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-rw-r--r--public/assets/javascripts/rectangles/models/surface.js179
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
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+++ b/public/assets/javascripts/rectangles/models/surface.js
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+(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
+ }
+})()