Source: Vertex.js
"use strict";
/**
* @classdesc A vertex is a pair of two numbers.<br>
* <br>
* It is used to identify a 2-dimensional point on the x-y-plane.
*
* @requires VertexAttr
*
* @author Ikaros Kappler
* @date 2012-10-17
* @modified 2018-04-03 Refactored the code of october 2012 into a new class.
* @modified 2018-04-28 Added some documentation.
* @modified 2018-08-16 Added the set() function.
* @modified 2018-08-26 Added VertexAttr.
* @modified 2018-10-31 Extended the constructor by object{x,y}.
* @modified 2018-11-19 Extended the set(number,number) function to set(Vertex).
* @modified 2018-11-28 Added 'this' to the VertexAttr constructor.
* @modified 2018-12-05 Added the sub(...) function. Changed the signature of the add() function! add(Vertex) and add(number,number) are now possible.
* @modified 2018-12-21 (It's winter solstice) Added the inv()-function.
* @modified 2019-01-30 Added the setX(Number) and setY(Number) functions.
* @modified 2019-02-19 Added the difference(Vertex) function.
* @modified 2019-03-20 Added JSDoc tags.
* @modified 2019-04-24 Added the randomVertex(ViewPort) function.
* @modified 2019-11-07 Added toSVGString(object) function.
* @modified 2019-11-18 Added the rotate(number,Vertex) function.
* @modified 2019-11-21 Fixed a bug in the rotate(...) function (elements were moved).
* @modified 2020-03-06 Added functions invX() and invY().
* @modified 2020-03-23 Ported to Typescript from JS.
* @modified 2020-05-26 Added functions addX(number) and addY(number).
* @modifeid 2020-10-30 Change the warnings in `sub(...)` and `add(...)` into real errors.
* @version 2.4.1
*
* @file Vertex
* @public
**/
Object.defineProperty(exports, "__esModule", { value: true });
var VertexAttr_1 = require("./VertexAttr");
var VertexListeners_1 = require("./VertexListeners");
var Vertex = /** @class */ (function () {
/**
* The constructor for the vertex class.
*
* @constructor
* @name Vertex
* @param {number} x - The x-coordinate of the new vertex.
* @param {number} y - The y-coordinate of the new vertex.
**/
function Vertex(x, y) {
/**
* Required to generate proper CSS classes and other class related IDs.
**/
this.className = "Vertex";
if (typeof x == 'undefined') {
this.x = 0;
this.y = 0;
}
else if (typeof x == 'number' && typeof y == 'number') {
this.x = x;
this.y = y;
}
else {
var tuple = x;
if (typeof tuple.x == "number" && typeof tuple.y == "number") {
this.x = tuple.x;
this.y = tuple.y;
}
else {
if (typeof x == 'number')
this.x = x;
else if (typeof x == 'undefined')
this.x = 0;
else
this.x = NaN;
if (typeof y == 'number')
this.y = y;
else if (typeof y == 'undefined')
this.y = 0;
else
this.y = NaN;
}
}
this.attr = new VertexAttr_1.VertexAttr();
this.listeners = new VertexListeners_1.VertexListeners(this);
}
;
/**
* Set the x- and y- component of this vertex.
*
* @method set
* @param {number} x - The new x-component.
* @param {number} y - The new y-component.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.set = function (x, y) {
if (typeof x == 'number' && typeof y == 'number') {
this.x = x;
this.y = y;
}
else {
var tuple = x;
if (typeof tuple.x == "number" && typeof tuple.y == "number") {
this.x = tuple.x;
this.y = tuple.y;
}
else {
if (typeof x == 'number')
this.x = x;
else if (typeof x == 'undefined')
this.x = 0;
else
this.x = NaN;
if (typeof y == 'number')
this.y = y;
else if (typeof y == 'undefined')
this.y = 0;
else
this.y = NaN;
}
}
return this;
};
;
/**
* Set the x-component of this vertex.
*
* @method setX
* @param {number} x - The new x-component.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.setX = function (x) {
this.x = x;
return this;
};
;
/**
* Set the y-component of this vertex.
*
* @method setY
* @param {number} y - The new y-component.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.setY = function (y) {
this.y = y;
return this;
};
;
/**
* Set the x-component if this vertex to the inverse of its value.
*
* @method invX
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.invX = function () {
this.x = -this.x;
return this;
};
;
/**
* Set the y-component if this vertex to the inverse of its value.
*
* @method invY
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.invY = function () {
this.y = -this.y;
return this;
};
;
/**
* Add the passed amount to x- and y- component of this vertex.<br>
* <br>
* This function works with add( {number}, {number} ) and
* add( {Vertex} ), as well.
*
* @method add
* @param {(number|Vertex)} x - The amount to add to x (or a vertex itself).
