[orx-shapes] Add Box.intersection() and Box.grid()

This commit is contained in:
Edwin Jakobs
2024-09-26 22:15:07 +02:00
parent 8579c333b0
commit 2438dbe770
2 changed files with 127 additions and 0 deletions

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package org.openrndr.extra.shapes.primitives
import org.openrndr.shape.Box
import kotlin.math.round
/**
* Split [Box] into a grid of [Box]es
* @param columns the number of columns in the resulting grid
* @param rows the number of rows in the resulting grid
* @param marginX the unitless margin width
* @param marginY the unitless margin height
* @param marginZ the untless margin depth
* @param gutterX the unitless gutter width, the horizontal space between grid cells
* @param gutterY the unitless gutter height, the vertical space between grid cells
* @param gutterZ the unitless gutter depth
*/
fun Box.grid(
columns: Int,
rows: Int,
slices: Int,
marginX: Double = 0.0,
marginY: Double = 0.0,
marginZ: Double = 0.0,
gutterX: Double = 0.0,
gutterY: Double = 0.0,
gutterZ: Double = 0.0
) = grid(
(width - marginX * 2 - gutterX * (columns - 1)) / columns,
(height - marginY * 2 - gutterY * (rows - 1)) / rows,
(depth - marginZ * 2 - gutterZ * (slices - 1)) / slices,
marginX, marginY, marginZ,
gutterX, gutterY, gutterZ
)
/**
* Split [Box] into a grid of [Box]es
* @param cellWidth the unitless width of a cell
* @param cellHeight the unitless height of a cell
* @param cellDepth the unitless depth of a cell
* @param minMarginX the unitless minimum margin width (may increase to produce
* the desired cell aspect ratio)
* @param minMarginY the unitless minimum margin height (may increase to produce
* the desired cell aspect ratio)
* @param minMarginZ the unitless minimum margin depth (may increase to produce
* @param gutterX the unitless gutter width, the horizontal space between grid cells
* @param gutterY the unitless gutter height, the vertical space between grid cells
* @param gutterZ the unitless gutter depth
*/
fun Box.grid(
cellWidth: Double,
cellHeight: Double,
cellDepth: Double,
minMarginX: Double = 0.0,
minMarginY: Double = 0.0,
minMarginZ: Double = 0.0,
gutterX: Double = 0.0,
gutterY: Double = 0.0,
gutterZ: Double = 0.0
): List<List<List<Box>>> {
val availableWidth = (width - minMarginX * 2).coerceAtLeast(0.0)
val availableHeight = (height - minMarginY * 2).coerceAtLeast(0.0)
val availableDepth = (depth - minMarginZ * 2).coerceAtLeast(0.0)
val cellSpaceX = cellWidth + gutterX
val cellSpaceY = cellHeight + gutterY
val cellSpaceZ = cellDepth + gutterZ
val columns = round((availableWidth + gutterX) / cellSpaceX).toInt()
val rows = round((availableHeight + gutterY) / cellSpaceY).toInt()
val slices = round((availableDepth + gutterZ) / cellSpaceZ).toInt()
if (columns == 0 || rows == 0 || slices == 0) {
return emptyList()
}
val totalGutterWidth = gutterX * (columns - 1).coerceAtLeast(0)
val totalGutterHeight = gutterY * (rows - 1).coerceAtLeast(0)
val totalGutterDepth = gutterZ * (slices - 1).coerceAtLeast(0)
val totalWidth = cellWidth * columns + totalGutterWidth
val totalHeight = cellHeight * rows + totalGutterHeight
val totalDepth = cellDepth * slices + totalGutterDepth
val x0 = corner.x + (width - totalWidth) / 2
val y0 = corner.y + (height - totalHeight) / 2
val z0 = corner.z + (depth - totalDepth) / 2
return (0 until slices).map { slice ->
(0 until rows).map { row ->
(0 until columns).map { column ->
Box(
x0 + column * cellSpaceX,
y0 + row * cellSpaceY,
z0 + slice * cellSpaceZ,
cellWidth, cellHeight, cellDepth
)
}
}
}
}

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package org.openrndr.extra.shapes.primitives
import org.openrndr.shape.Box
import org.openrndr.shape.Rectangle
import kotlin.math.max
import kotlin.math.min
/**
* Find intersection of [this] and [other]
* @return a rectangle shaped intersection or [Rectangle.EMPTY] when the intersection is empty.
*/
fun Box.intersection(other: Box) : Box = if (this.intersects(other)) {
val tn = this.normalized
val on = other.normalized
val left = max(tn.corner.x, on.corner.x)
val right = min(tn.corner.x + tn.width, on.corner.x + on.width)
val top = max(tn.corner.y, on.corner.y)
val bottom = min(tn.corner.y + tn.height, on.corner.y + on.height)
val near = max(tn.corner.z, on.corner.z)
val far = min(tn.corner.z + tn.depth, on.corner.z + on.depth)
Box(left, top, near, right - left, bottom - top, far - near)
} else {
Box.EMPTY
}