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1"use strict";
2Object.defineProperty(exports, "__esModule", { value: true });
3exports.isIntersect = exports.isIntersectRect = void 0;
4var tslib_1 = require("tslib");
5var util_1 = require("@antv/util");
6var matrix_util_1 = require("@antv/matrix-util");
7var dot = matrix_util_1.vec2.dot;
8/**
9 * @private
10 * 1. 获取投影轴
11 */
12function getAxes(points /** 多边形的关键点 */) {
13 // 目前先处理 平行矩形 的场景, 其他多边形不处理
14 if (points.length > 4) {
15 return [];
16 }
17 // 获取向量
18 var vector = function (start, end) {
19 return [end.x - start.x, end.y - start.y];
20 };
21 // 由于 矩形的平行原理,所以只有 2 条投影轴: A -> B, B -> C
22 var AB = vector(points[0], points[1]);
23 var BC = vector(points[1], points[2]);
24 return [AB, BC];
25}
26/**
27 * @private
28 * 绕指定点顺时针旋转后的点坐标
29 * 默认绕原点旋转
30 */
31function rotateAtPoint(point, deg, origin) {
32 if (deg === void 0) { deg = 0; }
33 if (origin === void 0) { origin = { x: 0, y: 0 }; }
34 var x = point.x, y = point.y;
35 return {
36 x: (x - origin.x) * Math.cos(-deg) + (y - origin.y) * Math.sin(-deg) + origin.x,
37 y: (origin.x - x) * Math.sin(-deg) + (y - origin.y) * Math.cos(-deg) + origin.y,
38 };
39}
40/**
41 * @private
42 * 转化为顶点坐标数组
43 *
44 * @param {Object} box
45 */
46function getRectPoints(box) {
47 var points = [
48 { x: box.x, y: box.y },
49 { x: box.x + box.width, y: box.y },
50 { x: box.x + box.width, y: box.y + box.height },
51 { x: box.x, y: box.y + box.height },
52 ];
53 var rotation = box.rotation;
54 if (rotation) {
55 return [
56 rotateAtPoint(points[0], rotation, points[0]),
57 rotateAtPoint(points[1], rotation, points[0]),
58 rotateAtPoint(points[2], rotation, points[0]),
59 rotateAtPoint(points[3], rotation, points[0]),
60 ];
61 }
62 return points;
63}
64/**
65 * @private
66 * 2. 获取多边形在投影轴上的投影
67 *
68 * 向量的点积的其中一个几何含义是:一个向量在平行于另一个向量方向上的投影的数值乘积。
69 * 由于投影轴是单位向量(长度为1),投影的长度为 x1 * x2 + y1 * y2
70 */
71function getProjection(points /** 多边形的关键点 */, axis) {
72 // 目前先处理矩形的场景
73 if (points.length > 4) {
74 return { min: 0, max: 0 };
75 }
76 var scalars = [];
77 points.forEach(function (point) {
78 scalars.push(dot([point.x, point.y], axis));
79 });
80 return { min: Math.min.apply(Math, scalars), max: Math.max.apply(Math, scalars) };
81}
82function isProjectionOverlap(projection1, projection2) {
83 return projection1.max > projection2.min && projection1.min < projection2.max;
84}
85function isValidNumber(d) {
86 return (0, util_1.isNumber)(d) && !Number.isNaN(d) && d !== Infinity && d !== -Infinity;
87}
88function isValidBox(box) {
89 return Object.values(box).every(isValidNumber);
90}
91/**
92 * 快速判断两个无旋转矩形是否遮挡
93 */
94function isIntersectRect(box1, box2, margin) {
95 if (margin === void 0) { margin = 0; }
96 return !(box2.x > box1.x + box1.width + margin ||
97 box2.x + box2.width < box1.x - margin ||
98 box2.y > box1.y + box1.height + margin ||
99 box2.y + box2.height < box1.y - margin);
100}
101exports.isIntersectRect = isIntersectRect;
102/**
103 * detect whether two shape is intersected, useful when shape is been rotated
104 * 判断两个矩形是否重叠(相交和包含, 是否旋转)
105 *
106 * - 原理: 分离轴定律
107 */
108function isIntersect(box1, box2) {
109 // 如果两个 box 中有一个是不合法的 box,也就是不会被渲染出来的,那么它们就不相交。
110 if (!isValidBox(box1) || !isValidBox(box2))
111 return false;
112 // 如果两个矩形没有旋转,使用快速判断
113 if (!box1.rotation && !box2.rotation) {
114 return isIntersectRect(box1, box2);
115 }
116 // 分别获取 4 个关键点
117 var rect1Points = getRectPoints(box1);
118 var rect2Points = getRectPoints(box2);
119 // 获取所有投影轴
120 var axes = (0, tslib_1.__spreadArray)((0, tslib_1.__spreadArray)([], getAxes(rect1Points), true), getAxes(rect2Points), true);
121 for (var i = 0; i < axes.length; i++) {
122 var axis = axes[i];
123 var projection1 = getProjection(rect1Points, axis);
124 var projection2 = getProjection(rect2Points, axis);
125 // 判断投影轴上的投影是否存在重叠,若检测到存在间隙则立刻退出判断,消除不必要的运算。
126 if (!isProjectionOverlap(projection1, projection2))
127 return false;
128 }
129 return true;
130}
131exports.isIntersect = isIntersect;
132//# sourceMappingURL=collision-detect.js.map
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