import { Vector3D } from './Vector3D'; /** * A Box object is an area defined by its position, as indicated by its * top-left-front corner point(x, y, z) and by its width, * height and depth. * * *

The x, y, z, width, * height depth properties of the Box export class are * independent of each other; changing the value of one property has no effect * on the others. However, the right, bottom and * back properties are integrally related to those six * properties. For example, if you change the value of the right * property, the value of the width property changes; if you * change the bottom property, the value of the * height property changes.

* *

The following methods and properties use Box objects:

* * * *

You can use the new Box() constructor to create a * Box object.

* *

Note: The Box export class does not define a cubic Shape * display object. */ export class Box { private _size: Vector3D; private _bottomRightBack: Vector3D; private _topLeftFront: Vector3D; public _rawData: Float32Array; /** * The height of the box, in pixels. Changing the height value * of a Box object has no effect on the x, y, * z, depth and width properties. */ public get height(): number { return this._rawData[4]; } public set height(value: number) { this._rawData[4] = value; } /** * The width of the box, in pixels. Changing the width value * of a Box object has no effect on the x, y, * z, depth and height properties. */ public get width(): number { return this._rawData[3]; } public set width(value: number) { this._rawData[3] = value; } /** * The deoth of the box, in pixels. Changing the depth value * of a Box object has no effect on the x, y, * z, width and height properties. */ public get depth(): number { return this._rawData[5]; } public set depth(value: number) { this._rawData[5] = value; } /** * The x coordinate of the top-left-front corner of the box. * Changing the value of the x property of a Box object has no * effect on the y, z, width, * height and depth properties. * *

The value of the x property is equal to the value of the * left property.

*/ public get x(): number { return this._rawData[0]; } public set x(value: number) { this._rawData[0] = value; } /** * The y coordinate of the top-left-front corner of the box. * Changing the value of the y property of a Box object has no * effect on the x, z, width, * height and depth properties. * *

The value of the y property is equal to the value of the * top property.

*/ public get y(): number { return this._rawData[1]; } public set y(value: number) { this._rawData[1] = value; } /** * The y coordinate of the top-left-front corner of the box. * Changing the value of the z property of a Box object has no * effect on the x, y, width, * height and depth properties. * *

The value of the z property is equal to the value of the * front property.

*/ public get z(): number { return this._rawData[2]; } public set z(value: number) { this._rawData[2] = value; } /** * The sum of the z and height properties. */ public get back(): number { return this.z + this.depth; } public set back(val: number) { this.depth = val - this.z; } /** * The sum of the y and height properties. */ public get bottom(): number { return this.y + this.height; } public set bottom(val: number) { this.height = val - this.y; } /** * The location of the Box object's bottom-right corner, determined by the * values of the right and bottom properties. */ public get bottomRightBack(): Vector3D { if (this._bottomRightBack == null) this._bottomRightBack = new Vector3D(); this._bottomRightBack.x = this.x + this.width; this._bottomRightBack.y = this.y + this.height; this._bottomRightBack.z = this.z + this.depth; return this._bottomRightBack; } /** * The z coordinate of the top-left-front corner of the box. Changing * the front property of a Box object has no effect on the * x, y, width and height * properties. However it does affect the depth property, * whereas changing the z value does not affect the * depth property. * *

The value of the left property is equal to the value of * the x property.

*/ public get front(): number { return this.z; } public set front(val: number) { this.depth += this.z - val; this.z = val; } /** * The x coordinate of the top-left corner of the box. Changing the * left property of a Box object has no effect on the * y and height properties. However it does affect * the width property, whereas changing the x value * does not affect the width property. * *

The value of the left property is equal to the value of * the x property.

