从Rect减去许多其他rects

时间:2016-04-13 19:58:27

标签: javascript

我在矩形上找到了这个非常棒的数学opeartion文件:

https://gist.github.com/Noitidart/90ea1ebd30156df9ef530c6a9a1b6ea7

以及它的文档: https://developer.mozilla.org/en-US/docs/Mozilla/JavaScript_code_modules/Geometry.jsm/Rect

他们有这个功能subtract。但它只从另一个中减去1个矩阵。

然而我的问题是我需要创建一个函数,其中我有一个矩形,从中我需要减去其他矩形的数组。

例如,如果我这样做:

subtractMulti(new Rect(0, 0, 100, 100), [new Rect(0, 0, 100, 10), new Rect(0, 5, 100, 10)]).toString()

它应该给我一个new Rect(0, 15, 100, 85)

的矩形

但是我的尝试失败了,我的结果是:

 "Rect[0,10,100,90],Rect[0,15,100,85],Rect[0,0,100,5],Rect[0,15,100,85],Rect[0,15,100,85]"

我试图写subtractMulti,我想知道你是否可以帮我修复它。

function subtractMulti(aTargetRect, aSubtractRectsArr) {
    // for use with Geometry.jsm
    // returns an array of rects after subtracting each rect in aSubtractRectsArr from aTargetRect

    var resultRects = [aTargetRect];

    var subRects = aSubtractRectsArr;

    // for each rect in resultRects... subtract each rect in subRects
    var noNewResults = false;
    while (!noNewResults) {
        console.error('starting while loop iteration');
        var tempResultRects = [];
        resultRects.forEach(function(resultRect) {
            subRects.forEach(function(subRect) {
                tempResultRects = tempResultRects.concat(resultRect.subtract(subRect));
            });
        });

        console.log('tempResultRects:', tempResultRects.toString());
        // remove duplicate rects from tempResultRects
        removeDuplicateRects(tempResultRects);
        // test if all the rects in tempResultRects match all those in resultRects (not order, just dimensions and position)
            var iterateWhileLoop = false;
            // test if all rects in tempResultRects are in resultRects
            for (var i=0; i<tempResultRects.length; i++) {
                var foundTempResultRectI = false;
                for (var j=0; j<resultRects.length; j++) {
                    if (resultRects[j].equals(tempResultRects[i])) {
                        // ok found tempResultRects[i] in resultRects, so its not new
                        foundTempResultRectI = true;
                        break; // break j loop
                    }
                }
                if (!foundTempResultRectI) {
                    // its a new rect, so lets go through `while` loop again
                    iterateWhileLoop = true;
                    break; // break i loop
                }
            }
            if (iterateWhileLoop) {
                resultRects = cloneArrOfRects(tempResultRects);
                continue; // skip the "test if all rects in resultRects are in tempResultRects"
            }
            // test if all rects in resultRects are in tempResultRects
            for (var i=0; i<resultRects.length; i++) {
                var foundResultRectI = false;
                for (var j=0; j<tempResultRects.length; j++) {
                    if (tempResultRects[j].equals(resultRects[i])) {
                        // ok found resultRects[i] in resultRects, so its not new
                        foundResultRectI = true;
                        break; // break j loop
                    }
                }
                if (!foundResultRectI) {
                    // its a new rect, so lets go through `while` loop again
                    iterateWhileLoop = true;
                    break; // break i loop
                }
            }

            resultRects = cloneArrOfRects(tempResultRects);
            if (iterateWhileLoop) {
                // resultRects = cloneArrOfRects(tempResultRects);
                // continue; // nothing to skip below so no need
            } else {
                noNewResults = true;
            }

                // if all match, then set `noNewResults = true`
                // else there were new results so set resultRects to tempResultRects (for future match testing) then run the `while` loop again
    }

    return resultRects;
}

function removeDuplicateRects(aRectsArr) {
    // returns a new array, whose contents is references to those rects in aRectsArr that are not dupes
    var resRects = [];
    aRectsArr.forEach(function(aRect, aRectI) {
        var aRectIsDupe = false;
        for (var i=0; i<resRects.length; i++) {
            if (aRect.equals(resRects[i])) {
                console.log('aRect at i:', aRectI, 'was a dupe so removed it. aRect was:', aRect.toString());
                aRectIsDupe = true;
                break;
            }
        }
        if (!aRectIsDupe) {
            resRects.push(aRect);
        }
    });
    return resRects;
}

function cloneArrOfRects(aRectsArr) {
    // as doing aRectsArr.slice() does not clone each rect element inside
    var resRects = [];
    aRectsArr.forEach(function(aRect) {
        resRects.push(aRect.clone());
    });
    return resRects;
}

document.write(subtractMulti(new Rect(0, 0, 100, 100), [new Rect(0, 0, 100, 10), new Rect(0, 5, 100, 10)]).toString())

