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added Render.lookAt

This commit is contained in:
liabru 2016-11-20 23:22:48 +00:00
parent ffb128cd0d
commit 47443b3362

View file

@ -157,6 +157,105 @@ var Vector = require('../geometry/Vector');
render.context.scale(pixelRatio, pixelRatio);
};
/**
* Positions and sizes the viewport around the given object bounds.
* Objects must have at least one of the following properties:
* - `object.bounds`
* - `object.position`
* - `object.min` and `object.max`
* - `object.x` and `object.y`
* @method lookAt
* @param {render} render
* @param {object[]} objects
* @param {vector} [padding]
* @param {bool} [center=true]
*/
Render.lookAt = function(render, objects, padding, center) {
center = typeof center !== 'undefined' ? center : true;
objects = Common.isArray(objects) ? objects : [objects];
var padding = padding || {
x: 0,
y: 0
};
// find bounds of all objects
var bounds = {
min: { x: Infinity, y: Infinity },
max: { x: -Infinity, y: -Infinity }
};
for (var i = 0; i < objects.length; i += 1) {
var object = objects[i],
min = object.bounds ? object.bounds.min : (object.min || object.position || object),
max = object.bounds ? object.bounds.max : (object.max || object.position || object);
if (min && max) {
if (min.x < bounds.min.x)
bounds.min.x = min.x;
if (max.x > bounds.max.x)
bounds.max.x = max.x;
if (min.y < bounds.min.y)
bounds.min.y = min.y;
if (max.y > bounds.max.y)
bounds.max.y = max.y;
}
}
// find ratios
var width = (bounds.max.x - bounds.min.x) + 2 * padding.x,
height = (bounds.max.y - bounds.min.y) + 2 * padding.y,
viewHeight = render.canvas.height,
viewWidth = render.canvas.width,
outerRatio = viewWidth / viewHeight,
innerRatio = width / height,
scaleX = 1,
scaleY = 1;
// find scale factor
if (innerRatio > outerRatio) {
scaleY = innerRatio / outerRatio;
} else {
scaleX = outerRatio / innerRatio;
}
// enable bounds
render.options.hasBounds = true;
// position and size
render.bounds.min.x = bounds.min.x;
render.bounds.max.x = bounds.min.x + width * scaleX;
render.bounds.min.y = bounds.min.y;
render.bounds.max.y = bounds.min.y + height * scaleY;
// center
if (center) {
render.bounds.min.x += width * 0.5 - (width * scaleX) * 0.5;
render.bounds.max.x += width * 0.5 - (width * scaleX) * 0.5;
render.bounds.min.y += height * 0.5 - (height * scaleY) * 0.5;
render.bounds.max.y += height * 0.5 - (height * scaleY) * 0.5;
}
// padding
render.bounds.min.x -= padding.x;
render.bounds.max.x -= padding.x;
render.bounds.min.y -= padding.y;
render.bounds.max.y -= padding.y;
// update mouse
if (render.mouse) {
Mouse.setScale(render.mouse, {
x: (render.bounds.max.x - render.bounds.min.x) / render.canvas.width,
y: (render.bounds.max.y - render.bounds.min.y) / render.canvas.height
});
Mouse.setOffset(render.mouse, render.bounds.min);
}
};
/**
* Renders the given `engine`'s `Matter.World` object.
* This is the entry point for all rendering and should be called every time the scene changes.