2020-05-09 14:45:23 +00:00
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import { globalConfig } from "./config";
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import { Math_ceil, Math_floor, Math_max, Math_min } from "./builtins";
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import { clamp, epsilonCompare, round2Digits } from "./utils";
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import { Vector } from "./vector";
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export class Rectangle {
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constructor(x = 0, y = 0, w = 0, h = 0) {
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this.x = x;
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this.y = y;
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this.w = w;
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this.h = h;
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}
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/**
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* Creates a rectangle from top right bottom and left offsets
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* @param {number} top
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* @param {number} right
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* @param {number} bottom
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* @param {number} left
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*/
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static fromTRBL(top, right, bottom, left) {
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return new Rectangle(left, top, right - left, bottom - top);
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}
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/**
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* Constructs a new square rectangle
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* @param {number} x
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* @param {number} y
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* @param {number} size
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*/
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static fromSquare(x, y, size) {
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return new Rectangle(x, y, size, size);
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}
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/**
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*
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* @param {Vector} p1
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* @param {Vector} p2
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*/
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static fromTwoPoints(p1, p2) {
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const left = Math_min(p1.x, p2.x);
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const top = Math_min(p1.y, p2.y);
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const right = Math_max(p1.x, p2.x);
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const bottom = Math_max(p1.y, p2.y);
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return new Rectangle(left, top, right - left, bottom - top);
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}
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/**
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* @param {Rectangle} a
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* @param {Rectangle} b
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*/
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static intersects(a, b) {
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return a.left <= b.right && b.left <= a.right && a.top <= b.bottom && b.top <= a.bottom;
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}
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/**
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* Returns a rectangle arround a rotated point
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* @param {Array<Vector>} points
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* @param {number} angle
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* @returns {Rectangle}
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*/
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static getAroundPointsRotated(points, angle) {
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let minX = 1e10;
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let minY = 1e10;
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let maxX = -1e10;
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let maxY = -1e10;
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for (let i = 0; i < points.length; ++i) {
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const rotated = points[i].rotated(angle);
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minX = Math_min(minX, rotated.x);
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minY = Math_min(minY, rotated.y);
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maxX = Math_max(maxX, rotated.x);
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maxY = Math_max(maxY, rotated.y);
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}
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return new Rectangle(minX, minY, maxX - minX, maxY - minY);
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}
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// Ensures the rectangle contains the given square
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extendBySquare(centerX, centerY, halfWidth, halfHeight) {
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if (this.isEmpty()) {
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// Just assign values since this rectangle is empty
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this.x = centerX - halfWidth;
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this.y = centerY - halfHeight;
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this.w = halfWidth * 2;
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this.h = halfHeight * 2;
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// console.log("Assigned", this.x, this.y, this.w, this.h);
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} else {
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// console.log("before", this.x, this.y, this.w, this.h);
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this.setLeft(Math_min(this.x, centerX - halfWidth));
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this.setRight(Math_max(this.right(), centerX + halfWidth));
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this.setTop(Math_min(this.y, centerY - halfHeight));
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this.setBottom(Math_max(this.bottom(), centerY + halfHeight));
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// console.log("Extended", this.x, this.y, this.w, this.h);
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}
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}
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isEmpty() {
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return epsilonCompare(this.w * this.h, 0);
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}
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equalsEpsilon(other, epsilon) {
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return (
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epsilonCompare(this.x, other.x, epsilon) &&
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epsilonCompare(this.y, other.y, epsilon) &&
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epsilonCompare(this.w, other.w, epsilon) &&
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epsilonCompare(this.h, other.h, epsilon)
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);
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}
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left() {
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return this.x;
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}
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right() {
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return this.x + this.w;
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}
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top() {
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return this.y;
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}
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bottom() {
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return this.y + this.h;
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}
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trbl() {
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return [this.y, this.right(), this.bottom(), this.x];
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}
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getCenter() {
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return new Vector(this.x + this.w / 2, this.y + this.h / 2);
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}
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setRight(right) {
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this.w = right - this.x;
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}
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setBottom(bottom) {
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this.h = bottom - this.y;
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}
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// Sets top while keeping bottom
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setTop(top) {
