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).
 * @version  2.4.0
 *
 * @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( x instanceof Vertex ) {
            this.x = x.x;
            this.y = x.y;
            } */
        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
                    console.warn("Cannot add " + typeof x + " to numeric x component!");
                if (typeof y == 'number')
                    this.y += y;
                else
                    console.warn("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 == 'object' && typeof x.x == 'number' && typeof x.y == 'number' ) {
            this.x -= x.x;
            this.y -= x.y;
        } else {
            this.x -= x;
            this.y -= 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
                    console.warn("Cannot add " + typeof x + " to numeric x component!");
                if (typeof y == 'number')
                    this.y -= y;
                else
                    console.warn("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