*/ public get left(): number { return this.x; } public set left(val: number) { this.width += this.x - val; this.x = val; } /** * The sum of the x and width properties. */ public get right(): number { return this.x + this.width; } public set right(val: number) { this.width = val - this.x; } /** * The size of the Box object, expressed as a Vector3D object with the * values of the width, height and * depth properties. */ public get size(): Vector3D { if (this._size == null) this._size = new Vector3D(); this._size.x = this.width; this._size.y = this.height; this._size.z = this.depth; return this._size; } /** * The y coordinate of the top-left-front corner of the box. Changing * the top property of a Box object has no effect on the * x and width properties. However it does affect * the height property, whereas changing the y * value does not affect the height property. * *

The value of the top property is equal to the value of the * y property.

*/ public get top(): number { return this.y; } public set top(val: number) { this.height += (this.y - val); this.y = val; } /** * The location of the Box object's top-left-front corner, determined by the * x, y and z coordinates of the point. */ public get topLeftFront(): Vector3D { if (this._topLeftFront == null) this._topLeftFront = new Vector3D(); this._topLeftFront.x = this.x; this._topLeftFront.y = this.y; this._topLeftFront.z = this.z; return this._topLeftFront; } /** * Creates a new Box object with the top-left-front corner specified by the * x, y and z parameters and with the * specified width, height and depth * parameters. If you call this public without parameters, a box with * x, y, z, width, * height and depth properties set to 0 is created. * * @param x The x coordinate of the top-left-front corner of the * box. * @param y The y coordinate of the top-left-front corner of the * box. * @param z The z coordinate of the top-left-front corner of the * box. * @param width The width of the box, in pixels. * @param height The height of the box, in pixels. * @param depth The depth of the box, in pixels. */ constructor(rawData: Float32Array); constructor(x?: number, y?: number, z?: number, width?: number, height?: number, depth?: number); constructor(x: number | Float32Array = 0, y: number = 0, z: number = 0, width: number = 0, height: number = 0, depth: number = 0) { if (x instanceof Float32Array) { this._rawData = x; } else { const raw: Float32Array = this._rawData = new Float32Array(6); raw[0] = x; raw[1] = y; raw[2] = z; raw[3] = width; raw[4] = height; raw[5] = depth; } } /** * Returns a new Box object with the same values for the x, * y, z, width, height * and depth properties as the original Box object. * * @return A new Box object with the same values for the x, * y, z, width, * height and depth properties as the * original Box object. */ public clone(): Box { return new Box(this._rawData); } /** * Determines whether the specified position is contained within the cubic * region defined by this Box object. * * @param x The x coordinate(horizontal component) of the position. * @param y The y coordinate(vertical component) of the position. * @param z The z coordinate(longitudinal component) of the position. * @return A value of true if the Box object contains the * specified position; otherwise false. */ public contains(x: number, y: number, z: number): boolean { return ( this.x <= x && this.x + this.width >= x && this.y <= y && this.y + this.height >= y && this.z <= z && this.z + this.depth >= z ); } /** * Determines whether the specified position is contained within the cubic * region defined by this Box object. This method is similar to the * Box.contains() method, except that it takes a Vector3D * object as a parameter. * * @param position The position, as represented by its x, y and * z coordinates. * @return A value of true if the Box object contains the * specified position; otherwise false. */ public containsPoint(position: Vector3D): boolean { return ( this.x <= position.x && this.x + this.width >= position.x && this.y <= position.y && this.y + this.height >= position.y && this.z <= position.z && this.z + this.depth >= position.z ); } /** * Determines whether the Box object specified by the box * parameter is contained within this Box object. A Box object is said to * contain another if the second Box object falls entirely within the * boundaries of the first. * * @param box The Box object being checked. * @return A value of true if the Box object that you specify * is contained by this Box object; otherwise false. */ public containsBox(box: Box): boolean { return ( this.x <= box.x && this.x + this.width >= box.x + box.width && this.y <= box.y && this.y + this.height >= box.y + box.height && this.z <= box.z && this.z + this.depth >= box.z + box.depth ); } /** * Copies all of box data from the source Box object into the calling * Box object. * * @param sourceBox The Box object from which to copy the data. */ public copyFrom(sourceBox: Box): void { this.x = sourceBox.x; this.y = sourceBox.y; this.z = sourceBox.z; this.width = sourceBox.width; this.height = sourceBox.height; this.depth = sourceBox.depth; } /** * Determines whether the object specified in the toCompare * parameter is equal to this Box object. This method compares the * x, y, z, width, * height and depth properties of an object against * the same properties of this Box object. * * @param toCompare The box to compare to this Box object. * @return A value of true if the object has exactly the same * values for the x, y, z, * width, height and depth * properties as this Box object; otherwise false. */ public equals(toCompare: Box): boolean { return ( this.x == toCompare.x && this.y == toCompare.y && this.z == toCompare.z && this.width == toCompare.width && this.height == toCompare.height && this.depth == toCompare.depth ); } /** * Increases the size of the Box object by the specified amounts, in * pixels. The center point of the Box object stays the same, and its * size increases to the left and right by the dx value, to * the top and the bottom by the dy value, and to * the front and the back by the dz value. * * @param dx The value to be added to the left and the right of the Box * object. The following equation is used to calculate the new * width and position of the box: * @param dy The value to be added to the top and the bottom of the Box * object. The following equation is used to calculate the new * height and position of the box: * @param dz The value to be added to the front and the back of the Box * object. The following equation is used to calculate the new * depth and position of the box: */ public inflate(dx: number, dy: number, dz: number): void { this.x -= dx / 2; this.y -= dy / 2; this.z -= dz / 2; this.width += dx / 2; this.height += dy / 2; this.depth += dz / 2; } /** * Increases the size of the Box object. This method is similar to the * Box.inflate() method except it takes a Vector3D object as * a parameter. * *

