219 lines
5.6 KiB
JavaScript
219 lines
5.6 KiB
JavaScript
import { toRadians, roundTo as roundToNumber } from "./shared";
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export function lengthSquared(p) {
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return p.x * p.x + p.y * p.y;
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}
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export function length(p) {
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return Math.sqrt(lengthSquared(p));
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}
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export function normalize(p) {
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const l = length(p);
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return divide(p, l);
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}
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export function dot(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 subtract(a, b) {
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if (typeof b === "number") {
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return { x: a.x - b, y: a.y - b };
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} else {
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return { x: a.x - b.x, y: a.y - b.y };
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}
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}
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export function add(a, b) {
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if (typeof b === "number") {
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return { x: a.x + b, y: a.y + b };
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} else {
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return { x: a.x + b.x, y: a.y + b.y };
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}
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}
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export function multiply(a, b) {
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if (typeof b === "number") {
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return { x: a.x * b, y: a.y * b };
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} else {
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return { x: a.x * b.x, y: a.y * b.y };
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}
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}
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export function divide(a, b) {
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if (typeof b === "number") {
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return { x: a.x / b, y: a.y / b };
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} else {
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return { x: a.x / b.x, y: a.y / b.y };
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}
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}
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export function rotate(point, origin, angle) {
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const cos = Math.cos(toRadians(angle));
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const sin = Math.sin(toRadians(angle));
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const dif = subtract(point, origin);
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return {
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x: origin.x + cos * dif.x - sin * dif.y,
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y: origin.y + sin * dif.x + cos * dif.y,
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};
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}
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export function rotateDirection(direction, angle) {
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return rotate(direction, { x: 0, y: 0 }, angle);
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}
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export function min(a) {
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return a.x < a.y ? a.x : a.y;
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}
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export function max(a) {
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return a.x > a.y ? a.x : a.y;
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}
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export function roundTo(p, to) {
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return {
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x: roundToNumber(p.x, to.x),
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y: roundToNumber(p.y, to.y),
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};
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}
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export function sign(a) {
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return { x: Math.sign(a.x), y: Math.sign(a.y) };
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}
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export function abs(a) {
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return { x: Math.abs(a.x), y: Math.abs(a.y) };
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}
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export function pow(a, b) {
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if (typeof b === "number") {
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return { x: Math.pow(a.x, b), y: Math.pow(a.y, b) };
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} else {
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return { x: Math.pow(a.x, b.x), y: Math.pow(a.y, b.y) };
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}
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}
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export function dot2(a) {
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return dot(a, a);
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}
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export function clamp(a, min, max) {
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return {
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x: Math.min(Math.max(a.x, min), max),
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y: Math.min(Math.max(a.y, min), max),
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};
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}
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// https://iquilezles.org/www/articles/distfunctions2d/distfunctions2d
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export function distanceToLine(p, a, b) {
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const pa = subtract(p, a);
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const ba = subtract(b, a);
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const h = Math.min(Math.max(dot(pa, ba) / dot(ba, ba), 0), 1);
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const distance = length(subtract(pa, multiply(ba, h)));
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const point = add(a, multiply(ba, h));
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return { distance, point };
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}
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// TODO: Fix the robustness of this to allow smoothing on fog layers
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// https://www.shadertoy.com/view/MlKcDD
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export function distanceToQuadraticBezier(pos, A, B, C) {
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let distance = 0;
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let point = { x: pos.x, y: pos.y };
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const a = subtract(B, A);
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const b = add(subtract(A, multiply(B, 2)), C);
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const c = multiply(a, 2);
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const d = subtract(A, pos);
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// Solve cubic roots to find closest points
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const kk = 1 / dot(b, b);
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const kx = kk * dot(a, b);
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const ky = (kk * (2 * dot(a, a) + dot(d, b))) / 3;
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const kz = kk * dot(d, a);
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const p = ky - kx * kx;
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const p3 = p * p * p;
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const q = kx * (2 * kx * kx - 3 * ky) + kz;
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let h = q * q + 4 * p3;
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if (h >= 0) {
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// 1 root
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h = Math.sqrt(h);
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const x = divide(subtract({ x: h, y: -h }, q), 2);
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const uv = multiply(sign(x), pow(abs(x), 1 / 3));
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const t = Math.min(Math.max(uv.x + uv.y - kx, 0), 1);
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point = add(A, multiply(add(c, multiply(b, t)), t));
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distance = dot2(add(d, multiply(add(c, multiply(b, t)), t)));
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} else {
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// 3 roots but ignore the 3rd one as it will never be closest
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// https://www.shadertoy.com/view/MdXBzB
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const z = Math.sqrt(-p);
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const v = Math.acos(q / (p * z * 2)) / 3;
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const m = Math.cos(v);
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const n = Math.sin(v) * 1.732050808;
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const t = clamp(subtract(multiply({ x: m + m, y: -n - m }, z), kx), 0, 1);
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const d1 = dot2(add(d, multiply(add(c, multiply(b, t.x)), t.x)));
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const d2 = dot2(add(d, multiply(add(c, multiply(b, t.y)), t.y)));
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distance = Math.min(d1, d2);
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if (d1 < d2) {
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point = add(d, multiply(add(c, multiply(b, t.x)), t.x));
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} else {
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point = add(d, multiply(add(c, multiply(b, t.y)), t.y));
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}
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}
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return { distance: Math.sqrt(distance), point: point };
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}
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export function getBounds(points) {
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let minX = Number.MAX_VALUE;
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let maxX = Number.MIN_VALUE;
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let minY = Number.MAX_VALUE;
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let maxY = Number.MIN_VALUE;
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for (let point of points) {
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minX = point.x < minX ? point.x : minX;
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maxX = point.x > maxX ? point.x : maxX;
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minY = point.y < minY ? point.y : minY;
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maxY = point.y > maxY ? point.y : maxY;
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}
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return { minX, maxX, minY, maxY };
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}
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// Check bounds then use ray casting algorithm
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// https://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm
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// https://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon/2922778
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export function pointInPolygon(p, points) {
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const { minX, maxX, minY, maxY } = getBounds(points);
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if (p.x < minX || p.x > maxX || p.y < minY || p.y > maxY) {
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return false;
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}
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let isInside = false;
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for (let i = 0, j = points.length - 1; i < points.length; j = i++) {
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const a = points[i].y > p.y;
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const b = points[j].y > p.y;
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if (
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a !== b &&
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p.x <
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((points[j].x - points[i].x) * (p.y - points[i].y)) /
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(points[j].y - points[i].y) +
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points[i].x
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) {
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isInside = !isInside;
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}
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}
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return isInside;
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}
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/**
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* Returns true if a the distance between a and b is under threshold
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* @param {Vector2} a
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* @param {Vector2} b
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* @param {number} threshold
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*/
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export function compare(a, b, threshold) {
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return lengthSquared(subtract(a, b)) < threshold * threshold;
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}
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