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const bottom = this.bottom();
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this.y = top;
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this.setBottom(bottom);
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}
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// Sets left while keeping right
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setLeft(left) {
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const right = this.right();
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this.x = left;
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this.setRight(right);
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}
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topLeft() {
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return new Vector(this.x, this.y);
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}
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bottomRight() {
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return new Vector(this.right(), this.bottom());
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}
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moveBy(x, y) {
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this.x += x;
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this.y += y;
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}
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moveByVector(vec) {
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this.x += vec.x;
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this.y += vec.y;
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}
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// Returns a scaled version which also scales the position of the rectangle
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allScaled(factor) {
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return new Rectangle(this.x * factor, this.y * factor, this.w * factor, this.h * factor);
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}
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2020-05-10 15:00:02 +00:00
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/**
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* Expands the rectangle in all directions
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* @param {number} amount
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* @returns {Rectangle} new rectangle
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*/
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expandedInAllDirections(amount) {
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return new Rectangle(this.x - amount, this.y - amount, this.w + 2 * amount, this.h + 2 * amount);
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2020-05-09 14:45:23 +00:00
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}
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// Culling helpers
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getMinStartTile() {
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return new Vector(this.x, this.y).snapWorldToTile();
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}
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/**
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* Returns if the given rectangle is contained
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* @param {Rectangle} rect
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* @returns {boolean}
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*/
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containsRect(rect) {
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return (
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this.x <= rect.right() &&
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rect.x <= this.right() &&
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this.y <= rect.bottom() &&
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rect.y <= this.bottom()
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);
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}
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containsRect4Params(x, y, w, h) {
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return this.x <= x + w && x <= this.right() && this.y <= y + h && y <= this.bottom();
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}
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/**
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* Returns if the rectangle contains the given circle at (x, y) with the radius (radius)
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* @param {number} x
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* @param {number} y
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* @param {number} radius
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*/
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containsCircle(x, y, radius) {
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return (
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this.x <= x + radius &&
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x - radius <= this.right() &&
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this.y <= y + radius &&
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y - radius <= this.bottom()
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);
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}
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/**
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* Returns if hte rectangle contains the given point
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* @param {number} x
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* @param {number} y
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*/
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containsPoint(x, y) {
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return x >= this.x && x < this.right() && y >= this.y && y < this.bottom();
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}
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/**
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* Returns the shared area with another rectangle, or null if there is no intersection
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* @param {Rectangle} rect
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* @returns {Rectangle|null}
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*/
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getUnion(rect) {
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const left = Math_max(this.x, rect.x);
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const top = Math_max(this.y, rect.y);
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const right = Math_min(this.x + this.w, rect.x + rect.w);
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const bottom = Math_min(this.y + this.h, rect.y + rect.h);
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if (right <= left || bottom <= top) {
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return null;
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}
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return Rectangle.fromTRBL(top, right, bottom, left);
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}
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/**
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* Good for caching stuff
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*/
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toCompareableString() {
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return (
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round2Digits(this.x) +
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"/" +
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round2Digits(this.y) +
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"/" +
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round2Digits(this.w) +
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"/" +
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round2Digits(this.h)
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);
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}
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/**
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* Returns a new recangle in tile space which includes all tiles which are visible in this rect
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* @param {boolean=} includeHalfTiles
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* @returns {Rectangle}
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*/
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toTileCullRectangle(includeHalfTiles = true) {
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let scaled = this.allScaled(1.0 / globalConfig.tileSize);
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if (includeHalfTiles) {
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// Increase rectangle size
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scaled = Rectangle.fromTRBL(
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Math_floor(scaled.y),
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Math_ceil(scaled.right()),
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Math_ceil(scaled.bottom()),
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Math_floor(scaled.x)
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);
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}
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return scaled;
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}
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}
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