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x-math

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Math library inspired by Google Closure library

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// Original license here // http://docs.closure-library.googlecode.com/git/closure_goog_math_rect.js.source.html var Box = require('./box'); var Coordinate = require('./coordinate'); var Size = require('./size'); var XMath = require('./math'); /** * Class for representing rectangular regions. * @param {number} x Left. * @param {number} y Top. * @param {number} w Width. * @param {number} h Height. * @constructor */ var Rect = function(x, y, w, h) { /** * Left * @type {number} */ this.left = x; /** * Top * @type {number} */ this.top = y; /** * Width * @type {number} */ this.width = w; /** * Height * @type {number} */ this.height = h; }; /** * Returns a new copy of the rectangle. * @return {!Rect} A clone of this Rectangle. */ Rect.prototype.clone = function() { return new Rect(this.left, this.top, this.width, this.height); }; /** * Returns a new Box object with the same position and dimensions as this * rectangle. * @return {!Box} A new Box representation of this Rectangle. */ Rect.prototype.toBox = function() { var right = this.left + this.width; var bottom = this.top + this.height; return new Box(this.top, right, bottom, this.left); }; /** * Creates a new Rect object with the same position and dimensions as a given * Box. Note that this is only the inverse of toBox if left/top are defined. * @param {Box} box A box. * @return {!Rect} A new Rect initialized with the box's position * and size. */ Rect.createFromBox = function(box) { return new Rect(box.left, box.top, box.right - box.left, box.bottom - box.top); }; Rect.createAtOffset = function(offset, size) { return new Rect(offset.x, offset.y, size.width, size.height); } Rect.createAroundCenter = function(center, size) { return new Rect(center.x - size.width / 2, center.y - size.height / 2, size.width, size.height); } /** * Returns a nice string representing size and dimensions of rectangle. * @return {string} In the form (50, 73 - 75w x 25h). * @override */ Rect.prototype.toString = function() { return '(' + this.left + ', ' + this.top + ' - ' + this.width + 'w x ' + this.height + 'h)'; }; Rect.prototype.toJSON = function() { return [this.left, this.top, this.width, this.height]; }; /** * Compares rectangles for equality. * @param {Rect} a A Rectangle. * @param {Rect} b A Rectangle. * @return {boolean} True iff the rectangles have the same left, top, width, * and height, or if both are null. */ Rect.equals = function(a, b) { if (a == b) { return true; } if (!a || !b) { return false; } return a.left == b.left && a.width == b.width && a.top == b.top && a.height == b.height; }; /** * Computes the intersection of this rectangle and the rectangle parameter. If * there is no intersection, returns false and leaves this rectangle as is. * @param {Rect} rect A Rectangle. * @return {boolean} True iff this rectangle intersects with the parameter. */ Rect.prototype.intersection = function(rect) { var x0 = Math.max(this.left, rect.left); var x1 = Math.min(this.left + this.width, rect.left + rect.width); if (x0 <= x1) { var y0 = Math.max(this.top, rect.top); var y1 = Math.min(this.top + this.height, rect.top + rect.height); if (y0 <= y1) { this.left = x0; this.top = y0; this.width = x1 - x0; this.height = y1 - y0; return true; } } return false; }; /** * Returns the intersection of two rectangles. Two rectangles intersect if they * touch at all, for example, two zero width and height rectangles would * intersect if they had the same top and left. * @param {Rect} a A Rectangle. * @param {Rect} b A Rectangle. * @return {Rect} A new intersection rect (even if width and height * are 0), or null if there is no intersection. */ Rect.intersection = function(a, b) { // There is no nice way to do intersection via a clone, because any such // clone might be unnecessary if this function returns null. So, we duplicate // code from above. var x0 = Math.max(a.left, b.left); var x1 = Math.min(a.left + a.width, b.left + b.width); if (x0 <= x1) { var y0 = Math.max(a.top, b.top); var y1 = Math.min(a.top + a.height, b.top + b.height); if (y0 <= y1) { return new Rect(x0, y0, x1 - x0, y1 - y0); } } return null; }; /** * Returns whether two rectangles intersect. Two rectangles intersect if they * touch at all, for example, two zero width and height rectangles would * intersect if they had the same top and left. * @param {Rect} a A Rectangle. * @param {Rect} b A Rectangle. * @return {boolean} Whether a and b intersect. */ Rect.intersects = function(a, b) { return (a.left <= b.left + b.width && b.left <= a.left + a.width && a.top <= b.top + b.height && b.top <= a.top + a.height); }; /** * Returns whether a rectangle intersects this rectangle. * @param {Rect} rect A rectangle. * @return {boolean} Whether rect intersects this rectangle. */ Rect.prototype.intersects = function(rect) { return Rect.intersects(this, rect); }; /** * Computes the difference regions between two rectangles. The return value is * an array of 0 to 4 rectangles defining the remaining regions of the first * rectangle after the second has been subtracted. * @param {Rect} a A Rectangle. * @param {Rect} b A Rectangle. * @return {!Array.