这是一个可运行的片段:

&#13;
&#13;
///////////////////////////library
/* This Source Code Form is subject to the terms of the Mozilla Public
 * License, v. 2.0. If a copy of the MPL was not distributed with this
 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */

this.EXPORTED_SYMBOLS = ["Point", "Rect"];

/**
 * Simple Point class.
 *
 * Any method that takes an x and y may also take a point.
 */
this.Point = function Point(x, y) {
  this.set(x, y);
}

Point.prototype = {
  clone: function clone() {
    return new Point(this.x, this.y);
  },

  set: function set(x, y) {
    this.x = x;
    this.y = y;
    return this;
  },

  equals: function equals(x, y) {
    return this.x == x && this.y == y;
  },

  toString: function toString() {
    return "(" + this.x + "," + this.y + ")";
  },

  map: function map(f) {
    this.x = f.call(this, this.x);
    this.y = f.call(this, this.y);
    return this;
  },

  add: function add(x, y) {
    this.x += x;
    this.y += y;
    return this;
  },

  subtract: function subtract(x, y) {
    this.x -= x;
    this.y -= y;
    return this;
  },

  scale: function scale(s) {
    this.x *= s;
    this.y *= s;
    return this;
  },

  isZero: function() {
    return this.x == 0 && this.y == 0;
  }
};

(function() {
  function takePointOrArgs(f) {
    return function(arg1, arg2) {
      if (arg2 === undefined)
        return f.call(this, arg1.x, arg1.y);
      else
        return f.call(this, arg1, arg2);
    };
  }

  for (let f of ['add', 'subtract', 'equals', 'set'])
    Point.prototype[f] = takePointOrArgs(Point.prototype[f]);
})();


/**
 * Rect is a simple data structure for representation of a rectangle supporting
 * many basic geometric operations.
 *
 * NOTE: Since its operations are closed, rectangles may be empty and will report
 * non-positive widths and heights in that case.
 */

this.Rect = function Rect(x, y, w, h) {
  this.left = x;
  this.top = y;
  this.right = x + w;
  this.bottom = y + h;
};

Rect.fromRect = function fromRect(r) {
  return new Rect(r.left, r.top, r.right - r.left, r.bottom - r.top);
};

Rect.prototype = {
  get x() { return this.left; },
  get y() { return this.top; },
  get width() { return this.right - this.left; },
  get height() { return this.bottom - this.top; },
  set x(v) {
    let diff = this.left - v;
    this.left = v;
    this.right -= diff;
  },
  set y(v) {
    let diff = this.top - v;
    this.top = v;
    this.bottom -= diff;
  },
  set width(v) { this.right = this.left + v; },
  set height(v) { this.bottom = this.top + v; },

  isEmpty: function isEmpty() {
    return this.left >= this.right || this.top >= this.bottom;
  },

  setRect: function(x, y, w, h) {
    this.left = x;
    this.top = y;
    this.right = x+w;
    this.bottom = y+h;

    return this;
  },

  setBounds: function(l, t, r, b) {
    this.top = t;
    this.left = l;
    this.bottom = b;
    this.right = r;

    return this;
  },

  equals: function equals(other) {
    return other != null &&
            (this.isEmpty() && other.isEmpty() ||
            this.top == other.top &&
            this.left == other.left &&
            this.bottom == other.bottom &&
            this.right == other.right);
  },

  clone: function clone() {
    return new Rect(this.left, this.top, this.right - this.left, this.bottom - this.top);
  },

  center: function center() {
    if (this.isEmpty())
      throw "Empty rectangles do not have centers";
    return new Point(this.left + (this.right - this.left) / 2,
                          this.top + (this.bottom - this.top) / 2);
  },

  copyFrom: function(other) {
    this.top = other.top;
    this.left = other.left;
    this.bottom = other.bottom;
    this.right = other.right;

    return this;
  },

  translate: function(x, y) {
    this.left += x;
    this.right += x;
    this.top += y;
    this.bottom += y;

    return this;
  },

  toString: function() {
    return "[" + this.x + "," + this.y + "," + this.width + "," + this.height + "]";
  },

