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https://github.com/codeninjasllc/codecombat.git
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197 lines
7.2 KiB
CoffeeScript
197 lines
7.2 KiB
CoffeeScript
Vector = require './vector'
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LineSegment = require './line_segment'
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class Rectangle
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@className: 'Rectangle'
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# Class methods for nondestructively operating - TODO: add rotate
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for name in ['add', 'subtract', 'multiply', 'divide']
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do (name) ->
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Rectangle[name] = (a, b) ->
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a.copy()[name](b)
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isRectangle: true
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apiProperties: ['x', 'y', 'width', 'height', 'rotation', 'getPos', 'vertices', 'touchesRect', 'touchesPoint', 'distanceToPoint', 'distanceSquaredToPoint', 'distanceToRectangle', 'distanceSquaredToRectangle', 'distanceToEllipse', 'distanceSquaredToEllipse', 'distanceToShape', 'distanceSquaredToShape', 'containsPoint', 'copy', 'intersectsLineSegment', 'intersectsEllipse', 'intersectsRectangle', 'intersectsShape']
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constructor: (@x=0, @y=0, @width=0, @height=0, @rotation=0) ->
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copy: ->
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new Rectangle(@x, @y, @width, @height, @rotation)
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getPos: ->
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new Vector(@x, @y)
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vertices: ->
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# Counter-clockwise, starting from bottom left (when unrotated)
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[w2, h2, cos, sin] = [@width / 2, @height / 2, Math.cos(@rotation), Math.sin(-@rotation)]
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[
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new Vector @x - (w2 * cos - h2 * sin), @y - (w2 * sin + h2 * cos)
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new Vector @x - (w2 * cos + h2 * sin), @y - (w2 * sin - h2 * cos)
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new Vector @x + (w2 * cos - h2 * sin), @y + (w2 * sin + h2 * cos)
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new Vector @x + (w2 * cos + h2 * sin), @y + (w2 * sin - h2 * cos)
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]
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lineSegments: ->
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vertices = @vertices()
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lineSegment0 = new LineSegment vertices[0], vertices[1]
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lineSegment1 = new LineSegment vertices[1], vertices[2]
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lineSegment2 = new LineSegment vertices[2], vertices[3]
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lineSegment3 = new LineSegment vertices[3], vertices[0]
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[lineSegment0, lineSegment1, lineSegment2, lineSegment3]
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touchesRect: (other) ->
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# Whether this rect shares part of any edge with other rect, for non-rotated, non-overlapping rectangles.
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# I think it says kitty-corner rects touch, but I don't think I want that.
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# Float instability might get me, too.
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[bl1, tl1, tr1, br1] = @vertices()
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[bl2, tl2, tr2, br2] = other.vertices()
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return false if tl1.x > tr2.x or tl2.x > tr1.x
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return false if bl1.y > tl2.y or bl2.y > tl1.y
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return true if tl1.x is tr2.x or tl2.x is tr1.x
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return true if tl1.y is bl2.y or tl2.y is bl1.y
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false
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touchesPoint: (p) ->
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# Whether this rect has point p exactly on one of its edges, assuming no rotation.
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[bl, tl, tr, br] = @vertices()
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return false unless p.y >= bl.y and p.y <= tl.y
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return false unless p.x >= bl.x and p.x <= br.x
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return true if p.x is bl.x or p.x is br.x
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return true if p.y is bl.y or p.y is tl.y
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false
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axisAlignedBoundingBox: (rounded=true) ->
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box = @copy()
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return box unless @rotation
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box.rotation = 0
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[left, top] = [9001, 9001]
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for vertex in @vertices()
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[left, top] = [Math.min(left, vertex.x), Math.min(top, vertex.y)]
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if rounded
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[left, top] = [Math.round(left), Math.round(top)]
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[box.width, box.height] = [2 * (@x - left), 2 * (@y - top)]
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box
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distanceToPoint: (p) ->
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# Get p in rect's coordinate space, then operate in one quadrant.
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p = Vector.subtract(p, @getPos()).rotate(-@rotation)
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dx = Math.max(Math.abs(p.x) - @width / 2, 0)
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dy = Math.max(Math.abs(p.y) - @height / 2, 0)
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Math.sqrt dx * dx + dy * dy
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distanceSquaredToPoint: (p) ->
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# Doesn't handle rotation; just supposed to be faster than distanceToPoint.