The following two code examples give the same result:

* * @param delta The x property of this Vector3D object is used to * increase the horizontal dimension of the Box object. * The y property is used to increase the vertical * dimension of the Box object. * The z property is used to increase the * longitudinal dimension of the Box object. */ public inflatePoint(delta: Vector3D): void { this.x -= delta.x / 2; this.y -= delta.y / 2; this.z -= delta.z / 2; this.width += delta.x / 2; this.height += delta.y / 2; this.depth += delta.z / 2; } /** * If the Box object specified in the toIntersect parameter * intersects with this Box object, returns the area of intersection * as a Box object. If the boxes do not intersect, this method returns an * empty Box object with its properties set to 0. * * @param toIntersect The Box object to compare against to see if it * intersects with this Box object. * @return A Box object that equals the area of intersection. If the * boxes do not intersect, this method returns an empty Box * object; that is, a box with its x, y, * z, width, height, and * depth properties set to 0. */ public intersection(toIntersect: Box): Box { if (this.intersects(toIntersect)) { const i: Box = new Box(); if (this.x > toIntersect.x) { i.x = this.x; i.width = toIntersect.x - this.x + toIntersect.width; if (i.width > this.width) i.width = this.width; } else { i.x = toIntersect.x; i.width = this.x - toIntersect.x + this.width; if (i.width > toIntersect.width) i.width = toIntersect.width; } if (this.y > toIntersect.y) { i.y = this.y; i.height = toIntersect.y - this.y + toIntersect.height; if (i.height > this.height) i.height = this.height; } else { i.y = toIntersect.y; i.height = this.y - toIntersect.y + this.height; if (i.height > toIntersect.height) i.height = toIntersect.height; } if (this.z > toIntersect.z) { i.z = this.z; i.depth = toIntersect.z - this.z + toIntersect.depth; if (i.depth > this.depth) i.depth = this.depth; } else { i.z = toIntersect.z; i.depth = this.z - toIntersect.z + this.depth; if (i.depth > toIntersect.depth) i.depth = toIntersect.depth; } return i; } return new Box(); } /** * Determines whether the object specified in the toIntersect * parameter intersects with this Box object. This method checks the * x, y, z, width, * height, and depth properties of the specified * Box object to see if it intersects with this Box object. * * @param toIntersect The Box object to compare against this Box object. * @return A value of true if the specified object intersects * with this Box object; otherwise false. */ public intersects(toIntersect: Box): boolean { return ( this.x + this.width >= toIntersect.x && this.x <= toIntersect.x + toIntersect.width && this.y + this.height >= toIntersect.y && this.y <= toIntersect.y + toIntersect.height && this.z + this.depth >= toIntersect.z && this.z <= toIntersect.z + toIntersect.depth ); } public rayIntersection(position: Vector3D, direction: Vector3D, targetNormal: Vector3D = null): number { if (this.containsPoint(position)) return 0; const halfExtentsX: number = this.width / 2; const halfExtentsY: number = this.height / 2; const halfExtentsZ: number = this.depth / 2; const centerX: number = this.x + halfExtentsX; const centerY: number = this.y + halfExtentsY; const centerZ: number = this.z + halfExtentsZ; const px: number = position.x - centerX; const py: number = position.y - centerY; const pz: number = position.z - centerZ; const vx: number = direction.x; const vy: number = direction.y; const vz: number = direction.z; let ix: number; let iy: number; let iz: number; let rayEntryDistance: number; // ray-plane tests let intersects: boolean; if (vx < 0) { rayEntryDistance = (halfExtentsX - px) / vx; if (rayEntryDistance > 0) { iy = py + rayEntryDistance * vy; iz = pz + rayEntryDistance * vz; if (iy > -halfExtentsY && iy < halfExtentsY && iz > -halfExtentsZ && iz < halfExtentsZ) { if (targetNormal) { targetNormal.x = 1; targetNormal.y = 0; targetNormal.z = 0; } intersects = true; } } } if (!intersects && vx > 0) { rayEntryDistance = (-halfExtentsX - px) / vx; if (rayEntryDistance > 0) { iy = py + rayEntryDistance * vy; iz = pz + rayEntryDistance * vz; if (iy > -halfExtentsY && iy < halfExtentsY && iz > -halfExtentsZ && iz < halfExtentsZ) { if (targetNormal) { targetNormal.x = -1; targetNormal.y = 0; targetNormal.z = 0; } intersects = true; } } } if (!intersects && vy < 0) { rayEntryDistance = (halfExtentsY - py) / vy; if (rayEntryDistance > 0) { ix = px + rayEntryDistance * vx; iz = pz + rayEntryDistance * vz; if (ix > -halfExtentsX && ix < halfExtentsX && iz > -halfExtentsZ && iz < halfExtentsZ) { if (targetNormal) { targetNormal.x = 0; targetNormal.y = 1; targetNormal.z = 0; } intersects = true; } } } if (!intersects && vy > 0) { rayEntryDistance = (-halfExtentsY - py) / vy; if (rayEntryDistance > 0) { ix = px + rayEntryDistance * vx; iz = pz + rayEntryDistance * vz; if (ix > -halfExtentsX && ix < halfExtentsX && iz > -halfExtentsZ && iz < halfExtentsZ) { if (targetNormal) { targetNormal.x = 0; targetNormal.y = -1; targetNormal.z = 0; } intersects = true; } } } if (!intersects && vz < 0) { rayEntryDistance = (halfExtentsZ - pz) / vz; if (rayEntryDistance > 0) { ix = px + rayEntryDistance * vx; iy = py + rayEntryDistance * vy; if (iy > -halfExtentsY && iy < halfExtentsY && ix > -halfExtentsX && ix < halfExtentsX) { if (targetNormal) { targetNormal.x = 0; targetNormal.y = 0; targetNormal.z = 1; } intersects = true; } } } if (!intersects && vz > 0) { rayEntryDistance = (-halfExtentsZ - pz) / vz; if (rayEntryDistance > 0) { ix = px + rayEntryDistance * vx; iy = py + rayEntryDistance * vy; if (iy > -halfExtentsY && iy < halfExtentsY && ix > -halfExtentsX && ix < halfExtentsX) { if (targetNormal) { targetNormal.x = 0; targetNormal.y = 0; targetNormal.z = -1; } intersects = true; } } } return intersects ? rayEntryDistance : -1; } /** * Finds the closest point on the Box to another given point. This can be * used for maximum error calculations for content within a given Box. * * @param point The point for which to find the closest point on the Box * @param target An optional Vector3D to store the result to prevent * creating a new object. * @return */ public closestPointToPoint(point: Vector3D, target: Vector3D = null): Vector3D { let p: number; if (target == null) target = new Vector3D(); p = point.x; if (p < this.x) p = this.x; if (p > this.x + this.width) p = this.x + this.width; target.x = p; p = point.y; if (p < this.y + this.height) p = this.y + this.height; if (p > this.y) p = this.y; target.y = p; p = point.z; if (p < this.z) p = this.z; if (p > this.z + this.depth) p = this.z + this.depth; target.z = p; return target; } /** * Adjusts the location of the Box object, as determined by its * top-left-front corner, by the specified amounts. * * @param dx Moves the x value of the Box object by this amount. * @param dy Moves the y value of the Box object by this amount. * @param dz Moves the z value of the Box object by this amount. */ public offset(dx: number, dy: number, dz: number): void { this.x += dx; this.y += dy; this.z += dz; } /** * Adjusts the location of the Box object using a Vector3D object as a * parameter. This method is similar to the Box.offset() * method, except that it takes a Vector3D object as a parameter. * * @param position A Vector3D object to use to offset this Box object. */ public offsetPosition(position: Vector3D): void { this.x += position.x; this.y += position.y; this.z += position.z; } /** * Sets all of the Box object's properties to 0. A Box object is empty if its * width, height or depth is less than or equal to 0. * *