<!Rect>} An array with 0 to 4 rectangles which * together define the difference area of rectangle a minus rectangle b. */ Rect.difference = function(a, b) { var intersection = Rect.intersection(a, b); if (!intersection || !intersection.height || !intersection.width) { return [a.clone()]; } var result = []; var top = a.top; var height = a.height; var ar = a.left + a.width; var ab = a.top + a.height; var br = b.left + b.width; var bb = b.top + b.height; // Subtract off any area on top where A extends past B if (b.top > a.top) { result.push(new Rect(a.left, a.top, a.width, b.top - a.top)); top = b.top; // If we're moving the top down, we also need to subtract the height diff. height -= b.top - a.top; } // Subtract off any area on bottom where A extends past B if (bb < ab) { result.push(new Rect(a.left, bb, a.width, ab - bb)); height = bb - top; } // Subtract any area on left where A extends past B if (b.left > a.left) { result.push(new Rect(a.left, top, b.left - a.left, height)); } // Subtract any area on right where A extends past B if (br < ar) { result.push(new Rect(br, top, ar - br, height)); } return result; }; /** * Computes the difference regions between this rectangle and {@code rect}. The * return value is an array of 0 to 4 rectangles defining the remaining regions * of this rectangle after the other has been subtracted. * @param {Rect} rect A Rectangle. * @return {!Array.<!Rect>} An array with 0 to 4 rectangles which * together define the difference area of rectangle a minus rectangle b. */ Rect.prototype.difference = function(rect) { return Rect.difference(this, rect); }; /** * Expand this rectangle to also include the area of the given rectangle. * @param {Rect} rect The other rectangle. */ Rect.prototype.boundingRect = function(rect) { // We compute right and bottom before we change left and top below. var right = Math.max(this.left + this.width, rect.left + rect.width); var bottom = Math.max(this.top + this.height, rect.top + rect.height); this.left = Math.min(this.left, rect.left); this.top = Math.min(this.top, rect.top); this.width = right - this.left; this.height = bottom - this.top; }; /** * Returns a new rectangle which completely contains both input rectangles. * @param {Rect} a A rectangle. * @param {Rect} b A rectangle. * @return {Rect} A new bounding rect, or null if either rect is * null. */ Rect.boundingRect = function(a, b) { if (!a || !b) { return null; } var clone = a.clone(); clone.boundingRect(b); return clone; }; /** * Tests whether this rectangle entirely contains another rectangle or * coordinate. * * @param {Rect|Coordinate} another The rectangle or * coordinate to test for containment. * @return {boolean} Whether this rectangle contains given rectangle or * coordinate. */ Rect.prototype.contains = function(another) { if (another instanceof Rect) { return this.left <= another.left && this.left + this.width >= another.left + another.width && this.top <= another.top && this.top + this.height >= another.top + another.height; } else { // (another instanceof Coordinate) return another.x >= this.left && another.x <= this.left + this.width && another.y >= this.top && another.y <= this.top + this.height; } }; /** * Returns a random coordinate inside this rectangle. * @return {!Coordinate} Random coordinate inside the rectangle. */ Rect.prototype.randomInside = function() { return new Coordinate(this.left + Math.random() * this.width, this.top + Math.random() * this.height); }; /** * Returns the offset (top left corner coordinate) of this rectangle. * @return {!Coordinate} The offset of this rectangle. */ Rect.prototype.offset = function() { return new Coordinate(this.left, this.top); }; /** * Returns the size of this rectangle. * @return {!Size} The size of this rectangle. */ Rect.prototype.getSize = function() { return new Size(this.width, this.height); }; /** * Returns the area of this rectangle. * @return {!Number} The area of this rectangle. */ Rect.prototype.area = function() { return this.width * this.height; }; /** * Rounds the fields to the next larger integer values. * @return {!Rect} This rectangle with ceil'd fields. */ Rect.prototype.ceil = function() { this.left = Math.ceil(this.left); this.top = Math.ceil(this.top); this.width = Math.ceil(this.width); this.height = Math.ceil(this.height); return this; }; /** * Rounds the fields to the next smaller integer values. * @return {!Rect} This rectangle with floored fields. */ Rect.prototype.floor = function() { this.left = Math.floor(this.left); this.top = Math.floor(this.top); this.width = Math.floor(this.width); this.height = Math.floor(this.height); return this; }; /** * Rounds the fields to nearest integer values. * @return {!Rect} This rectangle with rounded fields. */ Rect.prototype.round = function() { this.left = Math.round(this.left); this.top = Math.round(this.top); this.width = Math.round(this.width); this.height = Math.round(this.height); return this; }; /** * Translates this rectangle by the given offsets. If a * {@code Coordinate} is given, then the left and top values are * translated by the coordinate's x and y values. Otherwise, top and left are * translated by {@code tx} and {@code opt_ty} respectively. * @param {number|Coordinate} tx The value to translate left by or the * the coordinate to translate this rect by. * @param {number=} opt_ty The value to translate top by. * @return {!Rect} This rectangle after translating. */ Rect.prototype.translate = function(tx, opt_ty) { if (tx instanceof Coordinate) { this.left += tx.x; this.top += tx.y; } else { this.left += tx; if (XMath.isNumber(opt_ty)) { this.top += opt_ty; } } return this; }; /** * Scales this rectangle by the given scale factors. The left and width values * are scaled by {@code sx} and the top and height values are scaled by * {@code opt_sy}. If {@code opt_sy} is not given, then all fields are scaled * by {@code sx}. * @param {number} sx The scale factor to use for the x dimension. * @param {number=} opt_sy The scale factor to use for the y dimension. * @return {!Rect} This rectangle after scaling. */ Rect.prototype.scale = function(sx, opt_sy) { var sy = XMath.isNumber(opt_sy) ? opt_sy : sx; this.left *= sx; this.width *= sx; this.top *= sy; this.height *= sy; return this; }; module.exports = Rect;