paper.js/src/basic/Rectangle.js
Jürg Lehni ea63d4c288 Merge branch 'refs/heads/master' into v8-optimizations
Conflicts:
	src/core/Base.js
	src/style/Color.js
2014-01-05 05:01:13 +01:00

918 lines
24 KiB
JavaScript

/*
* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
* http://paperjs.org/
*
* Copyright (c) 2011 - 2014, Juerg Lehni & Jonathan Puckey
* http://scratchdisk.com/ & http://jonathanpuckey.com/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* All rights reserved.
*/
/**
* @name Rectangle
*
* @class A Rectangle specifies an area that is enclosed by it's top-left
* point (x, y), its width, and its height. It should not be confused with a
* rectangular path, it is not an item.
*/
var Rectangle = Base.extend(/** @lends Rectangle# */{
_class: 'Rectangle',
// Tell Base.read that the Rectangle constructor supports reading with index
_readIndex: true,
/**
* Creates a Rectangle object.
*
* @name Rectangle#initialize
* @param {Point} point the top-left point of the rectangle
* @param {Size} size the size of the rectangle
*/
/**
* Creates a Rectangle object.
*
* @name Rectangle#initialize
* @param {Object} object an object containing properties to be set on the
* rectangle.
*
* @example // Create a rectangle between {x: 20, y: 20} and {x: 80, y:80}
* var rectangle = new Rectangle({
* point: [20, 20],
* size: [60, 60]
* });
*
* @example // Create a rectangle between {x: 20, y: 20} and {x: 80, y:80}
* var rectangle = new Rectangle({
* from: [20, 20],
* to: [80, 80]
* });
*/
/**
* Creates a rectangle object.
*
* @name Rectangle#initialize
* @param {Number} x the left coordinate
* @param {Number} y the top coordinate
* @param {Number} width
* @param {Number} height
*/
/**
* Creates a rectangle object from the passed points. These do not
* necessarily need to be the top left and bottom right corners, the
* constructor figures out how to fit a rectangle between them.
*
* @name Rectangle#initialize
* @param {Point} from The first point defining the rectangle
* @param {Point} to The second point defining the rectangle
*/
/**
* Creates a new rectangle object from the passed rectangle object.
*
* @name Rectangle#initialize
* @param {Rectangle} rt
*/
initialize: function Rectangle(arg0, arg1, arg2, arg3) {
var type = typeof arg0,
read = 0;
if (type === 'number') {
// new Rectangle(x, y, width, height)
this.x = arg0;
this.y = arg1;
this.width = arg2;
this.height = arg3;
read = 4;
} else if (type === 'undefined' || arg0 === null) {
// new Rectangle(), new Rectangle(null)
this.x = this.y = this.width = this.height = 0;
read = arg0 === null ? 1 : 0;
} else if (arguments.length === 1) {
// This can either be an array, or an object literal.
if (Array.isArray(arg0)) {
this.x = arg0[0];
this.y = arg0[1];
this.width = arg0[2];
this.height = arg0[3];
read = 1;
} else if (arg0.x !== undefined || arg0.width !== undefined) {
// Another rectangle or a simple object literal
// describing one. Use duck typing, and 0 as defaults.
this.x = arg0.x || 0;
this.y = arg0.y || 0;
this.width = arg0.width || 0;
this.height = arg0.height || 0;
read = 1;
} else if (arg0.from === undefined && arg0.to === undefined) {
// Use #_set to support whatever property the rectangle can
// take, but handle from/to separately below.
this.x = this.y = this.width = this.height = 0;
this._set(arg0);
read = 1;
}
}
if (!read) {
// Read a point argument and look at the next value to see whether
// it's a size or a point, then read accordingly.