This method sets the values of the x, y, * z, width, height, and * depth properties to 0.

* */ public identity(): void { this.x = 0; this.y = 0; this.z = 0; this.width = 0; this.height = 0; this.depth = 0; } /** * Sets the members of Box to the specified values * * @param xa The x coordinate of the top-left-front corner of the * box. * @param ya The y coordinate of the top-left-front corner of the * box. * @param yz The z coordinate of the top-left-front corner of the * box. * @param widtha The width of the box, in pixels. * @param heighta The height of the box, in pixels. * @param deptha The depth of the box, in pixels. */ public setTo(xa: number, ya: number, za: number, widtha: number, heighta: number, deptha: number): void { this.x = xa; this.y = ya; this.z = za; this.width = widtha; this.height = heighta; this.depth = deptha; } /** * Builds and returns a string that lists the horizontal, vertical and * longitudinal positions and the width, height and depth of the Box object. * * @return A string listing the value of each of the following properties of * the Box object: x, y, z, * width, height, and depth. */ public toString(): string { return '[Box] (x=' + this.x + ', y=' + this.y + ', z=' + this.z + ', width=' + this.width + ', height=' + this.height + ', depth=' + this.depth + ')'; } /** * Adds two boxes together to create a new Box object, by filling * in the horizontal, vertical and longitudinal space between the two boxes. * * @param toUnion A Box object to add to this Box object. * @return A new Box object that is the union of the two boxes. */ public union(toUnion: Box, target: Box = null): Box { let width: number; let height: number; let depth: number; if (target == null) target = new Box(); if (toUnion == null) { target.copyFrom(this); return target; } if (this.x < toUnion.x) { width = toUnion.x - this.x + toUnion.width; target.x = this.x; target.width = (width < this.width) ? this.width : width; } else { width = this.x - toUnion.x + this.width; target.x = toUnion.x; target.width = (width < toUnion.width) ? toUnion.width : width; } if (this.y < toUnion.y) { height = toUnion.y - this.y + toUnion.height; target.y = this.y; target.height = (height < this.height) ? this.height : height; } else { height = this.y - toUnion.y + this.height; target.y = toUnion.y; target.height = (height < toUnion.height) ? toUnion.height : height; } if (this.z < toUnion.z) { depth = toUnion.z - this.z + toUnion.depth; target.z = this.z; target.depth = (depth < this.depth) ? this.depth : depth; } else { depth = this.z - toUnion.z + this.depth; target.z = toUnion.z; target.depth = (depth < toUnion.depth) ? toUnion.depth : depth; } return target; } }