diff options
Diffstat (limited to 'public/assets/javascripts/rectangles/models/surface.js')
| -rw-r--r-- | public/assets/javascripts/rectangles/models/surface.js | 179 |
1 files changed, 179 insertions, 0 deletions
diff --git a/public/assets/javascripts/rectangles/models/surface.js b/public/assets/javascripts/rectangles/models/surface.js new file mode 100644 index 0000000..171376f --- /dev/null +++ b/public/assets/javascripts/rectangles/models/surface.js @@ -0,0 +1,179 @@ +(function(){ + + var vec2, Rect + if ('window' in this) { + vec2 = window.vec2 + Rect = window.Rect + } + else { + vec2 = require('./vec2') + Rect = require('./rect') + } + + var Surface = function (face){ + this.width = 0 + this.height = 0 + this.faces = [] + if (face) { + this.add(face) + } + } + Surface.prototype.add = function(rect){ + this.faces.push(rect) + this.width += rect.width() + this.height = Math.max(this.height, rect.height()) + } + Surface.prototype.fits_scale = function(v, scale){ + v = v.clone().mul(scale) + return this.fits(v) + } + Surface.prototype.fits = function(v){ + var faces = this.faces + var scratch + if (this.width < v.a || this.height < v.b) { + return null + } + for (var i = 0; i < faces.length; i++) { + if (faces[i].fits(v)) { + return faces[i] + } + } + scratch = new Rect (0,0,0,0) + for (var i = 0; i < faces.length; i++) { + if (faces[i].y.length() < v.b) { + continue + } + scratch.x.a = faces[i].x.a + scratch.x.b = faces[i].x.b + scratch.y.a = faces[i].y.a + scratch.y.b = faces[i].y.b + SEARCH: for (var j = i+1; j < faces.length; j++) { + if (faces[j].y.a > scratch.y.a) { + scratch.y.a = faces[j].y.a + } + if (faces[j].y.b < scratch.y.b) { + scratch.y.b = faces[j].y.b + } + if (scratch.y.b <= scratch.y.a || scratch.y.length() < v.b) { + break SEARCH + } + scratch.x.b = faces[j].x.b + if (scratch.fits(v)) { + return scratch + } + } + } + return null + } + Surface.prototype.place = function(v, index){ + var face, faces = this.faces + } + Surface.prototype.bounds = function(index){ + var bounds = faces[index].clone() + var height = faces[index].height() + bounds.first = bounds.last = index + + for (var i = index-1; i >= 0; i--) { + var face = faces[i] + if (face.y.length() < height) { + continue + } + if (face.y.a > bounds.y.a) { + continue + } + if (face.y.b < bounds.y.b) { + continue + } + bounds.x.a = bounds.x.a + bounds.first = i + } + + for (var i = index+1; i < faces.length; i++) { + var face = faces[i] + if (face.y.length() < height) { + continue + } + if (face.y.a > bounds.y.a) { + continue + } + if (face.y.b < bounds.y.b) { + continue + } + bounds.x.b = bounds.x.b + bounds.last = i + } + return bounds + } + Surface.prototype.clamp = function (bounds, dimension, position, dx, dy) { + // we start out with a set of boundaries where we know the object should fall + // we then check if we've moved the box off any edge of the bounds + // if so, check if the new position is valid with respect to the surface. + // for horizontal movement, this means checking the height and boundaries of + // faces with adjacent indexes + var p = position.clone(), nextIndex, nextFace, newBounds + p.a += dx + p.b += dy + + // left edge + if (p.a < bounds.x.a) { + if (bounds.first == 0) { + p.a = bounds.x.a + } + else { + nextIndex = bounds.first - 1 + nextFace = this.faces[nextIndex] + if (nextFace.y.a <= p.b && p.b + dimension.b <= nextFace.y.b) { + // it appears the div to the left will accomodate this element + } + else { + p.a = bounds.x.a + } + } + } + // right edge + else if (p.a + dimension.a > bounds.x.b) { + if (bounds.last == this.faces.length-1) { + p.a = bounds.x.b - dimension.a + } + else { + nextIndex = bounds.last + 1 + nextFace = this.faces[nextIndex] + if (nextFace.y.a <= p.b && p.b + dimension.b <= nextFace.y.b) { + // it appears the div to the right will accomodate this element + } + else { + p.a = bounds.x.b - dimension.a + } + } + } + + // for vertical movement, this means checking the height and boundaries of + // elements in the set of bounds' indexes + if (p.b < bounds.y.a) { + for (var i = Math.min(nextIndex, bounds.first), last = Math.max(nextIndex, bounds.last); i < last; i++) { + face = this.faces[i] + // loop over each of the faces in the list + // given a face, figure out if the new top-left is in its bounds + // if so, find which one contains its right edge + // get the lowest height of this set + // then clamp to that lowest height + // additionally, this is the new center-index + // recalculate the bounds +// if (face.x.b < p. +// for (var j = bounds.first+1; j < bounds.last + } + } + // bottom edge, so we can clamp here trivially + else if (p.b + dimension.b > bounds.y.b) { + p.b = bounds.y.b - dimension.b + } + // if we're able to move out of bounds in that direction, recalculate the bounds + } + + if ('window' in this) { + window.Surface = Surface + } + else { + module.exports = Surface + } +})() |
