arcade-physics
Version:
Use Arcade Physics without Phaser.
48 lines • 1.66 kB
JavaScript
;
/**
* @author Richard Davey <rich@photonstorm.com>
* @copyright 2020 Photon Storm Ltd.
* @license {@link https://opensource.org/licenses/MIT|MIT License}
*/
var __importDefault = (this && this.__importDefault) || function (mod) {
return (mod && mod.__esModule) ? mod : { "default": mod };
};
Object.defineProperty(exports, "__esModule", { value: true });
const Rectangle_1 = __importDefault(require("../rectangle/Rectangle"));
/**
* Calculates the bounding AABB rectangle of a polygon.
*
* @function Phaser.Geom.Polygon.GetAABB
* @since 3.0.0
*
* @generic {Phaser.Geom.Rectangle} O - [out,$return]
*
* @param {Phaser.Geom.Polygon} polygon - The polygon that should be calculated.
* @param {(Phaser.Geom.Rectangle|object)} [out] - The rectangle or object that has x, y, width, and height properties to store the result. Optional.
*
* @return {(Phaser.Geom.Rectangle|object)} The resulting rectangle or object that is passed in with position and dimensions of the polygon's AABB.
*/
const GetAABB = (polygon, out) => {
if (out === undefined) {
out = new Rectangle_1.default();
}
let minX = Infinity;
let minY = Infinity;
let maxX = -minX;
let maxY = -minY;
let p;
for (let i = 0; i < polygon.points.length; i++) {
p = polygon.points[i];
minX = Math.min(minX, p.x);
minY = Math.min(minY, p.y);
maxX = Math.max(maxX, p.x);
maxY = Math.max(maxY, p.y);
}
out.x = minX;
out.y = minY;
out.width = maxX - minX;
out.height = maxY - minY;
return out;
};
exports.default = GetAABB;
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