Vector = require './vector' class Rectangle @className: "Rectangle" # Class methods for nondestructively operating for name in ['add', 'subtract', 'multiply', 'divide'] do (name) -> Rectangle[name] = (a, b) -> a.copy()[name](b) constructor: (@x=0, @y=0, @width=0, @height=0, @rotation=0) -> copy: -> new Rectangle(@x, @y, @width, @height, @rotation) getPos: -> new Vector(@x, @y) vertices: -> # Counter-clockwise, starting from bottom left (when unrotated) [w2, h2, cos, sin] = [@width / 2, @height / 2, Math.cos(@rotation), Math.sin(-@rotation)] [ new Vector @x - (w2 * cos - h2 * sin), @y - (w2 * sin + h2 * cos) new Vector @x - (w2 * cos + h2 * sin), @y - (w2 * sin - h2 * cos) new Vector @x + (w2 * cos - h2 * sin), @y + (w2 * sin + h2 * cos) new Vector @x + (w2 * cos + h2 * sin), @y + (w2 * sin - h2 * cos) ] touchesRect: (other) -> # Whether this rect shares part of any edge with other rect, for non-rotated, non-overlapping rectangles. # I think it says kitty-corner rects touch, but I don't think I want that. # Float instability might get me, too. [bl1, tl1, tr1, br1] = @vertices() [bl2, tl2, tr2, br2] = other.vertices() return false if tl1.x > tr2.x or tl2.x > tr1.x return false if bl1.y > tl2.y or bl2.y > tl1.y return true if tl1.x is tr2.x or tl2.x is tr1.x return true if tl1.y is bl2.y or tl2.y is bl1.y false touchesPoint: (p) -> # Whether this rect has point p exactly on one of its edges, assuming no rotation. [bl, tl, tr, br] = @vertices() return false unless p.y >= bl.y and p.y <= tl.y return false unless p.x >= bl.x and p.x <= br.x return true if p.x is bl.x or p.x is br.x return true if p.y is bl.y or p.y is tl.y false axisAlignedBoundingBox: (rounded=true) -> box = @copy() return box unless @rotation box.rotation = 0 [left, top] = [9001, 9001] for vertex in @vertices() [left, top] = [Math.min(left, vertex.x), Math.min(top, vertex.y)] if rounded [left, top] = [Math.round(left), Math.round(top)] [box.width, box.height] = [2 * (@x - left), 2 * (@y - top)] box distanceToPoint: (p) -> # Get p in rect's coordinate space, then operate in one quadrant p = Vector.subtract(p, @getPos()).rotate(-@rotation) dx = Math.max(Math.abs(p.x) - @width / 2, 0) dy = Math.max(Math.abs(p.y) - @height / 2, 0) Math.sqrt dx * dx + dy * dy distanceSquaredToPoint: (p) -> # Doesn't handle rotation; just supposed to be faster than distanceToPoint p = Vector.subtract(p, @getPos()) dx = Math.max(Math.abs(p.x) - @width / 2, 0) dy = Math.max(Math.abs(p.y) - @height / 2, 0) dx * dx + dy * dy containsPoint: (p, withRotation=true) -> if withRotation and @rotation not @distanceToPoint(p) else @x - @width / 2 < p.x < @x + @width / 2 and @y - @height / 2 < p.y < @y + @height / 2 subtract: (point) -> @x -= point.x @y -= point.y @pos.subtract point @ add: (point) -> @x += point.x @y += point.y @pos.add point @ divide: (n) -> [@width, @height] = [@width / n, @height / n] @ multiply: (n) -> [@width, @height] = [@width * n, @height * n] @ isEmpty: () -> @width == 0 and @height == 0 invalid: () -> return (@x == Infinity) || isNaN(@x) || @y == Infinity || isNaN(@y) || @width == Infinity || isNaN(@width) || @height == Infinity || isNaN(@height) || @rotation == Infinity || isNaN(@rotation) toString: -> return "{x: #{@x.toFixed(0)}, y: #{@y.toFixed(0)}, w: #{@width.toFixed(0)}, h: #{@height.toFixed(0)}, rot: #{@rotation.toFixed(3)}}" serialize: -> {CN: @constructor.className, x: @x, y: @y, w: @width, h: @height, r: @rotation} @deserialize: (o, world, classMap) -> new Rectangle o.x, o.y, o.w, o.h, o.r module.exports = Rectangle