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https://github.com/flame-engine/flame.git
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162 lines
5.5 KiB
Dart
162 lines
5.5 KiB
Dart
import 'dart:ui' hide Offset;
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import 'dart:math' as math;
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import 'package:flutter/material.dart';
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import '../anchor.dart';
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import '../extensions/offset.dart';
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import '../extensions/vector2.dart';
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import 'base_component.dart';
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import 'component.dart';
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/// A [Component] implementation that represents a component that has a
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/// specific, possibly dynamic position on the screen.
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///
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/// It represents a rectangle of dimension [size], on the [position],
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/// rotated around its [anchor] with angle [angle].
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///
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/// It also uses the [anchor] property to properly position itself.
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///
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/// A [PositionComponent] can have children. The children are all updated and
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/// rendered automatically when this is updated and rendered.
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/// They are translated by this component's (x,y). They do not need to fit
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/// within this component's (width, height).
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abstract class PositionComponent extends BaseComponent {
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/// The position of this component on the screen (relative to the anchor).
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Vector2 position = Vector2.zero();
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/// X position of this component on the screen (relative to the anchor).
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double get x => position.x;
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set x(double x) => position.x = x;
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/// Y position of this component on the screen (relative to the anchor).
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double get y => position.y;
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set y(double y) => position.y = y;
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/// The size that this component is rendered with.
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/// This is not necessarily the source size of the asset.
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Vector2 size = Vector2.zero();
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/// Width (size) that this component is rendered with.
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double get width => size.x;
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set width(double width) => size.x = width;
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/// Height (size) that this component is rendered with.
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double get height => size.y;
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set height(double height) => size.y = height;
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/// Get the top left position regardless of the anchor and angle
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Vector2 get topLeftPosition => anchor.translate(position, size);
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/// Set the top left position regardless of the anchor
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set topLeftPosition(Vector2 position) {
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this.position = position + (anchor.relativePosition..multiply(size));
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}
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/// Angle (with respect to the x-axis) this component should be rendered with.
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/// It is rotated around its anchor.
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double angle = 0.0;
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/// Anchor point for this component. This is where flame "grabs it".
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/// The [position] is relative to this point inside the component.
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/// The [angle] is rotated around this point.
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Anchor anchor = Anchor.topLeft;
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/// Whether this component should be flipped on the X axis before being rendered.
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bool renderFlipX = false;
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/// Whether this component should be flipped ofn the Y axis before being rendered.
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bool renderFlipY = false;
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/// Returns the relative position/size of this component.
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/// Relative because it might be translated by their parents (which is not considered here).
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Rect toRect() => topLeftPosition.toPositionedRect(size);
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/// Mutates position and size using the provided [rect] as basis.
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/// This is a relative rect, same definition that [toRect] use (therefore both methods are compatible, i.e. setByRect ∘ toRect = identity).
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void setByRect(Rect rect) {
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size.setValues(rect.width, rect.height);
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topLeftPosition = rect.topLeft.toVector2();
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}
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@override
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bool checkOverlap(Vector2 point) {
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final corners = _rotatedCorners();
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corners.add(corners.first);
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for (int i = 1; i < corners.length; i++) {
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final previousCorner = corners[i - 1];
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final corner = corners[i];
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final isOutside =
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(corner.x - previousCorner.x) * (point.y - previousCorner.y) -
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(point.x - previousCorner.x) * (corner.y - previousCorner.y) >
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0;
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if (isOutside) {
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// Point is outside of convex polygon (only used for rectangles so far)
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return false;
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}
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}
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return true;
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}
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List<Vector2> _rotatedCorners() {
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Vector2 rotateCorner(Vector2 corner) {
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return Vector2(
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math.cos(angle) * (corner.x - position.x) -
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math.sin(angle) * (corner.y - position.y) +
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position.x,
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math.sin(angle) * (corner.x - position.x) +
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math.cos(angle) * (corner.y - position.y) +
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position.y,
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);
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}
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// Counter-clockwise direction
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return [
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rotateCorner(topLeftPosition), // Top-left
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rotateCorner(topLeftPosition + Vector2(0.0, size.y)), // Bottom-left
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rotateCorner(topLeftPosition + size), // Bottom-right
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rotateCorner(topLeftPosition + Vector2(size.x, 0.0)), // Top-right
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];
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}
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double angleTo(PositionComponent c) => position.angleTo(c.position);
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double distance(PositionComponent c) => position.distanceTo(c.position);
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@override
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void renderDebugMode(Canvas canvas) {
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canvas.drawRect(size.toRect(), debugPaint);
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debugTextConfig.render(
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canvas,
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'x: ${x.toStringAsFixed(2)} y:${y.toStringAsFixed(2)}',
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Vector2(-50, -15),
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);
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final Rect rect = toRect();
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final dx = rect.right;
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final dy = rect.bottom;
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debugTextConfig.render(
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canvas,
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'x:${dx.toStringAsFixed(2)} y:${dy.toStringAsFixed(2)}',
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Vector2(width - 50, height),
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);
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}
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@override
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void prepareCanvas(Canvas canvas) {
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canvas.translate(x, y);
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canvas.rotate(angle);
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final Vector2 delta = -anchor.relativePosition
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..multiply(size);
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canvas.translate(delta.x, delta.y);
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// Handle inverted rendering by moving center and flipping.
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if (renderFlipX || renderFlipY) {
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canvas.translate(width / 2, height / 2);
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canvas.scale(renderFlipX ? -1.0 : 1.0, renderFlipY ? -1.0 : 1.0);
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canvas.translate(-width / 2, -height / 2);
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}
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}
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}
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