXY(tile.x, tile.y, undefined, camera, layer);
tileRect.x = point.x;
tileRect.y = point.y;
if (intersectTest(shape, tileRect))
{
results.push(tile);
}
}
return results;
};
module.exports = GetTilesWithinShape;