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// =================================================================================================
//
//	Starling Framework
//	Copyright 2011-2015 Gamua. All Rights Reserved.
//
//	This program is free software. You can redistribute and/or modify it
//	in accordance with the terms of the accompanying license agreement.
//
// =================================================================================================

package starling.utils
{
    import flash.geom.Matrix;
    import flash.geom.Matrix3D;
    import flash.geom.Point;
    import flash.geom.Rectangle;
    import flash.geom.Vector3D;

    import starling.errors.AbstractClassError;

    /** A utility class containing methods related to the Rectangle class. */
    public class RectangleUtil
    {
        // helper objects
        private static const sPoint:Point = new Point();
        private static const sPoint3D:Vector3D = new Vector3D();
        private static const sPositions:Vector. =
            new [new Point(), new Point(), new Point(), new Point()];

        /** @private */
        public function RectangleUtil() { throw new AbstractClassError(); }
        
        /** Calculates the intersection between two Rectangles. If the rectangles do not intersect,
         *  this method returns an empty Rectangle object with its properties set to 0. */
        public static function intersect(rect1:Rectangle, rect2:Rectangle, 
                                         out:Rectangle=null):Rectangle
        {
            if (out == null) out = new Rectangle();
            
            var left:Number   = rect1.x      > rect2.x      ? rect1.x      : rect2.x;
            var right:Number  = rect1.right  < rect2.right  ? rect1.right  : rect2.right;
            var top:Number    = rect1.y      > rect2.y      ? rect1.y      : rect2.y;
            var bottom:Number = rect1.bottom < rect2.bottom ? rect1.bottom : rect2.bottom;
            
            if (left > right || top > bottom)
                out.setEmpty();
            else
                out.setTo(left, top, right-left, bottom-top);
            
            return out;
        }
        
        /** Calculates a rectangle with the same aspect ratio as the given 'rectangle',
         *  centered within 'into'.  
         * 
         *  

This method is useful for calculating the optimal viewPort for a certain display * size. You can use different scale modes to specify how the result should be calculated; * furthermore, you can avoid pixel alignment errors by only allowing whole-number * multipliers/divisors (e.g. 3, 2, 1, 1/2, 1/3).

* * @see starling.utils.ScaleMode */ public static function fit(rectangle:Rectangle, into:Rectangle, scaleMode:String="showAll", pixelPerfect:Boolean=false, out:Rectangle=null):Rectangle { if (!ScaleMode.isValid(scaleMode)) throw new ArgumentError("Invalid scaleMode: " + scaleMode); if (out == null) out = new Rectangle(); var width:Number = rectangle.width; var height:Number = rectangle.height; var factorX:Number = into.width / width; var factorY:Number = into.height / height; var factor:Number = 1.0; if (scaleMode == ScaleMode.SHOW_ALL) { factor = factorX < factorY ? factorX : factorY; if (pixelPerfect) factor = nextSuitableScaleFactor(factor, false); } else if (scaleMode == ScaleMode.NO_BORDER) { factor = factorX > factorY ? factorX : factorY; if (pixelPerfect) factor = nextSuitableScaleFactor(factor, true); } width *= factor; height *= factor; out.setTo( into.x + (into.width - width) / 2, into.y + (into.height - height) / 2, width, height); return out; } /** Calculates the next whole-number multiplier or divisor, moving either up or down. */ private static function nextSuitableScaleFactor(factor:Number, up:Boolean):Number { var divisor:Number = 1.0; if (up) { if (factor >= 0.5) return Math.ceil(factor); else { while (1.0 / (divisor + 1) > factor) ++divisor; } } else { if (factor >= 1.0) return Math.floor(factor); else { while (1.0 / divisor > factor) ++divisor; } } return 1.0 / divisor; } /** If the rectangle contains negative values for width or height, all coordinates * are adjusted so that the rectangle describes the same region with positive values. */ public static function normalize(rect:Rectangle):void { if (rect.width < 0) { rect.width = -rect.width; rect.x -= rect.width; } if (rect.height < 0) { rect.height = -rect.height; rect.y -= rect.height; } } /** Extends the bounds of the rectangle in all four directions. */ public static function extend(rect:Rectangle, left:Number=0, right:Number=0, top:Number=0, bottom:Number=0):void { rect.x -= left; rect.y -= top; rect.width += left + right; rect.height += top + bottom; } /** Calculates the bounds of a rectangle after transforming it by a matrix. * If you pass an out-rectangle, the result will be stored in this rectangle * instead of creating a new object. */ public static function getBounds(rectangle:Rectangle, matrix:Matrix, out:Rectangle=null):Rectangle { if (out == null) out = new Rectangle(); var minX:Number = Number.MAX_VALUE, maxX:Number = -Number.MAX_VALUE; var minY:Number = Number.MAX_VALUE, maxY:Number = -Number.MAX_VALUE; var positions:Vector. = getPositions(rectangle, sPositions); for (var i:int=0; i<4; ++i) { MatrixUtil.transformCoords(matrix, positions[i].x, positions[i].y, sPoint); if (minX > sPoint.x) minX = sPoint.x; if (maxX < sPoint.x) maxX = sPoint.x; if (minY > sPoint.y) minY = sPoint.y; if (maxY < sPoint.y) maxY = sPoint.y; } out.setTo(minX, minY, maxX - minX, maxY - minY); return out; } /** Calculates the bounds of a rectangle projected into the XY-plane of a certain 3D space * as they appear from the given camera position. Note that 'camPos' is expected in the * target coordinate system (the same that the XY-plane lies in). * *