// We're supporting both reading from a normal arguments list and
// covering the Rectangle({ from: , to: }) constructor, through
// Point.readNamed().
var point = Point.readNamed(arguments, 'from'),
next = Base.peek(arguments);
this.x = point.x;
this.y = point.y;
if (next && next.x !== undefined || Base.hasNamed(arguments, 'to')) {
// new Rectangle(from, to)
// Read above why we can use readNamed() to cover both cases.
var to = Point.readNamed(arguments, 'to');
this.width = to.x - point.x;
this.height = to.y - point.y;
// Check if horizontal or vertical order needs to be reversed.
if (this.width < 0) {
this.x = to.x;
this.width = -this.width;
}
if (this.height < 0) {
this.y = to.y;
this.height = -this.height;
}
} else {
// new Rectangle(point, size)
var size = Size.read(arguments);
this.width = size.width;
this.height = size.height;
}
read = arguments._index;
}
if (this.__read)
this.__read = read;
},
/**
* The x position of the rectangle.
*
* @name Rectangle#x
* @type Number
*/
/**
* The y position of the rectangle.
*
* @name Rectangle#y
* @type Number
*/
/**
* The width of the rectangle.
*
* @name Rectangle#width
* @type Number
*/
/**
* The height of the rectangle.
*
* @name Rectangle#height
* @type Number
*/
/**
* @ignore
*/
set: function(x, y, width, height) {
this.x = x;
this.y = y;
this.width = width;
this.height = height;
return this;
},
/**
* Returns a copy of the rectangle.
*/
clone: function() {
return new Rectangle(this.x, this.y, this.width, this.height);
},
/**
* Checks whether the coordinates and size of the rectangle are equal to
* that of the supplied rectangle.
*
* @param {Rectangle} rect
* @return {Boolean} {@true if the rectangles are equal}
*/
equals: function(rect) {
var rt = Base.isPlainValue(rect)
? Rectangle.read(arguments)
: rect;
return rt === this
|| rt && this.x === rt.x && this.y === rt.y
&& this.width === rt.width && this.height === rt.height
|| false;
},
/**
* @return {String} a string representation of this rectangle
*/
toString: function() {
var f = Formatter.instance;
return '{ x: ' + f.number(this.x)
+ ', y: ' + f.number(this.y)
+ ', width: ' + f.number(this.width)
+ ', height: ' + f.number(this.height)
+ ' }';
},
_serialize: function(options) {
var f = options.formatter;
// See Point#_serialize()
return [f.number(this.x),
f.number(this.y),
f.number(this.width),
f.number(this.height)];
},
/**
* The top-left point of the rectangle
*
* @type Point
* @bean
*/
getPoint: function(/* dontLink */) {
var ctor = arguments[0] ? Point : LinkedPoint;
return new ctor(this.x, this.y, this, 'setPoint');
},
setPoint: function(/* point */) {
var point = Point.read(arguments);
this.x = point.x;
this.y = point.y;
},
/**
* The size of the rectangle
*
* @type Size
* @bean
*/
getSize: function(/* dontLink */) {
var ctor = arguments[0] ? Size : LinkedSize;
return new ctor(this.width, this.height, this, 'setSize');
},
setSize: function(/* size */) {
var size = Size.read(arguments);
// Keep track of how dimensions were specified through this._fix*
// attributes.
// _fixX / Y can either be 0 (l), 0.5 (center) or 1 (r), and is used as
// direct factors to calculate the x / y adujstments from the size
// differences.
// _fixW / H is either 0 (off) or 1 (on), and is used to protect
// widht / height values against changes.
if (this._fixX)
this.x += (this.width - size.width) * this._fixX;
if (this._fixY)
this.y += (this.height - size.height) * this._fixY;
this.width = size.width;
this.height = size.height;
this._fixW = 1;
this._fixH = 1;
},
/**
* {@grouptitle Side Positions}
*
* The position of the left hand side of the rectangle. Note that this
* doesn't move the whole rectangle; the right hand side stays where it was.
*
* @type Number
* @bean
*/
getLeft: function() {
return this.x;
},
setLeft: function(left) {
if (!this._fixW)
this.width -= left - this.x;
this.x = left;
this._fixX = 0;
},
/**
* The top coordinate of the rectangle. Note that this doesn't move the
* whole rectangle: the bottom won't move.
*
* @type Number
* @bean
*/
getTop: function() {
return this.y;
},
setTop: function(top) {
if (!this._fixH)
this.height -= top - this.y;
this.y = top;
this._fixY = 0;
},
/**
* The position of the right hand side of the rectangle. Note that this
* doesn't move the whole rectangle; the left hand side stays where it was.
