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305 lines
7.8 KiB
JavaScript
305 lines
7.8 KiB
JavaScript
import Vector from 'math/vector';
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import BBox from './bbox'
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import * as vec from 'math/vec';
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import {perp2d} from "math/vec";
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import {eqTol} from "../brep/geom/tolerance";
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export const TOLERANCE = 1E-6;
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export const TOLERANCE_SQ = TOLERANCE * TOLERANCE;
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export function distanceAB(a, b) {
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return distance(a.x, a.y, b.x, b.y);
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}
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export function distance(x1, y1, x2, y2) {
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var dx = x1 - x2;
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var dy = y1 - y2;
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return Math.sqrt(dx * dx + dy * dy);
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}
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export function distanceAB3(a, b) {
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return distance3(a.x, a.y, a.z, b.x, b.y, b.z);
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}
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export function distance3(x1, y1, z1, x2, y2, z2) {
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return Math.sqrt(distanceSquared3(x1, y1, z1, x2, y2, z2));
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}
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export function distanceSquaredAB3(a, b) {
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return distanceSquared3(a.x, a.y, a.z, b.x, b.y, b.z);
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}
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export function distanceSquaredANegB3(a, b) {
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return distanceSquared3(a.x, a.y, a.z, -b.x, -b.y, -b.z);
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}
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export function distanceSquared3(x1, y1, z1, x2, y2, z2) {
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var dx = x1 - x2;
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var dy = y1 - y2;
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var dz = z1 - z2;
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return dx * dx + dy * dy + dz * dz;
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}
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export function distanceSquared(x1, y1, x2, y2) {
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const dx = x1 - x2;
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const dy = y1 - y2;
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return dx * dx + dy * dy;
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}
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export function circleFromPoints(p1, p2, p3) {
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var center = new Vector();
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var offset = p2.x*p2.x + p2.y*p2.y;
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var bc = ( p1.x*p1.x + p1.y*p1.y - offset )/2.0;
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var cd = (offset - p3.x*p3.x - p3.y*p3.y)/2.0;
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var det = (p1.x - p2.x) * (p2.y - p3.y) - (p2.x - p3.x)* (p1.y - p2.y);
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if (Math.abs(det) < TOLERANCE) { return null; }
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var idet = 1/det;
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center.x = (bc * (p2.y - p3.y) - cd * (p1.y - p2.y)) * idet;
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center.y = (cd * (p1.x - p2.x) - bc * (p2.x - p3.x)) * idet;
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return center;
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}
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export function norm2(vec) {
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var sq = 0;
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for (var i = 0; i < vec.length; i++) {
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sq += vec[i] * vec[i];
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}
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return Math.sqrt(sq);
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}
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export function areEqual(v1, v2, tolerance) {
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return Math.abs(v1 - v2) < tolerance;
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}
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export function areVectorsEqual(v1, v2, toleranceSQ) {
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return areEqual(distanceSquaredAB3(v1, v2), 0, toleranceSQ);
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}
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export function areNegVectorsEqual(v1, v2, toleranceSQ) {
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return areEqual(distanceSquaredANegB3(v1, v2), 0, toleranceSQ);
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}
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export function areVectorsEqual3(v1, v2, toleranceSQ) {
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return areEqual(distanceSquared3(v1[0], v1[1], v1[2], v2[0], v2[1], v2[2]), 0, toleranceSQ);
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}
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export function vectorsEqual(v1, v2) {
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return areVectorsEqual(v1, v2, TOLERANCE_SQ);
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}
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export function equal(v1, v2) {
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return areEqual(v1, v2, TOLERANCE);
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}
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export function strictEqual(a, b) {
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return a.x == b.x && a.y == b.y && a.z == b.z;
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}
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export function strictEqual2D(a, b) {
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return a.x == b.x && a.y == b.y;
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}
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export function _vec(size) {
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var out = [];
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out.length = size;
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for (var i = 0; i < size; ++i) {
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out[i] = 0;
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}
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return out;
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}
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export function _matrix(m, n) {
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var out = [];
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out.length = m;
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for (var i = 0; i < m; ++i) {
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out[i] = _vec(n);
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}
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return out;
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}
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export function rotate(px, py, angle) {
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return rotateInPlace(px, py, angle, new Vector());
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}
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export function rotateInPlace(px, py, angle, out) {
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out.x = px * Math.cos(angle) - py * Math.sin(angle);
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out.y = px * Math.sin(angle) + py * Math.cos(angle);
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return out;
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}
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export function polygonOffsetXY(polygon, scaleX, scaleY) {
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const origBBox = new BBox();
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const scaledBBox = new BBox();
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const result = [];
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for (let point of polygon) {
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const scaledPoint = new Vector(point.x * scaleX, point.y * scaleY);
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result.push(scaledPoint);
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origBBox.checkPoint(point);
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scaledBBox.checkPoint(scaledPoint);
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}
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const alignVector = scaledBBox.center()._minus(origBBox.center());
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for (let point of result) {
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point._minus(alignVector);
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}
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return result;
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}
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export function polygonOffset( polygon, scale ) {
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return polygonOffsetXY( polygon, scale, scale );
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}