If you pass an 'out' Rectangle, the result will be stored in this rectangle * instead of creating a new object.

*/ public static function getBoundsProjected(rectangle:Rectangle, matrix:Matrix3D, camPos:Vector3D, out:Rectangle=null):Rectangle { if (out == null) out = new Rectangle(); if (camPos == null) throw new ArgumentError("camPos must not be null"); var minX:Number = Number.MAX_VALUE, maxX:Number = -Number.MAX_VALUE; var minY:Number = Number.MAX_VALUE, maxY:Number = -Number.MAX_VALUE; var positions:Vector. = getPositions(rectangle, sPositions); for (var i:int=0; i<4; ++i) { var position:Point = positions[i]; if (matrix) MatrixUtil.transformCoords3D(matrix, position.x, position.y, 0, sPoint3D); else sPoint3D.setTo(position.x, position.y, 0); MathUtil.intersectLineWithXYPlane(camPos, sPoint3D, sPoint); if (minX > sPoint.x) minX = sPoint.x; if (maxX < sPoint.x) maxX = sPoint.x; if (minY > sPoint.y) minY = sPoint.y; if (maxY < sPoint.y) maxY = sPoint.y; } out.setTo(minX, minY, maxX - minX, maxY - minY); return out; } /** Returns a vector containing the positions of the four edges of the given rectangle. */ public static function getPositions(rectangle:Rectangle, out:Vector.=null):Vector. { if (out == null) out = new Vector.(4, true); for (var i:int=0; i<4; ++i) if (out[i] == null) out[i] = new Point(); out[0].x = rectangle.left; out[0].y = rectangle.top; out[1].x = rectangle.right; out[1].y = rectangle.top; out[2].x = rectangle.left; out[2].y = rectangle.bottom; out[3].x = rectangle.right; out[3].y = rectangle.bottom; return out; } /** Compares all properties of the given rectangle, returning true only if * they are equal (with the given accuracy 'e'). */ public static function compare(r1:Rectangle, r2:Rectangle, e:Number=0.0001):Boolean { if (r1 == null) return r2 == null; else if (r2 == null) return false; else { return r1.x > r2.x - e && r1.x < r2.x + e && r1.y > r2.y - e && r1.y < r2.y + e && r1.width > r2.width - e && r1.width < r2.width + e && r1.height > r2.height - e && r1.height < r2.height + e; } } } }




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