  /** return a new rect that is the union of that one and this one */
  union: function(other) {
    return this.clone().expandToContain(other);
  },

  contains: function(other) {
    if (other.isEmpty()) return true;
    if (this.isEmpty()) return false;

    return (other.left >= this.left &&
            other.right <= this.right &&
            other.top >= this.top &&
            other.bottom <= this.bottom);
  },

  intersect: function(other) {
    return this.clone().restrictTo(other);
  },

  intersects: function(other) {
    if (this.isEmpty() || other.isEmpty())
      return false;

    let x1 = Math.max(this.left, other.left);
    let x2 = Math.min(this.right, other.right);
    let y1 = Math.max(this.top, other.top);
    let y2 = Math.min(this.bottom, other.bottom);
    return x1 < x2 && y1 < y2;
  },

  /** Restrict area of this rectangle to the intersection of both rectangles. */
  restrictTo: function restrictTo(other) {
    if (this.isEmpty() || other.isEmpty())
      return this.setRect(0, 0, 0, 0);

    let x1 = Math.max(this.left, other.left);
    let x2 = Math.min(this.right, other.right);
    let y1 = Math.max(this.top, other.top);
    let y2 = Math.min(this.bottom, other.bottom);
    // If width or height is 0, the intersection was empty.
    return this.setRect(x1, y1, Math.max(0, x2 - x1), Math.max(0, y2 - y1));
  },

  /** Expand this rectangle to the union of both rectangles. */
  expandToContain: function expandToContain(other) {
    if (this.isEmpty()) return this.copyFrom(other);
    if (other.isEmpty()) return this;

    let l = Math.min(this.left, other.left);
    let r = Math.max(this.right, other.right);
    let t = Math.min(this.top, other.top);
    let b = Math.max(this.bottom, other.bottom);
    return this.setRect(l, t, r-l, b-t);
  },

  /**
   * Expands to the smallest rectangle that contains original rectangle and is bounded
   * by lines with integer coefficients.
   */
  expandToIntegers: function round() {
    this.left = Math.floor(this.left);
    this.top = Math.floor(this.top);
    this.right = Math.ceil(this.right);
    this.bottom = Math.ceil(this.bottom);
    return this;
  },

  scale: function scale(xscl, yscl) {
    this.left *= xscl;
    this.right *= xscl;
    this.top *= yscl;
    this.bottom *= yscl;
    return this;
  },

  map: function map(f) {
    this.left = f.call(this, this.left);
    this.top = f.call(this, this.top);
    this.right = f.call(this, this.right);
    this.bottom = f.call(this, this.bottom);
    return this;
  },

  /** Ensure this rectangle is inside the other, if possible. Preserves w, h. */
  translateInside: function translateInside(other) {
    let offsetX = (this.left <= other.left ? other.left - this.left :
                  (this.right > other.right ? other.right - this.right : 0));
    let offsetY = (this.top <= other.top ? other.top - this.top :
                  (this.bottom > other.bottom ? other.bottom - this.bottom : 0));
    return this.translate(offsetX, offsetY);
  },

  /** Subtract other area from this. Returns array of rects whose union is this-other. */
  subtract: function subtract(other) {
    let r = new Rect(0, 0, 0, 0);
    let result = [];
    other = other.intersect(this);
    if (other.isEmpty())
      return [this.clone()];

    // left strip
    r.setBounds(this.left, this.top, other.left, this.bottom);
    if (!r.isEmpty())
      result.push(r.clone());
    // inside strip
    r.setBounds(other.left, this.top, other.right, other.top);
    if (!r.isEmpty())
      result.push(r.clone());
    r.setBounds(other.left, other.bottom, other.right, this.bottom);
    if (!r.isEmpty())
      result.push(r.clone());
    // right strip
    r.setBounds(other.right, this.top, this.right, this.bottom);
    if (!r.isEmpty())
      result.push(r.clone());

    return result;
  },

  /**
   * Blends two rectangles together.
   * @param rect Rectangle to blend this one with
   * @param scalar Ratio from 0 (returns a clone of this rect) to 1 (clone of rect).
   * @return New blended rectangle.
   */
  blend: function blend(rect, scalar) {
    return new Rect(
      this.left   + (rect.left   - this.left  ) * scalar,
      this.top    + (rect.top    - this.top   ) * scalar,
      this.width  + (rect.width  - this.width ) * scalar,
      this.height + (rect.height - this.height) * scalar);
  },

