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:
* *bounds property of the DisplayObject classYou 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.
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.
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.
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.
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.
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.
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 Thex 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.
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;
}
}