@antv/g2
Version:
the Grammar of Graphics in Javascript
134 lines • 4.86 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", { value: true });
exports.intersect = exports.isIntersectRect = void 0;
var tslib_1 = require("tslib");
function dot(a, b) {
return (a[0] || 0) * (b[0] || 0) + (a[1] || 0) * (b[1] || 0) + (a[2] || 0) * (b[2] || 0);
}
/**
* @private
* 1. 获取投影轴
*/
function getAxes(points /** 多边形的关键点 */) {
// 目前先处理 平行矩形 的场景, 其他多边形不处理
if (points.length > 4) {
return [];
}
// 获取向量
var vector = function (start, end) {
return [end.x - start.x, end.y - start.y];
};
// 由于 矩形的平行原理,所以只有 2 条投影轴: A -> B, B -> C
var AB = vector(points[0], points[1]);
var BC = vector(points[1], points[2]);
return [AB, BC];
}
/**
* @private
* 绕指定点顺时针旋转后的点坐标
* 默认绕原点旋转
*/
function rotateAtPoint(point, deg, origin) {
if (deg === void 0) { deg = 0; }
if (origin === void 0) { origin = { x: 0, y: 0 }; }
var x = point.x, y = point.y;
return {
x: (x - origin.x) * Math.cos(-deg) + (y - origin.y) * Math.sin(-deg) + origin.x,
y: (origin.x - x) * Math.sin(-deg) + (y - origin.y) * Math.cos(-deg) + origin.y,
};
}
/**
* @private
* 转化为顶点坐标数组
*
* @param {Object} box
*/
function getRectPoints(box) {
var points = [
{ x: box.x, y: box.y },
{ x: box.x + box.width, y: box.y },
{ x: box.x + box.width, y: box.y + box.height },
{ x: box.x, y: box.y + box.height },
];
var rotation = box.rotation;
if (rotation) {
return [
rotateAtPoint(points[0], rotation, points[0]),
rotateAtPoint(points[1], rotation, points[0]),
rotateAtPoint(points[2], rotation, points[0]),
rotateAtPoint(points[3], rotation, points[0]),
];
}
return points;
}
/**
* @private
* 2. 获取多边形在投影轴上的投影
*
* 向量的点积的其中一个几何含义是:一个向量在平行于另一个向量方向上的投影的数值乘积。
* 由于投影轴是单位向量(长度为1),投影的长度为 x1 * x2 + y1 * y2
*/
function getProjection(points /** 多边形的关键点 */, axis) {
// 目前先处理矩形的场景
if (points.length > 4) {
return { min: 0, max: 0 };
}
var scalars = [];
points.forEach(function (point) {
scalars.push(dot([point.x, point.y], axis));
});
return { min: Math.min.apply(Math, tslib_1.__spreadArray([], tslib_1.__read(scalars), false)), max: Math.max.apply(Math, tslib_1.__spreadArray([], tslib_1.__read(scalars), false)) };
}
function isProjectionOverlap(projection1, projection2) {
return projection1.max > projection2.min && projection1.min < projection2.max;
}
function isValidNumber(d) {
return typeof d === 'number' && !Number.isNaN(d) && d !== Infinity && d !== -Infinity;
}
function isValidBox(box) {
return ['x', 'y', 'width', 'height'].every(function (attr) { return isValidNumber(box[attr]); });
}
/**
* 快速判断两个无旋转矩形是否遮挡
*/
function isIntersectRect(box1, box2, margin) {
if (margin === void 0) { margin = 0; }
return !(box2.x > box1.x + box1.width + margin ||
box2.x + box2.width < box1.x - margin ||
box2.y > box1.y + box1.height + margin ||
box2.y + box2.height < box1.y - margin);
}
exports.isIntersectRect = isIntersectRect;
/**
* detect whether two shape is intersected, useful when shape is been rotated
* 判断两个矩形是否重叠(相交和包含, 是否旋转)
*
* - 原理: 分离轴定律
*/
function intersect(box1, box2, margin) {
if (margin === void 0) { margin = 0; }
// 如果两个 box 中有一个是不合法的 box,也就是不会被渲染出来的,那么它们就不相交。
if (!isValidBox(box1) || !isValidBox(box2))
return false;
// 如果两个矩形没有旋转,使用快速判断
if (!box1.rotation && !box2.rotation) {
return isIntersectRect(box1, box2, margin);
}
// 分别获取 4 个关键点
var rect1Points = getRectPoints(box1);
var rect2Points = getRectPoints(box2);
// 获取所有投影轴
var axes = getAxes(rect1Points).concat(getAxes(rect2Points));
for (var i = 0; i < axes.length; i++) {
var axis = axes[i];
var projection1 = getProjection(rect1Points, axis);
var projection2 = getProjection(rect2Points, axis);
// 判断投影轴上的投影是否存在重叠,若检测到存在间隙则立刻退出判断,消除不必要的运算。
if (!isProjectionOverlap(projection1, projection2)) {
return false;
}
}
return true;
}
exports.intersect = intersect;
//# sourceMappingURL=collision-detect.js.map