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export function polygonOffsetByDelta( polygon, delta ) {
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const origBBox = new BBox();
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for (let point of polygon) {
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origBBox.checkPoint(point);
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}
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const width = origBBox.width();
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const height = origBBox.height();
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return polygonOffsetXY(polygon, (width + delta) / width, (height + delta) / height);
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}
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export function isPointInsidePolygon( inPt, inPolygon ) {
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var EPSILON = TOLERANCE;
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var polyLen = inPolygon.length;
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// inPt on polygon contour => immediate success or
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// toggling of inside/outside at every single! intersection point of an edge
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// with the horizontal line through inPt, left of inPt
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// not counting lowerY endpoints of edges and whole edges on that line
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var inside = false;
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for( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
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var edgeLowPt = inPolygon[ p ];
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var edgeHighPt = inPolygon[ q ];
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var edgeDx = edgeHighPt.x - edgeLowPt.x;
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var edgeDy = edgeHighPt.y - edgeLowPt.y;
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if ( Math.abs(edgeDy) > EPSILON ) { // not parallel
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if ( edgeDy < 0 ) {
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edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
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edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
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}
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if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
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if ( inPt.y == edgeLowPt.y ) {
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if ( inPt.x == edgeLowPt.x ) return true; // inPt is on contour ?
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// continue; // no intersection or edgeLowPt => doesn't count !!!
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} else {
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var perpEdge = edgeDy * (inPt.x - edgeLowPt.x) - edgeDx * (inPt.y - edgeLowPt.y);
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if ( perpEdge == 0 ) return true; // inPt is on contour ?
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if ( perpEdge < 0 ) continue;
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inside = ! inside; // true intersection left of inPt
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}
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} else { // parallel or colinear
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if ( inPt.y != edgeLowPt.y ) continue; // parallel
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// egde lies on the same horizontal line as inPt
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if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
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( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
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// continue;
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}
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}
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return inside;
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}
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// http://en.wikipedia.org/wiki/Shoelace_formula
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export function area(contour) {
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var n = contour.length;
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var a = 0.0;
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for ( var p = n - 1, q = 0; q < n; p = q ++ ) {
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a += contour[ p ].x * contour[ q ].y - contour[ q ].x * contour[ p ].y;
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}
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return a * 0.5;
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}
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export function isCCW(path2D) {
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return area(path2D) >= 0;
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}
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export function findLowestLeftPoint(poly) {
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let heroIdx = 0;
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for (let i = 1; i< poly.length; ++i) {
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const point = poly[i];
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let hero = poly[heroIdx];
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if (point.y < hero.y) {
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heroIdx = i;
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} else if (hero.y == point.y) {
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if (point.x < hero.x) {
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heroIdx = i;
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}
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}
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}
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return heroIdx;
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}
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export const _360 = 2 * Math.PI;
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export const _90 = 0.5 * Math.PI;
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export const _270 = 1.5 * Math.PI;
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export function makeAngle0_360(angle) {
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angle %= _360;
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if (angle < 0) {
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angle = _360 + angle;
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}
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return angle;
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}
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export function perpendicularVector(v) {
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v = vec.normalize(v);
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return vec.BASIS3.map(axis => vec.cross(axis, v)).sort((a, b) => vec.lengthSq(b) - vec.lengthSq(a))[0];
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}
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export function radiusOfCurvature(d1, d2) {
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let r1lsq = vec.lengthSq(d1);
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let r1l = Math.sqrt(r1lsq);
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return r1lsq * r1l / vec.length(vec.cross(d1, d2));
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}
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export function pointToLineSignedDistance(ax, ay, bx, by, px, py) {
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let nx = - (by - ay);
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let ny = bx - ax;
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const d = distance(ax, ay, bx, by);
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nx /= d;
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ny /= d;
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let vx = px - ax;
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let vy = py - ay;
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const proj = vx * ny + vy * (-nx);
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//Check if vector b lays on the vector ab
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if (proj > d) {
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return Number.NaN;
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}
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if (proj < 0) {
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return Number.NaN;
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}
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return vx * nx + vy * ny;
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}
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export function lineLineIntersection2d(p1, p2, v1, v2) {
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// const n1 = perp2d(v1);
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const n2 = perp2d(v2);
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const cos = vec.dot(n2, v1);
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if (eqTol(cos, 0)) {
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return null;
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}
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const u1 = vec.dot(n2, vec.sub(p2, p1)) / cos;
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// const u2 = vec.dot(n1, vec.sub(p1, p2)) / vec.dot(n1, v2);
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return [p1[0] + v1[0] * u1, p1[1] + v1[1] * u1];
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}
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export const DEG_RAD = Math.PI / 180.0;
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export const sq = (a) => a * a;
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