*
* @type Number
* @bean
*/
getRight: function() {
return this.x + this.width;
},
setRight: function(right) {
// Turn _fixW off if we specify two _fixX values
if (this._fixX !== undefined && this._fixX !== 1)
this._fixW = 0;
if (this._fixW)
this.x = right - this.width;
else
this.width = right - this.x;
this._fixX = 1;
},
/**
* The bottom coordinate of the rectangle. Note that this doesn't move the
* whole rectangle: the top won't move.
*
* @type Number
* @bean
*/
getBottom: function() {
return this.y + this.height;
},
setBottom: function(bottom) {
// Turn _fixH off if we specify two _fixY values
if (this._fixY !== undefined && this._fixY !== 1)
this._fixH = 0;
if (this._fixH)
this.y = bottom - this.height;
else
this.height = bottom - this.y;
this._fixY = 1;
},
/**
* The center-x coordinate of the rectangle.
*
* @type Number
* @bean
* @ignore
*/
getCenterX: function() {
return this.x + this.width * 0.5;
},
setCenterX: function(x) {
this.x = x - this.width * 0.5;
this._fixX = 0.5;
},
/**
* The center-y coordinate of the rectangle.
*
* @type Number
* @bean
* @ignore
*/
getCenterY: function() {
return this.y + this.height * 0.5;
},
setCenterY: function(y) {
this.y = y - this.height * 0.5;
this._fixY = 0.5;
},
/**
* {@grouptitle Corner and Center Point Positions}
*
* The center point of the rectangle.
*
* @type Point
* @bean
*/
getCenter: function(/* dontLink */) {
var ctor = arguments[0] ? Point : LinkedPoint;
return new ctor(this.getCenterX(), this.getCenterY(), this, 'setCenter');
},
setCenter: function(/* point */) {
var point = Point.read(arguments);
this.setCenterX(point.x);
this.setCenterY(point.y);
// A special setter where we allow chaining, because it comes in handy
// in a couple of places in core.
return this;
},
/**
* The top-left point of the rectangle.
*
* @name Rectangle#topLeft
* @type Point
*/
/**
* The top-right point of the rectangle.
*
* @name Rectangle#topRight
* @type Point
*/
/**
* The bottom-left point of the rectangle.
*
* @name Rectangle#bottomLeft
* @type Point
*/
/**
* The bottom-right point of the rectangle.
*
* @name Rectangle#bottomRight
* @type Point
*/
/**
* The left-center point of the rectangle.
*
* @name Rectangle#leftCenter
* @type Point
*/
/**
* The top-center point of the rectangle.
*
* @name Rectangle#topCenter
* @type Point
*/
/**
* The right-center point of the rectangle.
*
* @name Rectangle#rightCenter
* @type Point
*/
/**
* The bottom-center point of the rectangle.
*
* @name Rectangle#bottomCenter
* @type Point
*/
/**
* The area of the rectangle in square points.
*
* @type Number
* @bean
*/
getArea: function() {
return this.width * this.height;
},
/**
* @return {Boolean} {@true the rectangle is empty}
*/
isEmpty: function() {
return this.width === 0 || this.height === 0;
},
/**
* {@grouptitle Geometric Tests}
*
* Tests if the specified point is inside the boundary of the rectangle.
*
* @name Rectangle#contains
* @function
* @param {Point} point the specified point
* @return {Boolean} {@true if the point is inside the rectangle's boundary}
*
* @example {@paperscript}
* // Checking whether the mouse position falls within the bounding
* // rectangle of an item:
*
* // Create a circle shaped path at {x: 80, y: 50}
* // with a radius of 30.
* var circle = new Path.Circle(new Point(80, 50), 30);
* circle.fillColor = 'red';
*
* function onMouseMove(event) {
* // Check whether the mouse position intersects with the
* // bounding box of the item:
* if (circle.bounds.contains(event.point)) {
* // If it intersects, fill it with green:
* circle.fillColor = 'green';
* } else {
* // If it doesn't intersect, fill it with red:
* circle.fillColor = 'red';
* }
* }
*/
/**
* Tests if the interior of the rectangle entirely contains the specified
* rectangle.