* @param {number=} y - The amount to add to y.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.add = function (x, y) {
if (typeof x == 'number' && typeof y == 'number') {
this.x += x;
this.y += y;
}
else {
var tuple = x;
if (typeof tuple.x == "number" && typeof tuple.y == "number") {
this.x += tuple.x;
this.y += tuple.y;
}
else {
if (typeof x == 'number')
this.x += x;
else
throw "Cannot add " + typeof x + " to numeric x component!";
if (typeof y == 'number')
this.y += y;
else
throw "Cannot add " + typeof y + " to numeric y component!";
}
}
return this;
};
;
/**
* Add the passed amounts to the x- and y- components of this vertex.
*
* @method addXY
* @param {number} x - The amount to add to x.
* @param {number} y - The amount to add to y.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.addXY = function (amountX, amountY) {
this.x += amountX;
this.y += amountY;
return this;
};
;
/**
* Add the passed amounts to the x-component of this vertex.
*
* @method addX
* @param {number} x - The amount to add to x.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.addX = function (amountX) {
this.x += amountX;
return this;
};
;
/**
* Add the passed amounts to the y-component of this vertex.
*
* @method addY
* @param {number} y - The amount to add to y.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.addY = function (amountY) {
this.y += amountY;
return this;
};
;
/**
* Substract the passed amount from x- and y- component of this vertex.<br>
* <br>
* This function works with sub( {number}, {number} ) and
* sub( {Vertex} ), as well.
*
* @method sub
* @param {(number|Vertex)} x - The amount to substract from x (or a vertex itself).
* @param {number=} y - The amount to substract from y.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.sub = function (x, y) {
if (typeof x == 'number' && typeof y == 'number') {
this.x -= x;
this.y -= y;
}
else {
var tuple = x;
if (typeof tuple.x == "number" && typeof tuple.y == "number") {
this.x -= tuple.x;
this.y -= tuple.y;
}
else {
if (typeof x == 'number')
this.x -= x;
else
throw "Cannot add " + typeof x + " to numeric x component!";
if (typeof y == 'number')
this.y -= y;
else
throw "Cannot add " + typeof y + " to numeric y component!";
}
}
return this;
};
;
/**
* Check if this vertex equals the passed one.
* <br>
* This function uses an internal epsilon as tolerance.
*
* @method equals
* @param {Vertex} vertex - The vertex to compare this with.
* @return {boolean}
* @instance
* @memberof Vertex
**/
Vertex.prototype.equals = function (vertex) {
var eqX = (Math.abs(this.x - vertex.x) < Vertex.EPSILON);
var eqY = (Math.abs(this.y - vertex.y) < Vertex.EPSILON);
var result = eqX && eqY;
return result;
};
;
/**
* Create a copy of this vertex.
*
* @method clone
* @return {Vertex} A new vertex, an exact copy of this.
* @instance
* @memberof Vertex
**/
Vertex.prototype.clone = function () {
return new Vertex(this.x, this.y);
};
;
/**
* Get the distance to the passed point (in euclidean metric)
*
* @method distance
* @param {Vertex} vert - The vertex to measure the distance to.
* @return {number}
* @instance
* @memberof Vertex
**/
Vertex.prototype.distance = function (vert) {
return Math.sqrt(Math.pow(vert.x - this.x, 2) + Math.pow(vert.y - this.y, 2));
};
;
/**
* Get the difference to the passed point.<br>
* <br>
* The difference is (vert.x-this.x, vert.y-this.y).
*
* @method difference
* @param {Vertex} vert - The vertex to measure the x-y-difference to.
* @return {Vertex} A new vertex.
* @instance
* @memberof Vertex
**/
Vertex.prototype.difference = function (vert) {
return new Vertex(vert.x - this.x, vert.y - this.y);
};
;
/**
* This is a vector-like behavior and 'scales' this vertex
* towards/from a given center.
*
* @method scale
* @param {number} factor - The factor to 'scale' this vertex; 1.0 means no change.
* @param {Vertex=} center - The origin of scaling; default is (0,0).
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.scale = function (factor, center) {
if (!center || typeof center === "undefined")
center = new Vertex(0, 0);
this.x = center.x + (this.x - center.x) * factor;
this.y = center.y + (this.y - center.y) * factor;
return this;
};
;
/**
* This is a vector-like behavior and 'rotates' this vertex
* around given center.
*
* @method rotate
* @param {number} angle - The angle to 'rotate' this vertex; 0.0 means no change.
* @param {Vertex=} center - The center of rotation; default is (0,0).
