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grungnet/src/helpers/vector2.js

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import { toRadians, roundTo as roundToNumber } from "./shared";
export function lengthSquared(p) {
return p.x * p.x + p.y * p.y;
}
export function length(p) {
return Math.sqrt(lengthSquared(p));
}
export function normalize(p) {
const l = length(p);
return divide(p, l);
}
export function dot(a, b) {
return a.x * b.x + a.y * b.y;
}
export function subtract(a, b) {
if (typeof b === "number") {
return { x: a.x - b, y: a.y - b };
} else {
return { x: a.x - b.x, y: a.y - b.y };
}
}
export function add(a, b) {
if (typeof b === "number") {
return { x: a.x + b, y: a.y + b };
} else {
return { x: a.x + b.x, y: a.y + b.y };
}
}
export function multiply(a, b) {
if (typeof b === "number") {
return { x: a.x * b, y: a.y * b };
} else {
return { x: a.x * b.x, y: a.y * b.y };
}
}
export function divide(a, b) {
if (typeof b === "number") {
return { x: a.x / b, y: a.y / b };
} else {
return { x: a.x / b.x, y: a.y / b.y };
}
}
export function rotate(point, origin, angle) {
const cos = Math.cos(toRadians(angle));
const sin = Math.sin(toRadians(angle));
const dif = subtract(point, origin);
return {
x: origin.x + cos * dif.x - sin * dif.y,
y: origin.y + sin * dif.x + cos * dif.y,
};
}
export function rotateDirection(direction, angle) {
return rotate(direction, { x: 0, y: 0 }, angle);
}
export function min(a) {
return a.x < a.y ? a.x : a.y;
}
export function max(a) {
return a.x > a.y ? a.x : a.y;
}
export function roundTo(p, to) {
return {
x: roundToNumber(p.x, to.x),
y: roundToNumber(p.y, to.y),
};
}
2020-04-28 17:04:31 +10:00
// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d
export function distanceToLine(p, a, b) {
const pa = subtract(p, a);
const ba = subtract(b, a);
const h = Math.min(Math.max(dot(pa, ba) / dot(ba, ba), 0), 1);
return length(subtract(pa, multiply(ba, h)));
}
export function closestPointOnLine(p, a, b) {
const pa = subtract(p, a);
const ba = subtract(b, a);
const h = dot(pa, ba) / lengthSquared(ba);
return add(a, multiply(ba, h));
}
export function getBounds(points) {
let minX = Number.MAX_VALUE;
let maxX = Number.MIN_VALUE;
let minY = Number.MAX_VALUE;
let maxY = Number.MIN_VALUE;
for (let point of points) {
minX = point.x < minX ? point.x : minX;
maxX = point.x > maxX ? point.x : maxX;
minY = point.y < minY ? point.y : minY;
maxY = point.y > maxY ? point.y : maxY;
}
return { minX, maxX, minY, maxY };
}
// Check bounds then use ray casting algorithm
// https://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm
// https://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon/2922778
export function pointInPolygon(p, points) {
const { minX, maxX, minY, maxY } = getBounds(points);
if (p.x < minX || p.x > maxX || p.y < minY || p.y > maxY) {
return false;
}
let isInside = false;
for (let i = 0, j = points.length - 1; i < points.length; j = i++) {
const a = points[i].y > p.y;
const b = points[j].y > p.y;
if (
a !== b &&
p.x <
((points[j].x - points[i].x) * (p.y - points[i].y)) /
(points[j].y - points[i].y) +
points[i].x
) {
isInside = !isInside;
}
}
return isInside;
}
/**
* Returns true if a the distance between a and b is under threshold
* @param {Vector2} a
* @param {Vector2} b
* @param {number} threshold
*/
export function compare(a, b, threshold) {
return lengthSquared(subtract(a, b)) < threshold * threshold;
}