*
* @name Rectangle#contains
* @function
* @param {Rectangle} rect The specified rectangle
* @return {Boolean} {@true if the rectangle entirely contains the specified
* rectangle}
*
* @example {@paperscript}
* // Checking whether the bounding box of one item is contained within
* // that of another item:
*
* // All newly created paths will inherit these styles:
* project.currentStyle = {
* fillColor: 'green',
* strokeColor: 'black'
* };
*
* // Create a circle shaped path at {x: 80, y: 50}
* // with a radius of 45.
* var largeCircle = new Path.Circle(new Point(80, 50), 45);
*
* // Create a smaller circle shaped path in the same position
* // with a radius of 30.
* var circle = new Path.Circle(new Point(80, 50), 30);
*
* function onMouseMove(event) {
* // Move the circle to the position of the mouse:
* circle.position = event.point;
*
* // Check whether the bounding box of the smaller circle
* // is contained within the bounding box of the larger item:
* if (largeCircle.bounds.contains(circle.bounds)) {
* // If it does, fill it with green:
* circle.fillColor = 'green';
* largeCircle.fillColor = 'green';
* } else {
* // If doesn't, fill it with red:
* circle.fillColor = 'red';
* largeCircle.fillColor = 'red';
* }
* }
*/
contains: function(arg) {
// Detect rectangles either by checking for 'width' on the passed object
// or by looking at the amount of elements in the arguments list,
// or the passed array:
return arg && arg.width !== undefined
|| (Array.isArray(arg) ? arg : arguments).length == 4
? this._containsRectangle(Rectangle.read(arguments))
: this._containsPoint(Point.read(arguments));
},
_containsPoint: function(point) {
var x = point.x,
y = point.y;
return x >= this.x && y >= this.y
&& x <= this.x + this.width
&& y <= this.y + this.height;
},
_containsRectangle: function(rect) {
var x = rect.x,
y = rect.y;
return x >= this.x && y >= this.y
&& x + rect.width <= this.x + this.width
&& y + rect.height <= this.y + this.height;
},
/**
* Tests if the interior of this rectangle intersects the interior of
* another rectangle. Rectangles just touching each other are considered
* as non-intersecting.
*
* @param {Rectangle} rect the specified rectangle
* @return {Boolean} {@true if the rectangle and the specified rectangle
* intersect each other}
*
* @example {@paperscript}
* // Checking whether the bounding box of one item intersects with
* // that of another item:
*
* // All newly created paths will inherit these styles:
* project.currentStyle = {
* fillColor: 'green',
* strokeColor: 'black'
* };
*
* // Create a circle shaped path at {x: 80, y: 50}
* // with a radius of 45.
* var largeCircle = new Path.Circle(new Point(80, 50), 45);
*
* // Create a smaller circle shaped path in the same position
* // with a radius of 30.
* var circle = new Path.Circle(new Point(80, 50), 30);
*
* function onMouseMove(event) {
* // Move the circle to the position of the mouse:
* circle.position = event.point;
*
* // Check whether the bounding box of the two circle
* // shaped paths intersect:
* if (largeCircle.bounds.intersects(circle.bounds)) {
* // If it does, fill it with green:
* circle.fillColor = 'green';
* largeCircle.fillColor = 'green';
* } else {
* // If doesn't, fill it with red:
* circle.fillColor = 'red';
* largeCircle.fillColor = 'red';
* }
* }
*/
intersects: function(/* rect */) {
var rect = Rectangle.read(arguments);
return rect.x + rect.width > this.x
&& rect.y + rect.height > this.y
&& rect.x < this.x + this.width
&& rect.y < this.y + this.height;
},
touches: function(/* rect */) {
var rect = Rectangle.read(arguments);
return rect.x + rect.width >= this.x
&& rect.y + rect.height >= this.y
&& rect.x <= this.x + this.width
&& rect.y <= this.y + this.height;
},
/**
* {@grouptitle Boolean Operations}
*
* Returns a new rectangle representing the intersection of this rectangle
* with the specified rectangle.
