diff --git a/src/helpers/vector2.js b/src/helpers/vector2.js deleted file mode 100644 index 823d64b..0000000 --- a/src/helpers/vector2.js +++ /dev/null @@ -1,469 +0,0 @@ -import { - toRadians, - roundTo as roundToNumber, - lerp as lerpNumber, -} from "./shared"; - -/** - * Vector class with x, y and static helper methods - */ -class Vector2 { - /** - * @type {number} x - X component of the vector - */ - x; - /** - * @type {number} y - Y component of the vector - */ - y; - - /** - * @param {Vector2} p - * @returns {number} Length squared of `p` - */ - static lengthSquared(p) { - return p.x * p.x + p.y * p.y; - } - - /** - * @param {Vector2} p - * @returns {number} Length of `p` - */ - static length(p) { - return Math.sqrt(this.lengthSquared(p)); - } - - /** - * @param {Vector2} p - * @returns {Vector2} `p` normalized, if length of `p` is 0 `{x: 0, y: 0}` is returned - */ - static normalize(p) { - const l = this.length(p); - if (l === 0) { - return { x: 0, y: 0 }; - } - return this.divide(p, l); - } - - /** - * @param {Vector2} a - * @param {Vector2} b - * @returns {number} Dot product between `a` and `b` - */ - static dot(a, b) { - return a.x * b.x + a.y * b.y; - } - - /** - * @param {Vector2} a - * @param {(Vector2 | number)} b - * @returns {Vector2} a - b - */ - static 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 }; - } - } - - /** - * @param {Vector2} a - * @param {(Vector2 | number)} b - * @returns {Vector2} a + b - */ - static 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 }; - } - } - - /** - * @param {Vector2} a - * @param {(Vector2 | number)} b - * @returns {Vector2} a * b - */ - static 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 }; - } - } - - /** - * @param {Vector2} a - * @param {(Vector2 | number)} b - * @returns {Vector2} a / b - */ - static 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 }; - } - } - - /** - * Rotates a point around a given origin by an angle in degrees - * @param {Vector2} point Point to rotate - * @param {Vector2} origin Origin of the rotation - * @param {number} angle Angle of rotation in degrees - * @returns {Vector2} Rotated point - */ - static rotate(point, origin, angle) { - const cos = Math.cos(toRadians(angle)); - const sin = Math.sin(toRadians(angle)); - const dif = this.subtract(point, origin); - return { - x: origin.x + cos * dif.x - sin * dif.y, - y: origin.y + sin * dif.x + cos * dif.y, - }; - } - - /** - * Rotates a direction by a given angle in degrees - * @param {Vector2} direction Direction to rotate - * @param {number} angle Angle of rotation in degrees - * @returns {Vector2} Rotated direction - */ - static rotateDirection(direction, angle) { - return this.rotate(direction, { x: 0, y: 0 }, angle); - } - - /** - * Returns the min of `value` and `minimum`, if `minimum` is undefined component wise min is returned instead - * @param {Vector2} a - * @param {(Vector2 | number)} [minimum] Value to compare - * @returns {(Vector2 | number)} - */ - static min(a, minimum) { - if (minimum === undefined) { - return a.x < a.y ? a.x : a.y; - } else if (typeof minimum === "number") { - return { x: Math.min(a.x, minimum), y: Math.min(a.y, minimum) }; - } else { - return { x: Math.min(a.x, minimum.x), y: Math.min(a.y, minimum.y) }; - } - } - /** - * Returns the max of `a` and `maximum`, if `maximum` is undefined component wise max is returned instead - * @param {Vector2} a - * @param {(Vector2 | number)} [maximum] Value to compare - * @returns {(Vector2 | number)} - */ - static max(a, maximum) { - if (maximum === undefined) { - return a.x > a.y ? a.x : a.y; - } else if (typeof maximum === "number") { - return { x: Math.max(a.x, maximum), y: Math.max(a.y, maximum) }; - } else { - return { x: Math.max(a.x, maximum.x), y: