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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.bounds = new Rect (new vec2(0, 0), new vec2(0, 0))
this.faces = []
if (face) {
this.add(face)
}
}
Surface.prototype.add = function(rect){
if (this.faces.length == 0) {
this.bounds.x.a = rect.x.a
this.bounds.x.b = rect.x.a
this.bounds.y.a = rect.y.a
this.bounds.y.b = rect.y.a
}
this.bounds.x.b += rect.width()
this.bounds.y.b = Math.max(this.bounds.y.b, rect.height())
this.faces.push(rect)
}
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.bounds.x.b < v.a || this.bounds.y.b < 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
}
function center_for (dimension, position, delta) {
var center = new vec2( position.a + dimension.a/2, position.b + dimension.b/2 )
if (delta) {
center.a += delta.a
center.b += delta.b
}
return center
}
Surface.prototype.clamp_delta = function (bounds, dimension, position, delta) {
var left_edge = position.a + delta.a - bounds.x.a
if (left_edge < 0) {
delta.a -= left_edge
}
var right_edge = position.a + dimension.a + delta.a - bounds.x.b
if (right_edge > 0) {
delta.a -= right_edge
}
var bottom_edge = position.b + delta.b + bounds.y.a
if (bottom_edge < 0) {
delta.b -= bottom_edge
}
var top_edge = position.b + dimension.b + delta.b - bounds.y.b
if (top_edge > 0) {
delta.b -= top_edge
}
return delta
}
Surface.prototype.translate = function (old_bounds, dimension, position, delta) {
this.clamp_delta( this.bounds, dimension, position, delta )
var new_delta = delta.clone()
if (this.clamp_delta(old_bounds, dimension, position, new_delta).eq(delta)) {
return old_bounds
}
var center_index = this.index_for_x( position.a + dimension.a/2 + delta.a, 0 )
var new_bounds = this.bounds_at_index_with_dimensions(center_index, dimension)
this.clamp_delta(new_bounds, dimension, position, delta)
return new_bounds
/*
var left_side = this.index_for_x( position.a + delta.a, 0 )
var right_side = this.index_for_x( position.a + dimension.a + delta.a, left_side )
var bounds = this.sides[left_side].clone()
for (var i = left_side+1; i <= right_side; i++) {
if (this.faces[i].y.a > bounds.y.a) {
bounds.y.a = this.faces[i].y.a
}
if (this.faces[i].y.b < bounds.y.b) {
bounds.y.b = this.faces[i].y.b
}
bounds.x.b = this.faces[i].x.b
}
if (bounds.width() > dimension.a || bounds.height() > dimension.b) {
bounds = old_bounds
}
this.clamp_delta(bounds, dimension, position, delta)
return bounds
*/
}
Surface.prototype.index_for_x = function(x, min_i){
min_i = min_i || 0
if (x < 0 || x > this.width) {
return -1
}
for (var i = min_i; i < this.faces.length; i++) {
if (this.faces[i].x.contains(x)) {
return i
}
}
return -1
}
Surface.prototype.bounds_at_index_with_dimensions = function(index, dimensions){
var faces = this.faces
if (index == -1) index = this.faces.length-1
var bounds, intersection
var width = dimensions.a
var height = dimensions.b
for (var i = index; i >= 0; i--) {
var face = faces[i]
if (face.y.length() < height) {
if (bounds) break
else continue
}
if (! bounds) {
bounds = face.clone()
bounds.last = i
}
else if (bounds.width() < width) {
intersection = bounds.y.intersection(face.y)
if (intersection.length() < height) {
// not totally sure if we can clobber the bounds here since this would prevent
// us from looking right later
break
}
else {
bounds.y.a = intersection.a
bounds.y.b = intersection.b
bounds.x.a = face.x.a
bounds.first = i
continue
}
}
else {
if (face.y.a > bounds.y.a) break
if (face.y.b < bounds.y.b) break
}
bounds.x.a = face.x.a
bounds.first = i
}
for (var i = bounds ? bounds.last+1 : index+1; i < faces.length; i++) {
var face = faces[i]
if (face.y.length() < height) {
if (bounds) break
else continue
}
if (! bounds) {
bounds = face.clone()
bounds.first = i
}
else if (bounds.width() < width) {
intersection = bounds.y.intersection(face.y)
if (intersection.length() < height) {
// here, since the element is tall enough, we can clobber the bounds completely
bounds.y.a = face.y.a
bounds.y.b = face.y.b
bounds.x.a = face.x.a
bounds.x.b = face.x.b
bounds.first = bounds.last = i
continue
}
else {
bounds.y.a = intersection.a
bounds.y.b = intersection.b
bounds.x.b = face.x.b
bounds.last = i
continue
}
}
if (face.y.a > bounds.y.a) break
if (face.y.b < bounds.y.b) break
bounds.x.b = face.x.b
bounds.last = i
}
if (! bounds) {
// console.log('no bounds')
return false
}
else if (bounds.width() < width) {
// console.log('too narrow')
return false
}
return bounds
}
Surface.prototype.bounds_at_index = function(index){
var faces = this.faces
if (index == -1) index = this.faces.length-1
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) break
if (face.y.a > bounds.y.a) break
if (face.y.b < bounds.y.b) break
bounds.x.a = face.x.a
bounds.first = i
}
for (var i = index+1; i < faces.length; i++) {
var face = faces[i]
if (face.y.length() < height) break
if (face.y.a > bounds.y.a) break
if (face.y.b < bounds.y.b) break
bounds.x.b = face.x.b
bounds.last = i
}
return bounds
}
if ('window' in this) {
window.Surface = Surface
}
else {
module.exports = Surface
}
})()
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