/**
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* @author Yi Shen(https://github.com/pissang)
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*/
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import * as vec2 from './vector';
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import * as curve from './curve';
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const mathMin = Math.min;
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const mathMax = Math.max;
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const mathSin = Math.sin;
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const mathCos = Math.cos;
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const PI2 = Math.PI * 2;
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const start = vec2.create();
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const end = vec2.create();
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const extremity = vec2.create();
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/**
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* 从顶点数组中计算出最小包围盒,写入`min`和`max`中
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*/
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export function fromPoints(points: ArrayLike<number>[], min: vec2.VectorArray, max: vec2.VectorArray) {
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if (points.length === 0) {
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return;
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}
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let p = points[0];
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let left = p[0];
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let right = p[0];
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let top = p[1];
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let bottom = p[1];
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for (let i = 1; i < points.length; i++) {
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p = points[i];
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left = mathMin(left, p[0]);
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right = mathMax(right, p[0]);
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top = mathMin(top, p[1]);
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bottom = mathMax(bottom, p[1]);
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}
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min[0] = left;
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min[1] = top;
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max[0] = right;
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max[1] = bottom;
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}
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export function fromLine(
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x0: number, y0: number, x1: number, y1: number,
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min: vec2.VectorArray, max: vec2.VectorArray
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) {
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min[0] = mathMin(x0, x1);
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min[1] = mathMin(y0, y1);
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max[0] = mathMax(x0, x1);
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max[1] = mathMax(y0, y1);
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}
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const xDim: number[] = [];
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const yDim: number[] = [];
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/**
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* 从三阶贝塞尔曲线(p0, p1, p2, p3)中计算出最小包围盒,写入`min`和`max`中
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*/
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export function fromCubic(
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x0: number, y0: number, x1: number, y1: number, x2: number, y2: number, x3: number, y3: number,
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min: vec2.VectorArray, max: vec2.VectorArray
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) {
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const cubicExtrema = curve.cubicExtrema;
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const cubicAt = curve.cubicAt;
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let n = cubicExtrema(x0, x1, x2, x3, xDim);
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min[0] = Infinity;
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min[1] = Infinity;
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max[0] = -Infinity;
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max[1] = -Infinity;
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for (let i = 0; i < n; i++) {
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const x = cubicAt(x0, x1, x2, x3, xDim[i]);
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min[0] = mathMin(x, min[0]);
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max[0] = mathMax(x, max[0]);
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}
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n = cubicExtrema(y0, y1, y2, y3, yDim);
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for (let i = 0; i < n; i++) {
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const y = cubicAt(y0, y1, y2, y3, yDim[i]);
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min[1] = mathMin(y, min[1]);
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max[1] = mathMax(y, max[1]);
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}
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min[0] = mathMin(x0, min[0]);
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max[0] = mathMax(x0, max[0]);
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min[0] = mathMin(x3, min[0]);
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max[0] = mathMax(x3, max[0]);
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min[1] = mathMin(y0, min[1]);
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max[1] = mathMax(y0, max[1]);
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min[1] = mathMin(y3, min[1]);
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max[1] = mathMax(y3, max[1]);
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}
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/**
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* 从二阶贝塞尔曲线(p0, p1, p2)中计算出最小包围盒,写入`min`和`max`中
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*/
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export function fromQuadratic(
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x0: number, y0: number, x1: number, y1: number, x2: number, y2: number,
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min: vec2.VectorArray, max: vec2.VectorArray
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) {
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const quadraticExtremum = curve.quadraticExtremum;
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const quadraticAt = curve.quadraticAt;
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// Find extremities, where derivative in x dim or y dim is zero
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const tx =
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mathMax(
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mathMin(quadraticExtremum(x0, x1, x2), 1), 0
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);
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const ty =
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mathMax(
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mathMin(quadraticExtremum(y0, y1, y2), 1), 0
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);
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const x = quadraticAt(x0, x1, x2, tx);
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const y = quadraticAt(y0, y1, y2, ty);
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min[0] = mathMin(x0, x2, x);
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min[1] = mathMin(y0, y2, y);
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max[0] = mathMax(x0, x2, x);
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max[1] = mathMax(y0, y2, y);
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}
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/**
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* 从圆弧中计算出最小包围盒,写入`min`和`max`中
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*/
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export function fromArc(
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x: number, y: number, rx: number, ry: number, startAngle: number, endAngle: number, anticlockwise: boolean,
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min: vec2.VectorArray, max: vec2.VectorArray
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) {
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const vec2Min = vec2.min;
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const vec2Max = vec2.max;
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const diff = Math.abs(startAngle - endAngle);
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if (diff % PI2 < 1e-4 && diff > 1e-4) {
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// Is a circle
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min[0] = x - rx;
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min[1] = y - ry;
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max[0] = x + rx;
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max[1] = y + ry;
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return;
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}
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start[0] = mathCos(startAngle) * rx + x;
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start[1] = mathSin(startAngle) * ry + y;
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end[0] = mathCos(endAngle) * rx + x;
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end[1] = mathSin(endAngle) * ry + y;
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vec2Min(min, start, end);
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vec2Max(max, start, end);
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// Thresh to [0, Math.PI * 2]
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startAngle = startAngle % (PI2);
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if (startAngle < 0) {
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startAngle = startAngle + PI2;
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}
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endAngle = endAngle % (PI2);
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if (endAngle < 0) {
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endAngle = endAngle + PI2;
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}
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if (startAngle > endAngle && !anticlockwise) {
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endAngle += PI2;
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}
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else if (startAngle < endAngle && anticlockwise) {
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startAngle += PI2;
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}
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if (anticlockwise) {
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const tmp = endAngle;
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endAngle = startAngle;
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startAngle = tmp;
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}
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// const number = 0;
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// const step = (anticlockwise ? -Math.PI : Math.PI) / 2;
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for (let angle = 0; angle < endAngle; angle += Math.PI / 2) {
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if (angle > startAngle) {
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extremity[0] = mathCos(angle) * rx + x;
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extremity[1] = mathSin(angle) * ry + y;
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vec2Min(min, extremity, min);
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vec2Max(max, extremity, max);
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}
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}
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}
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