import {Vector2} from "./Vector2.js";
/**
* Box is described by a minimum and maximum points.
*
* Can be used for collision detection with points and other boxes.
*
* @class
* @param {Vector2} min Minimum point of the box.
* @param {Vector2} max Maximum point of the box.
*/
function Box2(min, max)
{
/**
* Minimum point of the box.
*
* @type {Vector2}
*/
this.min = (min !== undefined) ? min : new Vector2();
/**
* Maximum point of the box.
*
* @type {Vector2}
*/
this.max = (max !== undefined) ? max : new Vector2();
}
/**
* Set the box values.
*
* @param {Vector2} min Minimum point of the box.
* @param {Vector2} max Maximum point of the box.
*/
Box2.prototype.set = function(min, max)
{
this.min.copy(min);
this.max.copy(max);
return this;
};
/**
* Set the box from a list of Vector2 points.
*
* @param {Array} points
*/
Box2.prototype.setFromPoints = function(points)
{
this.min = new Vector2(+Infinity, +Infinity);
this.max = new Vector2(-Infinity, -Infinity);
for(var i = 0, il = points.length; i < il; i++)
{
this.expandByPoint(points[i]);
}
return this;
};
/**
* Set the box minimum and maximum from center point and size.
*
* @param {Vector2} center
* @param {Vector2} size
*/
Box2.prototype.setFromCenterAndSize = function(center, size)
{
var v1 = new Vector2();
var halfSize = v1.copy(size).multiplyScalar(0.5);
this.min.copy(center).sub(halfSize);
this.max.copy(center).add(halfSize);
return this;
};
/**
* Clone the box into a new object.
*
* Should be used when it it necessary to make operations to this box.
*
* @return {Box2} New box object with the copy of this object.
*/
Box2.prototype.clone = function()
{
var box = new Box2();
box.copy(this);
return box;
};
/**
* Copy the box value from another box.
*
* @param {Box2} point
*/
Box2.prototype.copy = function(box)
{
this.min.copy(box.min);
this.max.copy(box.max);
};
/**
* Check if the box is empty (size equals zero or is negative).
*
* The box size is condireded valid on two negative axis.
*
* @return {boolean} True if the box is empty.
*/
Box2.prototype.isEmpty = function()
{
return (this.max.x < this.min.x) || (this.max.y < this.min.y);
};
/**
* Calculate the center point of the box.
*
* @param {Vector2} [target] Vector to store the result.
* @return {Vector2} Central point of the box.
*/
Box2.prototype.getCenter = function(target)
{
if(target === undefined)
{
target = new Vector2();
}
this.isEmpty() ? target.set(0, 0) : target.addVectors(this.min, this.max).multiplyScalar(0.5);
return target;
};
/**
* Get the size of the box from its min and max points.
*
* @param {Vector2} [target] Vector to store the result.
* @return {Vector2} Vector with the calculated size.
*/
Box2.prototype.getSize = function(target)
{
if(target === undefined)
{
target = new Vector2();
}
this.isEmpty() ? target.set(0, 0) : target.subVectors(this.max, this.min);
return target;
};
/**
* Expand the box to contain a new point.
*
* @param {Vector2} point
*/
Box2.prototype.expandByPoint = function(point)
{
this.min.min(point);
this.max.max(point);
return this;
};
/**
* Expand the box by adding a border with the vector size.
*
* Vector is subtracted from min and added to the max points.
*
* @param {Vector2} vector
*/
Box2.prototype.expandByVector = function(vector)
{
this.min.sub(vector);
this.max.add(vector);
};
/**
* Expand the box by adding a border with the scalar value.
*
* @param {number} scalar
*/
Box2.prototype.expandByScalar = function(scalar)
{
this.min.addScalar(-scalar);
this.max.addScalar(scalar);
};
/**
* Check if the box contains a point inside.
*
* @param {Vector2} point
* @return {boolean} True if the box contains point.
*/
Box2.prototype.containsPoint = function(point)
{
return !(point.x < this.min.x || point.x > this.max.x || point.y < this.min.y || point.y > this.max.y);
};
/**
* Check if the box fully contains another box inside (different from intersects box).
*
* Only returns true if the box is fully contained.
*
* @param {Box2} box
* @return {boolean} True if the box contains box.
*/
Box2.prototype.containsBox = function(box)
{
return this.min.x <= box.min.x && box.max.x <= this.max.x && this.min.y <= box.min.y && box.max.y <= this.max.y;
};
/**
* Check if two boxes intersect each other, using 4 splitting planes to rule out intersections.
*
* @param {Box2} box
* @return {boolean} True if the boxes intersect each other.
*/
Box2.prototype.intersectsBox = function(box)
{
return !(box.max.x < this.min.x || box.min.x > this.max.x || box.max.y < this.min.y || box.min.y > this.max.y);
};
/**
* Calculate the distance to a point.
*
* @param {Vector2} point
* @return {number} Distance to point calculated.
*/
Box2.prototype.distanceToPoint = function(point)
{
var v = new Vector2();
var clampedPoint = v.copy(point).clamp(this.min, this.max);
return clampedPoint.sub(point).length();
};
/**
* Make a intersection between this box and another box.
*
* Store the result in this object.
*
* @param {Box2} box
*/
Box2.prototype.intersect = function(box)
{
this.min.max(box.min);
this.max.min(box.max);
};
/**
* Make a union between this box and another box.
*
* Store the result in this object.
*
* @param {Box2} box
*/
Box2.prototype.union = function(box)
{
this.min.min(box.min);
this.max.max(box.max);
};
/**
* Translate the box by a offset value, adds the offset to booth min and max.
*
* @param {Vector2} offset
*/
Box2.prototype.translate = function(offset)
{
this.min.add(offset);
this.max.add(offset);
};
/**
* Checks if two boxes are equal.
*
* @param {Box2} box
* @return {boolean} True if the two boxes are equal.
*/
Box2.prototype.equals = function(box)
{
return box.min.equals(this.min) && box.max.equals(this.max);
};
/**
* Store the box data into a numeric array.
*
* @return {number[]} Numeric array with box data min and max.
*/
Box2.prototype.toArray = function()
{
return [this.min.x, this.min.y, this.max.x, this.max.y];
};
/**
* Set box data min and max from numeric array.
*
* @param {number[]} array Numeric array with box data min and max.
*/
Box2.prototype.fromArray = function(array)
{
this.min.set(array[0], array[1]);
this.max.set(array[2], array[3]);
};
export {Box2};