mirror of
https://github.com/tengge1/ShadowEditor.git
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194 lines
3.9 KiB
Go
194 lines
3.9 KiB
Go
// Copyright 2017-2020 The ShadowEditor Authors. All rights reserved.
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// Use of this source code is governed by a MIT-style
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// license that can be found in the LICENSE file.
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//
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// For more information, please visit: https://github.com/tengge1/ShadowEditor
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// You can also visit: https://gitee.com/tengge1/ShadowEditor
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//
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// This package is translated from three.js, visit `https://github.com/mrdoob/three.js`
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// for more information.
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package three
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import (
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"math"
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)
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var _vector = NewVector2(0, 0)
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// NewBox2 :
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func NewBox2(min, max Vector2) *Box2 {
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return &Box2{min, max}
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}
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// Box2 :
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type Box2 struct {
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Min Vector2
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Max Vector2
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}
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// Set :
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func (b Box2) Set(min, max Vector2) *Box2 {
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b.Min.Copy(min)
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b.Max.Copy(max)
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return &b
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}
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// SetFromPoints :
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func (b Box2) SetFromPoints(points []Vector2) *Box2 {
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b.MakeEmpty()
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for i, il := 0, len(points); i < il; i++ {
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b.ExpandByPoint(points[i])
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}
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return &b
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}
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// SetFromCenterAndSize :
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func (b Box2) SetFromCenterAndSize(center, size Vector2) *Box2 {
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halfSize := _vector.Copy(size).MultiplyScalar(0.5)
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b.Min.Copy(center).Sub(*halfSize)
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b.Max.Copy(center).Add(*halfSize)
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return &b
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}
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// Clone :
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func (b Box2) Clone() *Box2 {
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return b.Copy(b)
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}
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// Copy :
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func (b Box2) Copy(box Box2) *Box2 {
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b.Min.Copy(box.Min)
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b.Max.Copy(box.Max)
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return &b
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}
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// MakeEmpty :
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func (b Box2) MakeEmpty() *Box2 {
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b.Min.X, b.Min.Y = math.Inf(1), math.Inf(1)
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b.Max.X, b.Max.Y = math.Inf(-1), math.Inf(-1)
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return &b
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}
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// IsEmpty :
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func (b Box2) IsEmpty() bool {
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// this is a more robust check for empty than ( volume <= 0 ) because volume can get positive with two negative axes
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return b.Max.X < b.Min.X || b.Max.Y < b.Min.Y
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}
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// GetCenter :
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func (b Box2) GetCenter(target Vector2) *Vector2 {
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if b.IsEmpty() {
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return target.Set(0, 0)
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}
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return target.AddVectors(b.Min, b.Max).MultiplyScalar(0.5)
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}
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// GetSize :
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func (b Box2) GetSize(target Vector2) *Vector2 {
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if b.IsEmpty() {
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return target.Set(0, 0)
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}
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return target.SubVectors(b.Max, b.Min)
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}
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// ExpandByPoint :
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func (b Box2) ExpandByPoint(point Vector2) *Box2 {
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b.Min.Min(point)
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b.Max.Max(point)
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return &b
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}
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// ExpandByVector :
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func (b Box2) ExpandByVector(vector Vector2) *Box2 {
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b.Min.Sub(vector)
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b.Max.Add(vector)
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return &b
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}
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// ExpandByScalar :
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func (b Box2) ExpandByScalar(scalar float64) *Box2 {
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b.Min.AddScalar(-scalar)
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b.Max.AddScalar(scalar)
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return &b
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}
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// ContainsPoint :
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func (b Box2) ContainsPoint(point Vector2) bool {
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return !(point.X < b.Min.X || point.X > b.Max.X ||
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point.Y < b.Min.Y || point.Y > b.Max.Y)
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}
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// ContainsBox :
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func (b Box2) ContainsBox(box Box2) bool {
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return b.Min.X <= box.Min.X && box.Max.X <= b.Max.X &&
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b.Min.Y <= box.Min.Y && box.Max.Y <= b.Max.Y
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}
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// GetParameter :
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func (b Box2) GetParameter(point, target Vector2) *Vector2 {
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// This can potentially have a divide by zero if the box
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// has a size dimension of 0.
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return target.Set(
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(point.X-b.Min.X)/(b.Max.X-b.Min.X),
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(point.Y-b.Min.Y)/(b.Max.Y-b.Min.Y),
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)
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}
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// IntersectsBox :
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func (b Box2) IntersectsBox(box Box2) bool {
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// using 4 splitting planes to rule out intersections
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return !(box.Max.X < b.Min.X || box.Min.X > b.Max.X ||
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box.Max.Y < b.Min.Y || box.Min.Y > b.Max.Y)
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}
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// ClampPoint :
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func (b Box2) ClampPoint(point, target Vector2) *Vector2 {
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return target.Copy(point).Clamp(b.Min, b.Max)
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}
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// DistanceToPoint :
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func (b Box2) DistanceToPoint(point Vector2) float64 {
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clampedPoint := _vector.Copy(point).Clamp(b.Min, b.Max)
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return clampedPoint.Sub(point).Length()
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}
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// Intersect :
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func (b Box2) Intersect(box Box2) *Box2 {
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b.Min.Max(box.Min)
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b.Max.Min(box.Max)
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return &b
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}
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// Union :
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func (b Box2) Union(box Box2) *Box2 {
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b.Min.Min(box.Min)
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b.Max.Max(box.Max)
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return &b
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}
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// Translate :
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func (b Box2) Translate(offset Vector2) *Box2 {
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b.Min.Add(offset)
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b.Max.Add(offset)
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return &b
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}
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// Equals :
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func (b Box2) Equals(box Box2) bool {
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return box.Min.Equals(b.Min) && box.Max.Equals(b.Max)
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}
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