Math.max(a.y, maximum.y) }; - } - } - - /** - * Rounds `p` to the nearest value of `to` - * @param {Vector2} p - * @param {Vector2} to - * @returns {Vector2} - */ - static roundTo(p, to) { - return { - x: roundToNumber(p.x, to.x), - y: roundToNumber(p.y, to.y), - }; - } - - /** - * @param {Vector2} a - * @returns {Vector2} The component wise sign of `a` - */ - static sign(a) { - return { x: Math.sign(a.x), y: Math.sign(a.y) }; - } - - /** - * @param {Vector2} a - * @returns {Vector2} The component wise absolute of `a` - */ - static abs(a) { - return { x: Math.abs(a.x), y: Math.abs(a.y) }; - } - - /** - * @param {Vector2} a - * @param {(Vector2 | number)} b - * @returns {Vector2} `a` to the power of `b` - */ - static pow(a, b) { - if (typeof b === "number") { - return { x: Math.pow(a.x, b), y: Math.pow(a.y, b) }; - } else { - return { x: Math.pow(a.x, b.x), y: Math.pow(a.y, b.y) }; - } - } - - /** - * @param {Vector2} a - * @returns {number} The dot product between `a` and `a` - */ - static dot2(a) { - return this.dot(a, a); - } - - /** - * Clamps `a` between `min` and `max` - * @param {Vector2} a - * @param {number} min - * @param {number} max - * @returns {Vector2} - */ - static clamp(a, min, max) { - return { - x: Math.min(Math.max(a.x, min), max), - y: Math.min(Math.max(a.y, min), max), - }; - } - - /** - * Calculates the distance between a point and a line segment - * See more at {@link https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm} - * @param {Vector2} p Point - * @param {Vector2} a Start of the line - * @param {Vector2} b End of the line - * @returns {Object} The distance to and the closest point on the line segment - */ - static distanceToLine(p, a, b) { - const pa = this.subtract(p, a); - const ba = this.subtract(b, a); - const h = Math.min(Math.max(this.dot(pa, ba) / this.dot(ba, ba), 0), 1); - const distance = this.length(this.subtract(pa, this.multiply(ba, h))); - const point = this.add(a, this.multiply(ba, h)); - return { distance, point }; - } - - /** - * Calculates the distance between a point and a quadratic bezier curve - * See more at {@link https://www.shadertoy.com/view/MlKcDD} - * @todo Fix the robustness of this to allow smoothing on fog layers - * @param {Vector2} pos Position - * @param {Vector2} A Start of the curve - * @param {Vector2} B Control point of the curve - * @param {Vector2} C End of the curve - * @returns {Object} The distance to and the closest point on the curve - */ - static distanceToQuadraticBezier(pos, A, B, C) { - let distance = 0; - let point = { x: pos.x, y: pos.y }; - - const a = this.subtract(B, A); - const b = this.add(this.subtract(A, this.multiply(B, 2)), C); - const c = this.multiply(a, 2); - const d = this.subtract(A, pos); - - // Solve cubic roots to find closest points - const kk = 1 / this.dot(b, b); - const kx = kk * this.dot(a, b); - const ky = (kk * (2 * this.dot(a, a) + this.dot(d, b))) / 3; - const kz = kk * this.dot(d, a); - - const p = ky - kx * kx; - const p3 = p * p * p; - const q = kx * (2 * kx * kx - 3 * ky) + kz; - let h = q * q + 4 * p3; - - if (h >= 0) { - // 1 root - h = Math.sqrt(h); - const x = this.divide(this.subtract({ x: h, y: -h }, q), 2); - const uv = this.multiply(this.sign(x), this.pow(this.abs(x), 1 / 3)); - const t = Math.min(Math.max(uv.x + uv.y - kx, 0), 1); - point = this.add(A, this.multiply(this.add(c, this.multiply(b, t)), t)); - distance = this.dot2( - this.add(d, this.multiply(this.add(c, this.multiply(b, t)), t)) - ); - } else { - // 3 roots but ignore the 3rd one as it will never be closest - // https://www.shadertoy.com/view/MdXBzB - const z = Math.sqrt(-p); - const v = Math.acos(q / (p * z * 2)) / 3; - const m = Math.cos(v); - const n = Math.sin(v) * 1.732050808; - - const t = this.clamp( - this.subtract(this.multiply({ x: m + m, y: -n - m }, z), kx), - 0, - 1 - ); - const d1 = this.dot2( - this.add(d, this.multiply(this.add(c, this.multiply(b, t.x)), t.x)) - ); - const d2 = this.dot2( - this.add(d, this.multiply(this.add(c, this.multiply(b, t.y)), t.y)) - ); - distance = Math.min(d1, d2); - if (d1 < d2) { - point = this.add( - d, - this.multiply(this.add(c, this.multiply(b, t.x)), t.x) - ); - } else { - point = this.add( - d, - this.multiply(this.add(c, this.multiply(b, t.y)), t.y) - ); - } - } - - return { distance: Math.sqrt(distance), point: point }; - } - - /** - * Calculates an axis-aligned bounding box around an array of point - * @param {Vector2[]} points - * @returns {Object} - */ - static 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 }; - } - - /** - * Checks to see if a point is in a polygon using ray casting - * See more at {@link https://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm} - * and {@link https://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon/2922778} - * @param {Vector2} p - * @param {Vector2[]} points - * @returns {boolean} - */ - static pointInPolygon(p, points) { - const { minX, maxX, minY, maxY } = this.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 - */ - static compare(a, b, threshold) { - return this.lengthSquared(this.subtract(a, b)) < threshold * threshold; - } - - /** - * Returns the distance between two vectors - * @param {Vector2} a - * @param {Vector2} b - * @param {string?} type - `chebyshev | euclidean | manhattan | alternating` - */ - static distance(a, b, type = "euclidean") { - switch (type) { - case "chebyshev": - return Math.max(Math.abs(a.x - b.x), Math.abs(a.y - b.y)); - case "euclidean": - return this.length(this.subtract(a, b)); - case "manhattan": - return Math.abs(a.x - b.x) + Math.abs(a.y - b.y); - case "alternating": - // Alternating diagonal distance like D&D 3.5 and Pathfinder - const delta = this.abs(this.subtract(a, b)); - const ma = this.max(delta); - const mi = this.min(delta); - return ma - mi + Math.floor(1.5 * mi); - default: - return this.length(this.subtract(a, b)); - } - } - - /** - * Linear interpolate between `a` and `b` by `alpha` - * @param {Vector2} a - * @param {Vector2} b - * @param {number} alpha - * @returns {Vector2} - */ - static lerp(a, b, alpha) { - return { x: lerpNumber(a.x, b.x, alpha), y: lerpNumber(a.y, b.y, alpha) }; - } - - /** - * Returns total length of a an array of points treated as a path - * @param {Vector2[]} points the array of points in the path - */ - static pathLength(points) { - let l = 0; - for (let i = 1; i < points.length; i++) { - l += this.distance(points[i - 1], points[i]); - } - return l; - } - - /** - * Resample a path to n number of evenly distributed points - * based off of http://depts.washington.edu/acelab/proj/dollar/index.html - * @param {Vector2[]} points the points to resample - * @param {number} n the number of new points - */ - static resample(points, n) { - if (points.length === 0 || n <= 0) { - return []; - } - let localPoints = [...points]; - const intervalLength = this.pathLength(localPoints) / (n - 1); - let resampledPoints = [localPoints[0]]; - let currentDistance = 0; - for (let i = 1; i < localPoints.length; i++) { - let d = this.distance(localPoints[i - 1], localPoints[i]); - if (currentDistance + d >= intervalLength) { - let newPoint = this.lerp( - localPoints[i - 1], - localPoints[i], - (intervalLength - currentDistance) / d - ); - resampledPoints.push(newPoint); - localPoints.splice(i, 0, newPoint); - currentDistance = 0; - } else { - currentDistance += d; - } - } - if (resampledPoints.length === n - 1) { - resampledPoints.push(localPoints[localPoints.length - 1]); - } - - return resampledPoints; - } -} - -export default Vector2;