  /**
   * Grows or shrinks the rectangle while keeping the center point.
   * Accepts single multipler, or separate for both axes.
   */
  inflate: function inflate(xscl, yscl) {
    let xAdj = (this.width * xscl - this.width) / 2;
    let s = (arguments.length > 1) ? yscl : xscl;
    let yAdj = (this.height * s - this.height) / 2;
    this.left -= xAdj;
    this.right += xAdj;
    this.top -= yAdj;
    this.bottom += yAdj;
    return this;
  }
};

/////////////////////////////




function subtractMulti(aTargetRect, aSubtractRectsArr) {
	// for use with Geometry.jsm
	// returns an array of rects after subtracting each rect in aSubtractRectsArr from aTargetRect
	
	var resultRects = [aTargetRect];
	
	var subRects = aSubtractRectsArr;
	
	// for each rect in resultRects... subtract each rect in subRects
	var noNewResults = false;
	while (!noNewResults) {
		console.error('starting while loop iteration');
		var tempResultRects = [];
		resultRects.forEach(function(resultRect) {
			subRects.forEach(function(subRect) {
				tempResultRects = tempResultRects.concat(resultRect.subtract(subRect));
			});
		});
		
		console.log('tempResultRects:', tempResultRects.toString());
		// remove duplicate rects from tempResultRects
		removeDuplicateRects(tempResultRects);
		// test if all the rects in tempResultRects match all those in resultRects (not order, just dimensions and position)
			var iterateWhileLoop = false;
			// test if all rects in tempResultRects are in resultRects
			for (var i=0; i<tempResultRects.length; i++) {
				var foundTempResultRectI = false;
				for (var j=0; j<resultRects.length; j++) {
					if (resultRects[j].equals(tempResultRects[i])) {
						// ok found tempResultRects[i] in resultRects, so its not new
						foundTempResultRectI = true;
						break; // break j loop
					}
				}
				if (!foundTempResultRectI) {
					// its a new rect, so lets go through `while` loop again
					iterateWhileLoop = true;
					break; // break i loop
				}
			}
			if (iterateWhileLoop) {
				resultRects = cloneArrOfRects(tempResultRects);
				continue; // skip the "test if all rects in resultRects are in tempResultRects"
			}
			// test if all rects in resultRects are in tempResultRects
			for (var i=0; i<resultRects.length; i++) {
				var foundResultRectI = false;
				for (var j=0; j<tempResultRects.length; j++) {
					if (tempResultRects[j].equals(resultRects[i])) {
						// ok found resultRects[i] in resultRects, so its not new
						foundResultRectI = true;
						break; // break j loop
					}
				}
				if (!foundResultRectI) {
					// its a new rect, so lets go through `while` loop again
					iterateWhileLoop = true;
					break; // break i loop
				}
			}
			
			resultRects = cloneArrOfRects(tempResultRects);
			if (iterateWhileLoop) {
				// resultRects = cloneArrOfRects(tempResultRects);
				// continue; // nothing to skip below so no need
			} else {
				noNewResults = true;
			}
			
				// if all match, then set `noNewResults = true`
				// else there were new results so set resultRects to tempResultRects (for future match testing) then run the `while` loop again
	}
	
	return resultRects;
}

function removeDuplicateRects(aRectsArr) {
	// returns a new array, whose contents is references to those rects in aRectsArr that are not dupes
	var resRects = [];
	aRectsArr.forEach(function(aRect, aRectI) {
		var aRectIsDupe = false;
		for (var i=0; i<resRects.length; i++) {
			if (aRect.equals(resRects[i])) {
				console.log('aRect at i:', aRectI, 'was a dupe so removed it. aRect was:', aRect.toString());
				aRectIsDupe = true;
				break;
			}
		}
		if (!aRectIsDupe) {
			resRects.push(aRect);
		}
	});
	return resRects;
}

function cloneArrOfRects(aRectsArr) {
	// as doing aRectsArr.slice() does not clone each rect element inside
	var resRects = [];
	aRectsArr.forEach(function(aRect) {
		resRects.push(aRect.clone());
	});
	return resRects;
}

document.write(subtractMulti(new Rect(0, 0, 100, 100), [new Rect(0, 0, 100, 10), new Rect(0, 5, 100, 10)]).toString())
&#13;
&#13;
&#13;

3 个答案:

答案 0 :(得分:2)

我正在添加一个新答案,因为即使它受到旧答案的启发,我认为这个值得拥有。所以,我意识到我只能使用方法getWantedParts而没有其余的,但我不满意递归,这可能会导致复杂的减法问题。