*
* @param {Rectangle} rect The rectangle to be intersected with this
* rectangle
* @return {Rectangle} the largest rectangle contained in both the specified
* rectangle and in this rectangle
*
* @example {@paperscript}
* // Intersecting two rectangles and visualizing the result using rectangle
* // shaped paths:
*
* // Create two rectangles that overlap each other
* var size = new Size(50, 50);
* var rectangle1 = new Rectangle(new Point(25, 15), size);
* var rectangle2 = new Rectangle(new Point(50, 40), size);
*
* // The rectangle that represents the intersection of the
* // two rectangles:
* var intersected = rectangle1.intersect(rectangle2);
*
* // To visualize the intersecting of the rectangles, we will
* // create rectangle shaped paths using the Path.Rectangle
* // constructor.
*
* // Have all newly created paths inherit a black stroke:
* project.currentStyle.strokeColor = 'black';
*
* // Create two rectangle shaped paths using the abstract rectangles
* // we created before:
* new Path.Rectangle(rectangle1);
* new Path.Rectangle(rectangle2);
*
* // Create a path that represents the intersected rectangle,
* // and fill it with red:
* var intersectionPath = new Path.Rectangle(intersected);
* intersectionPath.fillColor = 'red';
*/
intersect: function(/* rect */) {
var rect = Rectangle.read(arguments),
x1 = Math.max(this.x, rect.x),
y1 = Math.max(this.y, rect.y),
x2 = Math.min(this.x + this.width, rect.x + rect.width),
y2 = Math.min(this.y + this.height, rect.y + rect.height);
return new Rectangle(x1, y1, x2 - x1, y2 - y1);
},
/**
* Returns a new rectangle representing the union of this rectangle with the
* specified rectangle.
*
* @param {Rectangle} rect the rectangle to be combined with this rectangle
* @return {Rectangle} the smallest rectangle containing both the specified
* rectangle and this rectangle.
*/
unite: function(/* rect */) {
var rect = Rectangle.read(arguments),
x1 = Math.min(this.x, rect.x),
y1 = Math.min(this.y, rect.y),
x2 = Math.max(this.x + this.width, rect.x + rect.width),
y2 = Math.max(this.y + this.height, rect.y + rect.height);
return new Rectangle(x1, y1, x2 - x1, y2 - y1);
},
/**
* Adds a point to this rectangle. The resulting rectangle is the
* smallest rectangle that contains both the original rectangle and the
* specified point.
*
* After adding a point, a call to {@link #contains(point)} with the added
* point as an argument does not necessarily return {@code true}.
* The {@link Rectangle#contains(point)} method does not return {@code true}
* for points on the right or bottom edges of a rectangle. Therefore, if the
* added point falls on the left or bottom edge of the enlarged rectangle,
* {@link Rectangle#contains(point)} returns {@code false} for that point.
*
* @param {Point} point
*/
include: function(/* point */) {
var point = Point.read(arguments);
var x1 = Math.min(this.x, point.x),
y1 = Math.min(this.y, point.y),
x2 = Math.max(this.x + this.width, point.x),
y2 = Math.max(this.y + this.height, point.y);
return new Rectangle(x1, y1, x2 - x1, y2 - y1);
},
/**
* Expands the rectangle by the specified amount in horizontal and
* vertical directions.
*
* @name Rectangle#expand
* @function
* @param {Number|Size|Point} amount the amount to expand the rectangle in
* both directions
*/
/**
* Expands the rectangle by the specified amounts in horizontal and
* vertical directions.
*
* @name Rectangle#expand
* @function
* @param {Number} hor the amount to expand the rectangle in horizontal
* direction
* @param {Number} ver the amount to expand the rectangle in horizontal
* direction
*/
expand: function(/* amount */) {
var amount = Size.read(arguments),
hor = amount.width,
ver = amount.height;
return new Rectangle(this.x - hor / 2, this.y - ver / 2,
this.width + hor, this.height + ver);
},
/**
* Scales the rectangle by the specified amount from its center.
*
* @name Rectangle#scale
* @function
* @param {Number} amount
*/
/**
* Scales the rectangle in horizontal direction by the specified
* {@code hor} amount and in vertical direction by the specified {@code ver}
* amount from its center.