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.rotate = function (angle, center) {
if (!center || typeof center === "undefined")
center = new Vertex(0, 0);
this.sub(center);
angle += Math.atan2(this.y, this.x);
var len = this.distance(Vertex.ZERO); // {x:0,y:0});
var lenX = this.x;
var lenY = this.y;
this.x = len * Math.cos(angle);
this.y = len * Math.sin(angle);
this.add(center);
return this;
};
;
/**
* Multiply both components of this vertex with the given scalar.<br>
* <br>
* Note: as in<br>
* https://threejs.org/docs/#api/math/Vector2.multiplyScalar
*
* @method multiplyScalar
* @param {number} scalar - The scale factor; 1.0 means no change.
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.multiplyScalar = function (scalar) {
this.x *= scalar;
this.y *= scalar;
return this;
};
;
/**
* Round the two components x and y of this vertex.
*
* @method round
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.round = function () {
this.x = Math.round(this.x);
this.y = Math.round(this.y);
return this;
};
;
/**
* Change this vertex (x,y) to its inverse (-x,-y).
*
* @method inv
* @return {Vertex} this
* @instance
* @memberof Vertex
**/
Vertex.prototype.inv = function () {
this.x = -this.x;
this.y = -this.y;
return this;
};
;
/**
* Get a string representation of this vertex.
*
* @method toString
* @return {string} The string representation of this vertex.
* @instance
* @memberof Vertex
**/
Vertex.prototype.toString = function () {
return '(' + this.x + ',' + this.y + ')';
};
;
/**
* Convert this vertex to SVG code.
*
* @method toSVGString
* @param {object=} options - An optional set of options, like 'className'.
* @return {string} A string representing the SVG code for this vertex.
* @instance
* @memberof Vertex
**/
Vertex.prototype.toSVGString = function (options) {
options = options || {};
var buffer = [];
buffer.push('<circle');
if (options.className)
buffer.push(' class="' + options.className + '"');
buffer.push(' cx="' + this.x + '"');
buffer.push(' cy="' + this.y + '"');
buffer.push(' r="2"');
buffer.push(' />');
return buffer.join('');
};
;
// END Vertex
/**
* Create a new random vertex inside the given viewport.
*
* @param {ViewPort} viewPort - A {min:Vertex, max:Vertex} viewport specifying the bounds.
* @return A new vertex with a random position.
**/
Vertex.randomVertex = function (viewPort) {
return new Vertex(viewPort.min.x + Math.random() * (viewPort.max.x - viewPort.min.x), viewPort.min.y + Math.random() * (viewPort.max.y - viewPort.min.y));
};
;
Vertex.ZERO = new Vertex(0, 0);
/**
* An epsilon for comparison
*
* @private
**/
Vertex.EPSILON = 1.0e-6;
Vertex.utils = {
/**
* Generate a four-point arrow head, starting at the vector end minus the
* arrow head length.
*
* The first vertex in the returned array is guaranteed to be the located
* at the vector line end minus the arrow head length.
*
*
* Due to performance all params are required.
*
* The params scaleX and scaleY are required for the case that the scaling is not uniform (x and y
* scaling different). Arrow heads should not look distored on non-uniform scaling.
*
* If unsure use 1.0 for scaleX and scaleY (=no distortion).
* For headlen use 8, it's a good arrow head size.
*
* Example:
* buildArrowHead( new Vertex(0,0), new Vertex(50,100), 8, 1.0, 1.0 )
*
* @param {Vertex} zA - The start vertex of the vector to calculate the arrow head for.
* @param {Vertex} zB - The end vertex of the vector.
* @param {number} headlen - The length of the arrow head (along the vector direction. A good value is 12).
* @param {number} scaleX - The horizontal scaling during draw.
* @param {number} scaleY - the vertical scaling during draw.
**/
// @DEPRECATED: use Vector.utils.buildArrowHead instead!!!
buildArrowHead: function (zA, zB, headlen, scaleX, scaleY) {
// console.warn('This function is deprecated! Use Vector.utils.buildArrowHead instead!');
var angle = Math.atan2((zB.y - zA.y) * scaleY, (zB.x - zA.x) * scaleX);
var vertices = [];
vertices.push(new Vertex(zB.x * scaleX - (headlen) * Math.cos(angle), zB.y * scaleY - (headlen) * Math.sin(angle)));
vertices.push(new Vertex(zB.x * scaleX - (headlen * 1.35) * Math.cos(angle - Math.PI / 8), zB.y * scaleY - (headlen * 1.35) * Math.sin(angle - Math.PI / 8)));
vertices.push(new Vertex(zB.x * scaleX, zB.y * scaleY));
vertices.push(new Vertex(zB.x * scaleX - (headlen * 1.35) * Math.cos(angle + Math.PI / 8), zB.y * scaleY - (headlen * 1.35) * Math.sin(angle + Math.PI / 8)));
return vertices;
}
};
return Vertex;
}());
exports.Vertex = Vertex;
//# sourceMappingURL=Vertex.js.map