新代码:

function subtractMulti(aTargetRect, aSubtractRectsArr) {
    var keptParts = [aTargetRect];
    for (var i = 0; i < aSubtractRectsArr.length; i++) {
        var keptPartsPartial = [];
        for(var j = 0; j < keptParts.length; j++) {
            keptPartsPartial = keptPartsPartial.concat(keptParts[j].subtract(aSubtractRectsArr[i]));
        }
        keptParts = keptPartsPartial;
    }

    return keptParts;
}

以毫秒为单位的速度测试(100000次执行):

T0:496
T1:1769
T2:223
T0:500
T1:2066
T2:218

T0 =我的第一个版本,T1 = @jpopesculian的版本,T2 =我的最新版本。

正如你所看到的,这最后一个比我的第一个快两倍,比第一个快了三倍。

答案 1 :(得分:1)

这是我的subtractMulti函数版本。首先,我将所有矩形的并集减去,然后我减去目标矩形的这个统一矩形。另外,我保留了虚拟创建的部分(就像两个不相交的矩形一样)。

编辑:好的,我花了45分钟来修复它,但现在你可以减去任何东西了。我添加了jpopesculian的绘制功能,以直观地显示它给出的内容,但是应该删除它。

编辑2:在“缺失/想要的部件”上添加了交叉点以确保它处于初始矩形中。

var zIndex = 0;
function draw(rect, color) {
    if (!color) {
        color = "#F00";
    }
    const element = document.createElement("div");
    element.style.cssText = `
        position: absolute;
        background: ${color};
        top: ${rect.y}px;
        left: ${rect.x}px;
        width: ${rect.width}px;
        height: ${rect.height}px;
    z-index: ${zIndex};
    `;
zIndex += 10;
    document.body.appendChild(element);
}


function subtractMulti(aTargetRect, aSubtractRectsArr) {
    document.body.innerHTML = "";
    var color = 0;
    var colorAdd = 40;
    draw(aTargetRect, 'rgb(' + color + ',' + color + ',' + color + ')');

    // for use with Geometry.jsm
    // returns an array of rects after subtracting each rect in aSubtractRectsArr from aTargetRect

    var subtractSumRect = aSubtractRectsArr[0];  
    var intersectRect = [];     
    color += colorAdd ;
    draw(aSubtractRectsArr[0], 'rgb(' + color + ',' + color + ',' + color + ')');

    for (var i = 1; i < aSubtractRectsArr.length; i++) {
        color += colorAdd ;
        draw(aSubtractRectsArr[i], 'rgb(' + color + ',' + color + ',' + color + ')');
        subtractSumRect = subtractSumRect.union(aSubtractRectsArr[i]);
    }

    //Get missing parts
    function getWantedRect(currentRect, i) {
        if (i >= aSubtractRectsArr.length) return currentRect.intersect(aTargetRect);

        var subtract = currentRect.subtract(aSubtractRectsArr[i]);
        var wanted = [];
        if (subtract) {
            for(var j = 0; j < subtract.length; j++) {
                if (subtract[j].isEmpty()) continue;

                wanted = wanted.concat(getWantedRect(subtract[j], i + 1));
            }
        }

        return wanted;
    }

    var wantedRect = getWantedRect(subtractSumRect, 0);

    color += colorAdd ;
    draw(subtractSumRect, 'rgb(' + color + ',' + color + ',' + color + ')');
    var finalRect = aTargetRect.subtract(subtractSumRect);
    finalRect = finalRect.concat(wantedRect);

    for (var i = 0; i < finalRect.length; i++) {
        color += colorAdd ;
        draw(finalRect[i], 'rgb(' + color + ',' + color + ',' + color + ')');
    }

    return finalRect;
}

测试1:结果OK!
subtractMulti(new Rect(0, 0, 100, 100), [new Rect(0, 0, 100, 10), new Rect(0, 5, 100, 10)])

测试2:结果更好! (案例更多解释如下)
subtractMulti(new Rect(0, 0, 200, 100), [new Rect(0, 0, 100, 10), new Rect(5, 5, 100, 10)])

测试3:去除不相交的矩形:结果完美!
subtractMulti(new Rect(0, 0, 100, 100), [new Rect(0, 0, 50, 10), new Rect(50, 20, 50, 10)])

测试4:删除超出初始值的矩形:结果现在适用于编辑2!
subtractMulti(new Rect(0, 0, 200, 100), [new Rect(0, 0, 100, 10), new Rect(5, 5, 300, 10), new Rect(5, 5, 50, 10)])