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p = Vector.subtract(p, @getPos())
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dx = Math.max(Math.abs(p.x) - @width / 2, 0)
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dy = Math.max(Math.abs(p.y) - @height / 2, 0)
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dx * dx + dy * dy
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distanceToRectangle: (other) ->
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Math.sqrt @distanceSquaredToRectangle other
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distanceSquaredToRectangle: (other) ->
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return 0 if @intersectsRectangle other
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[firstVertices, secondVertices] = [@vertices(), other.vertices()]
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[firstEdges, secondEdges] = [@lineSegments(), other.lineSegments()]
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ans = Infinity
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for i in [0 ... 4]
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for j in [0 ... firstEdges.length]
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ans = Math.min ans, firstEdges[j].distanceSquaredToPoint(secondVertices[i])
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for j in [0 ... secondEdges.length]
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ans = Math.min ans, secondEdges[j].distanceSquaredToPoint(firstVertices[i])
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ans
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distanceToEllipse: (ellipse) ->
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Math.sqrt @distanceSquaredToEllipse ellipse
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distanceSquaredToEllipse: (ellipse) ->
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@distanceSquaredToRectangle ellipse.rectangle() # TODO: actually implement rectangle-ellipse distance
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distanceToShape: (shape) ->
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Math.sqrt @distanceSquaredToShape shape
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distanceSquaredToShape: (shape) ->
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if shape.isEllipse then @distanceSquaredToEllipse shape else @distanceSquaredToRectangle shape
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containsPoint: (p, withRotation=true) ->
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if withRotation and @rotation
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not @distanceToPoint(p)
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else
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@x - @width / 2 < p.x < @x + @width / 2 and @y - @height / 2 < p.y < @y + @height / 2
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intersectsLineSegment: (p1, p2) ->
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[px1, py1, px2, py2] = [p1.x, p1.y, p2.x, p2.y]
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m1 = (py1 - py2) / (px1 - px2)
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b1 = py1 - (m1 * px1)
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vertices = @vertices()
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lineSegments = [[vertices[0], vertices[1]], [vertices[1], vertices[2]], [vertices[2], vertices[3]], [vertices[3], vertices[0]]]
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for lineSegment in lineSegments
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[px1, py1, px2, py2] = [p1.x, p1.y, p2.x, p2.y]
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m2 = (py1 - py2) / (px1 - px2)
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b2 = py1 - (m * px1)
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if m1 isnt m2
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m = m1 - m2
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b = b2 - b1
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x = b / m
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[littleX, bigX] = if px1 < px2 then [px1, px2] else [px2, px1]
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if x >= littleX and x <= bigX
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y = (m1 * x) + b1
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[littleY, bigY] = if py1 < py2 then [py1, py2] else [py2, py1]
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if littleY <= solution and bigY >= solution
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return true
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false
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intersectsRectangle: (rectangle) ->
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return true if @containsPoint rectangle.getPos()
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for thisLineSegment in @lineSegments()
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for thatLineSegment in rectangle.lineSegments()
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if thisLineSegment.intersectsLineSegment(thatLineSegment)
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return true
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false
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intersectsEllipse: (ellipse) ->
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return true if @containsPoint ellipse.getPos()
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return true for lineSegment in @lineSegments() when ellipse.intersectsLineSegment lineSegment.a, lineSegment.b
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false
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intersectsShape: (shape) ->
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if shape.isEllipse then @intersectsEllipse shape else @intersectsRectangle shape
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subtract: (point) ->
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@x -= point.x
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@y -= point.y
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@pos.subtract point
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@
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add: (point) ->
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@x += point.x
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@y += point.y
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@pos.add point
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@
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divide: (n) ->
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[@width, @height] = [@width / n, @height / n]
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@
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multiply: (n) ->
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[@width, @height] = [@width * n, @height * n]
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@
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isEmpty: () ->
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@width is 0 and @height is 0
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invalid: () ->
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return (@x is Infinity) || isNaN(@x) || @y is Infinity || isNaN(@y) || @width is Infinity || isNaN(@width) || @height is Infinity || isNaN(@height) || @rotation is Infinity || isNaN(@rotation)
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toString: ->
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return "{x: #{@x.toFixed(0)}, y: #{@y.toFixed(0)}, w: #{@width.toFixed(0)}, h: #{@height.toFixed(0)}, rot: #{@rotation.toFixed(3)}}"
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serialize: ->
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{CN: @constructor.className, x: @x, y: @y, w: @width, h: @height, r: @rotation}
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@deserialize: (o, world, classMap) ->
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new Rectangle o.x, o.y, o.w, o.h, o.r
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serializeForAether: -> @serialize()
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@deserializeFromAether: (o) -> @deserialize o
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module.exports = Rectangle
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