fence bounds

This commit is contained in:
Michael "Z" Goddard 2019-06-05 18:13:01 -04:00
parent bf47f69b04
commit a840089bc9
No known key found for this signature in database
GPG Key ID: 762CD40DD5349872
4 changed files with 29 additions and 22 deletions

View File

@ -62,10 +62,11 @@ class BitmapSkin extends Skin {
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds. For compatibility with Scratch 2, we always use getAABB for bitmaps.
*/
getFenceBounds (drawable) {
return drawable.getAABB();
getFenceBounds (drawable, result) {
return drawable.getAABB(result);
}
/**

View File

@ -451,9 +451,10 @@ class Drawable {
* This function applies the transform matrix to the known convex hull,
* and then finds the minimum box along the axes.
* Before calling this, ensure the renderer has updated convex hull points.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for a tight box around the Drawable.
*/
getBounds (bounds) {
getBounds (result) {
if (this.needsConvexHullPoints()) {
throw new Error('Needs updated convex hull points before bounds calculation.');
}
@ -462,18 +463,19 @@ class Drawable {
}
const transformedHullPoints = this._getTransformedHullPoints();
// Search through transformed points to generate box on axes.
bounds = bounds || new Rectangle();
bounds.initFromPointsAABB(transformedHullPoints);
return bounds;
result = result || new Rectangle();
result.initFromPointsAABB(transformedHullPoints);
return result;
}
/**
* Get the precise bounds for the upper 8px slice of the Drawable.
* Used for calculating where to position a text bubble.
* Before calling this, ensure the renderer has updated convex hull points.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for a tight box around a slice of the Drawable.
*/
getBoundsForBubble (bounds) {
getBoundsForBubble (result) {
if (this.needsConvexHullPoints()) {
throw new Error('Needs updated convex hull points before bubble bounds calculation.');
}
@ -485,9 +487,9 @@ class Drawable {
const maxY = Math.max.apply(null, transformedHullPoints.map(p => p[1]));
const filteredHullPoints = transformedHullPoints.filter(p => p[1] > maxY - slice);
// Search through filtered points to generate box on axes.
bounds = bounds || new Rectangle();
bounds.initFromPointsAABB(filteredHullPoints);
return bounds;
result = result || new Rectangle();
result.initFromPointsAABB(filteredHullPoints);
return result;
}
/**
@ -497,30 +499,32 @@ class Drawable {
* which is tightly snapped to account for a Drawable's transparent regions.
* `getAABB` returns a much less accurate bounding box, but will be much
* faster to calculate so may be desired for quick checks/optimizations.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Rough axis-aligned bounding box for Drawable.
*/
getAABB (bounds) {
getAABB (result) {
if (this._transformDirty) {
this._calculateTransform();
}
const tm = this._uniforms.u_modelMatrix;
bounds = bounds || new Rectangle();
bounds.initFromMatrixRadius(tm, 0.5);
return bounds;
result = result || new Rectangle();
result.initFromMatrixRadius(tm, 0.5);
return result;
}
/**
* Return the best Drawable bounds possible without performing graphics queries.
* I.e., returns the tight bounding box when the convex hull points are already
* known, but otherwise return the rough AABB of the Drawable.
* @param {?Rectangle} result optional destination for bounds calculation
* @return {!Rectangle} Bounds for the Drawable.
*/
getFastBounds (bounds) {
getFastBounds (result) {
this.updateMatrix();
if (!this.needsConvexHullPoints()) {
return this.getBounds(bounds);
return this.getBounds(result);
}
return this.getAABB(bounds);
return this.getAABB(result);
}
/**

View File

@ -16,6 +16,7 @@ const log = require('./util/log');
const __isTouchingDrawablesPoint = twgl.v3.create();
const __candidatesBounds = new Rectangle();
const __fenceBounds = new Rectangle();
const __touchingColor = new Uint8ClampedArray(4);
const __blendColor = new Uint8ClampedArray(4);
@ -1357,7 +1358,7 @@ class RenderWebGL extends EventEmitter {
const dx = x - drawable._position[0];
const dy = y - drawable._position[1];
const aabb = drawable._skin.getFenceBounds(drawable);
const aabb = drawable._skin.getFenceBounds(drawable, __fenceBounds);
const inset = Math.floor(Math.min(aabb.width, aabb.height) / 2);
const sx = this._xRight - Math.min(FENCE_WIDTH, inset);
@ -1627,14 +1628,14 @@ class RenderWebGL extends EventEmitter {
}
twgl.setUniforms(currentShader, uniforms);
/* adjust blend function for this skin */
if (drawable.skin.hasPremultipliedAlpha){
gl.blendFuncSeparate(gl.ONE, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
} else {
gl.blendFuncSeparate(gl.SRC_ALPHA, gl.ONE_MINUS_SRC_ALPHA, gl.ONE, gl.ONE_MINUS_SRC_ALPHA);
}
twgl.drawBufferInfo(gl, this._bufferInfo, gl.TRIANGLES);
}

View File

@ -146,10 +146,11 @@ class Skin extends EventEmitter {
/**
* Get the bounds of the drawable for determining its fenced position.
* @param {Array<number>} drawable - The Drawable instance this skin is using.
* @param {?Rectangle} result - Optional destination for bounds calculation.
* @return {!Rectangle} The drawable's bounds.
*/
getFenceBounds (drawable, bounds) {
return drawable.getFastBounds(bounds);
getFenceBounds (drawable, result) {
return drawable.getFastBounds(result);
}
/**