import {Vector2} from "./Vector2.js"; /** * Box is described by a minimum and maximum points. * * Can be used for collision detection with points and other boxes. * * @class * @param {Vector2} min Minimum point of the box. * @param {Vector2} max Maximum point of the box. */ function Box2(min, max) { /** * Minimum point of the box. * * @type {Vector2} */ this.min = (min !== undefined) ? min : new Vector2(); /** * Maximum point of the box. * * @type {Vector2} */ this.max = (max !== undefined) ? max : new Vector2(); } /** * Set the box values. * * @param {Vector2} min Minimum point of the box. * @param {Vector2} max Maximum point of the box. */ Box2.prototype.set = function(min, max) { this.min.copy(min); this.max.copy(max); return this; }; /** * Set the box from a list of Vector2 points. * * @param {Array} points */ Box2.prototype.setFromPoints = function(points) { this.min = new Vector2(+Infinity, +Infinity); this.max = new Vector2(-Infinity, -Infinity); for(var i = 0, il = points.length; i < il; i++) { this.expandByPoint(points[i]); } return this; }; /** * Set the box minimum and maximum from center point and size. * * @param {Vector2} center * @param {Vector2} size */ Box2.prototype.setFromCenterAndSize = function(center, size) { var v1 = new Vector2(); var halfSize = v1.copy(size).multiplyScalar(0.5); this.min.copy(center).sub(halfSize); this.max.copy(center).add(halfSize); return this; }; /** * Clone the box into a new object. * * Should be used when it it necessary to make operations to this box. * * @return {Box2} New box object with the copy of this object. */ Box2.prototype.clone = function() { var box = new Box2(); box.copy(this); return box; }; /** * Copy the box value from another box. * * @param {Box2} point */ Box2.prototype.copy = function(box) { this.min.copy(box.min); this.max.copy(box.max); }; /** * Check if the box is empty (size equals zero or is negative). * * The box size is condireded valid on two negative axis. * * @return {boolean} True if the box is empty. */ Box2.prototype.isEmpty = function() { return (this.max.x < this.min.x) || (this.max.y < this.min.y); }; /** * Calculate the center point of the box. * * @param {Vector2} [target] Vector to store the result. * @return {Vector2} Central point of the box. */ Box2.prototype.getCenter = function(target) { if(target === undefined) { target = new Vector2(); } this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5); return target; }; /** * Get the size of the box from its min and max points. * * @param {Vector2} [target] Vector to store the result. * @return {Vector2} Vector with the calculated size. */ Box2.prototype.getSize = function(target) { if(target === undefined) { target = new Vector2(); } this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min); return target; }; /** * Expand the box to contain a new point. * * @param {Vector2} point */ Box2.prototype.expandByPoint = function(point) { this.min.min(point); this.max.max(point); return this; }; /** * Expand the box by adding a border with the vector size. * * Vector is subtracted from min and added to the max points. * * @param {Vector2} vector */ Box2.prototype.expandByVector = function(vector) { this.min.sub(vector); this.max.add(vector); }; /** * Expand the box by adding a border with the scalar value. * * @param {number} scalar */ Box2.prototype.expandByScalar = function(scalar) { this.min.addScalar(-scalar); this.max.addScalar(scalar); }; /** * Check if the box contains a point inside. * * @param {Vector2} point * @return {boolean} True if the box contains point. */ Box2.prototype.containsPoint = function(point) { return !(point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y); }; /** * Check if the box fully contains another box inside (different from intersects box). * * Only returns true if the box is fully contained. * * @param {Box2} box * @return {boolean} True if the box contains box. */ Box2.prototype.containsBox = function(box) { return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y; }; /** * Check if two boxes intersect each other, using 4 splitting planes to rule out intersections. * * @param {Box2} box * @return {boolean} True if the boxes intersect each other. */ Box2.prototype.intersectsBox = function(box) { return !(box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y); }; /** * Calculate the distance to a point. * * @param {Vector2} point * @return {number} Distance to point calculated. */ Box2.prototype.distanceToPoint = function(point) { var v = new Vector2(); var clampedPoint = v.copy(point).clamp(this.min, this.max); return clampedPoint.sub(point).length(); }; /** * Make a intersection between this box and another box. * * Store the result in this object. * * @param {Box2} box */ Box2.prototype.intersect = function(box) { this.min.max(box.min); this.max.min(box.max); }; /** * Make a union between this box and another box. * * Store the result in this object. * * @param {Box2} box */ Box2.prototype.union = function(box) { this.min.min(box.min); this.max.max(box.max); }; /** * Translate the box by a offset value, adds the offset to booth min and max. * * @param {Vector2} offset */ Box2.prototype.translate = function(offset) { this.min.add(offset); this.max.add(offset); }; /** * Checks if two boxes are equal. * * @param {Box2} box * @return {boolean} True if the two boxes are equal. */ Box2.prototype.equals = function(box) { return box.min.equals(this.min) && box.max.equals(this.max); }; /** * Store the box data into a numeric array. * * @return {number[]} Numeric array with box data min and max. */ Box2.prototype.toArray = function() { return [this.min.x, this.min.y, this.max.x, this.max.y]; }; /** * Set box data min and max from numeric array. * * @param {number[]} array Numeric array with box data min and max. */ Box2.prototype.fromArray = function(array) { this.min.set(array[0], array[1]); this.max.set(array[2], array[3]); }; export {Box2};