在您的特定情况下,您将在返回的数组中获得一个矩形,但它可能不止一个,如: subtractMulti(new Rect(0,0,200,100),[new Rect(0,0,100,10),new Rect(5,5,100,10)])

当减法矩形没有填充宽度或高度时会发生这种情况。

没有绘制矩形的最终版本

function subtractMulti(aTargetRect, aSubtractRectsArr) {
    // for use with Geometry.jsm
    // returns an array of rects after subtracting each rect in aSubtractRectsArr from aTargetRect

    var subtractSumRect = aSubtractRectsArr[0];  
    for (var i = 1; i < aSubtractRectsArr.length; i++) {
        subtractSumRect = subtractSumRect.union(aSubtractRectsArr[i]);
    }

    //Get missing parts
    function getWantedRect(currentRect, i) {
        if (i >= aSubtractRectsArr.length) return currentRect.intersect(aTargetRect);

        var subtract = currentRect.subtract(aSubtractRectsArr[i]);
        var wanted = [];
        if (subtract) {
            for(var j = 0; j < subtract.length; j++) {
                if (subtract[j].isEmpty()) continue;

                wanted = wanted.concat(getWantedRect(subtract[j], i + 1));
            }
        }

        return wanted;
    }
    var wantedRect = getWantedRect(subtractSumRect, 0);

    var finalRect = aTargetRect.subtract(subtractSumRect);

    return finalRect.concat(wantedRect);
}

答案 2 :(得分:1)

这是我的版本。我基本上做了一个重复减法和合并。通过在点中进行逻辑(根据包含点和线的交点减去)然后找到最佳矩形来填充新形状,可能有一种更有效的方法来做到这一点,但这个逻辑现在让我逃脱了

"use strict";

Rect.prototype.subtractMulti = function(subtractionArr) {
    let targets = [this]
    for (let rect of subtractionArr) {
        // subtract rect from all targets
        let newTargets = []
        for (let target of targets) {
            newTargets = newTargets.concat(target.subtract(rect))
        }
        // merge together newTargets to get targets
        targets = Rect.mergeAll(newTargets)
    }
    return targets
}

/** 
* Merge with another rectangle
* Much like union except it doesn't allow for increase in bounds
* Returns Rect[], either a single element if merged or two if can't merge
*/
Rect.prototype.merge = function(otherRect) {
    const union = this.union(otherRect)
    const intersection = this.intersect(otherRect)
    if (union.size == (this.size + otherRect.size - intersection.size)) {
        return [union]
    }
    return [this.clone(), otherRect.clone()]
}

/**
* Merges all Rects of a Rect[]
* Return Rect[]
*/
Rect.mergeAll = function(rectArr) {
    const result = []
    while (rectArr.length > 0) {
        // remove first element to merge with rest
        let rect = rectArr.shift()
        // delete if empty rect
        if (rect.isEmpty()) {
            continue
        }
        // try to merge with other rects
        let merged = []
        for (let index in rectArr) {
            let otherRect = rectArr[index]
            merged = rect.merge(otherRect)
            // if successful merge then break
            if (merged.length == 1) {
                rectArr.splice(index, 1)
                break
            }
        }
        // if merged then add back to array to evaluate again
        // else put it into result array
        if (merged.length == 1) {
            rectArr.push(merged[0])
        } else {
            result.push(rect)
        }
    }
    return result
}

/**
* Returns true if empty
*/
Rect.prototype.isEmpty = function() {
    return this.width <= 0 || this.height <= 0
}

/**
* Defines size property (w x h)
*/
Object.defineProperty(Rect.prototype, "size", {
    get: function() {
        if (this.isEmpty()) { 
            return 0 
        }
        return this.width * this.height;
    }
})

// Draw function to help test and visualize
function draw(rect, color) {
    if (!color) {
        color = "#F00"
    }
    const element = document.createElement("div")
    element.style.cssText = `
        position: absolute;
        background: ${color};
        top: ${rect.y}px;
        left: ${rect.x}px;
        width: ${rect.width}px;
        height: ${rect.height}px;
    `
    document.body.appendChild(element)
}

// Test function to run
function main() {
    const target = new Rect(0, 0, 100, 100)
    const subtractionArr = [new Rect(0, 0, 100, 10), new Rect(0, 5, 100, 10)]
    const result = target.subtractMulti(subtractionArr)
    for (let rect of result) {
        console.log(rect)
        draw(rect)
    }
}

// do test function
main()