*
* @name Rectangle#scale
* @function
* @param {Number} hor
* @param {Number} ver
*/
scale: function(hor, ver) {
return this.expand(this.width * hor - this.width,
this.height * (ver === undefined ? hor : ver) - this.height);
}
}, new function() {
return Base.each([
['Top', 'Left'], ['Top', 'Right'],
['Bottom', 'Left'], ['Bottom', 'Right'],
['Left', 'Center'], ['Top', 'Center'],
['Right', 'Center'], ['Bottom', 'Center']
],
function(parts, index) {
var part = parts.join('');
// find out if the first of the pair is an x or y property,
// by checking the first character for [R]ight or [L]eft;
var xFirst = /^[RL]/.test(part);
// Rename Center to CenterX or CenterY:
if (index >= 4)
parts[1] += xFirst ? 'Y' : 'X';
var x = parts[xFirst ? 0 : 1],
y = parts[xFirst ? 1 : 0],
getX = 'get' + x,
getY = 'get' + y,
setX = 'set' + x,
setY = 'set' + y,
get = 'get' + part,
set = 'set' + part;
this[get] = function(/* dontLink */) {
var ctor = arguments[0] ? Point : LinkedPoint;
return new ctor(this[getX](), this[getY](), this, set);
};
this[set] = function(/* point */) {
var point = Point.read(arguments);
this[setX](point.x);
this[setY](point.y);
};
}, {});
});
/**
* @name LinkedRectangle
*
* @class An internal version of Rectangle that notifies its owner of each
* change through setting itself again on the setter that corresponds to the
* getter that produced this LinkedRectangle.
* See uses of LinkedRectangle.create()
* Note: This prototype is not exported.
*
* @private
*/
var LinkedRectangle = Rectangle.extend({
// Have LinkedRectangle appear as a normal Rectangle in debugging
initialize: function Rectangle(x, y, width, height, owner, setter) {
this.set(x, y, width, height, true);
this._owner = owner;
this._setter = setter;
},
set: function(x, y, width, height, _dontNotify) {
this._x = x;
this._y = y;
this._width = width;
this._height = height;
if (!_dontNotify)
this._owner[this._setter](this);
return this;
}
}, new function() {
var proto = Rectangle.prototype;
return Base.each(['x', 'y', 'width', 'height'], function(key) {
var part = Base.capitalize(key);
var internal = '_' + key;
this['get' + part] = function() {
return this[internal];
};
this['set' + part] = function(value) {
this[internal] = value;
// Check if this setter is called from another one which sets
// _dontNotify, as it will notify itself
if (!this._dontNotify)
this._owner[this._setter](this);
};
}, Base.each(['Point', 'Size', 'Center',
'Left', 'Top', 'Right', 'Bottom', 'CenterX', 'CenterY',
'TopLeft', 'TopRight', 'BottomLeft', 'BottomRight',
'LeftCenter', 'TopCenter', 'RightCenter', 'BottomCenter'],
function(key) {
var name = 'set' + key;
this[name] = function(/* value */) {
// Make sure the above setters of x, y, width, height do not
// each notify the owner, as we're going to take care of this
// afterwards here, only once per change.
this._dontNotify = true;
proto[name].apply(this, arguments);
this._dontNotify = false;
this._owner[this._setter](this);
};
}, /** @lends Rectangle# */{
/**
* {@grouptitle Item Bounds}
*
* Specifies whether an item's bounds are selected and will also
* mark the item as selected.
*
* Paper.js draws the visual bounds of selected items on top of your
* project. This can be useful for debugging.
*
* @type Boolean
* @default false
* @bean
*/
isSelected: function() {
return this._owner._boundsSelected;
},
setSelected: function(selected) {
var owner = this._owner;
if (owner.setSelected) {
owner._boundsSelected = selected;
// Update the owner's selected state too, so the bounds
// actually get drawn. When deselecting, take a path's
// _selectedSegmentState into account too, since it will
// have to remain selected even when bounds are deselected
owner.setSelected(selected || owner._selectedSegmentState > 0);
}
}
})
);
});