The initial bounds (of the un-rotated tile). These are required to calculate the correct texture mapping.
Required to generate proper CSS classes and other class related IDs.
The edge length of this tile (all edges of a Girih tile have same length).
The inner tile polygons.
The outer tile polygons.
The center of this tile.
The rotation of this tile. This is stored to make cloning easier.
The symmetry (=order) of this tile. This is the number of steps used for a full rotation (in this Girih case: 10). Future Girih implementations might have other symmetries.
A rectangle on the shipped texture image (girihtexture-500px.png
) marking the
texture position. The bounds are relative, so each component must be in [0..1].
The texture is a square.
An identifier for the tile type.
The UID of this drawable object.
The unique symmetries. This must be an nth part of the global symmetry
.
Rotating this tile `uniqueSymmetries' times results in the same visual tile (flipped around
a symmetry axis).
The default edge length.
An epsilon to use for detecting adjacent edges. 0.001 seems to be a good value. Adjust if needed.
Add a vertex to the end of the vertices
array.
The vertex to add.
Calculate the area of the given polygon (unsigned).
Note that this does not work for self-intersecting polygons.
Get the closest line-polygon-intersection point (closest the line point A).
See demo 47-closest-vector-projection-on-polygon
for how it works.
The line to find intersections with.
If set to true only intersecion points on the passed vector are considered (located strictly between start and end vertex).
Check if the passed polygon is completly contained inside this polygon.
This means:
The polygon to check if contained.
Check if the given vertex is inside this polygon.
Ray-casting algorithm found at
https://stackoverflow.com/questions/22521982/check-if-point-inside-a-polygon
The vertex to check. The new x-component.
True if the passed vertex is inside this polygon. The polygon is considered closed.
This function should invalidate any installed listeners and invalidate this object. After calling this function the object might not hold valid data any more and should not be used.
Find the adjacent tile (given by the template tile) Note that the tile itself will be modified (rotated and moved to the correct position).
The edge number of the you you want to find adjacency for.
The polygon (or tile) you want to find adjacency for at the specified edge.
Adjacency information or null if the passed tile does not match.
Get the bounding box (bounds) of this polygon.
The rectangular bounds of this polygon.
Convert this polygon into a new polygon with n evenly distributed vertices.
Must not be negative.
Get the inner tile polygon at the given index. This function applies MOD to the index.
The sub polygon (inner tile) at the given index.
Construct a new polygon from this polygon with more vertices on each edge. The
interpolation count determines the number of additional vertices on each edge.
An interpolation count of 0
will return a polygon that equals the source
polygon.
A polygon with interpolationCount
more vertices (as as factor).
Get the outer tile polygon at the given index. This function applies MOD to the index.
The sub polygon (outer tile) at the given index.
Get the polygon vertex at the given position (index).
The index may exceed the total vertex count, and will be wrapped around then (modulo).
For k >= 0:
The index of the desired vertex.
At the given index.
Get the winding order of this polgon: clockwise or counterclockwise.
Get all line intersections with this polygon.
See demo 47-closest-vector-projection-on-polygon
for how it works.
The line to find intersections with.
If set to true only intersecion points on the passed vector are returned (located strictly between start and end vertex).
This function locates the closest tile edge (polygon edge) to the passed point.
Currently the edge distance to a point is measured by the euclidian distance from the edge's middle point.
Idea: move this function to Polygon?
The point to detect the closest edge for.
The tolerance (=max distance) the detected edge must be inside.
the edge index (index of the starting vertex, so [index,index+1] is the edge ) or -1 if not found.
Get the perimeter of this polygon. The perimeter is the absolute length of the outline.
If this polygon is open then the last segment (connecting the first and the last vertex) will be skipped.
Rotate this tile Note: this function behaves a bitdifferent than the genuine Polygon.rotate function! Polygon has the default center of rotation at (0,0). The GirihTile rotates around its center (position) by default.
The angle to use for rotation.
The center of rotation (default is this.position).
this
Calulate the signed polyon area by interpreting the polygon as a matrix and calculating its determinant.
Convert this polygon to a sequence of cubic Bézier curves.
The first vertex in the returned array is the start point.
The following sequence are triplets of (first-control-point, secnond-control-point, end-point):
startPoint, controlPoint0_0, controlPoint1_1, pathPoint1, controlPoint1_0, controlPoint1_1, ..., endPoint
An optional threshold (default=1.0) how strong the curve segments should over-/under-drive. Should be between 0.0 and 1.0 for best results but other values are allowed.
An array of 2d vertices that shape the cubic Bézier curve.
Convert this polygon to a cubic bezier path instance.
The threshold, usually from 0.0 to 1.0.
Convert this polygon to a cubic bezier curve, represented as an SVG data string.
The 'd' part for an SVG 'path' element.
Convert this polygon to a sequence of quadratic Bézier curves.
The first vertex in the returned array is the start point.
The following sequence are pairs of control-point-and-end-point:
startPoint, controlPoint0, pathPoint1, controlPoint1, pathPoint2, controlPoint2, ..., endPoint
An array of 2d vertices that shape the quadratic Bézier curve.
Convert this polygon to a quadratic bezier curve, represented as an SVG data string.
The 'd' part for an SVG 'path' element.
Apply adjacent tile position to neighbourTile
.
The edge number of the you you want to apply adjacent position for.
The polygon (or tile) you want to find adjacency for at the specified edge.
the passed tile itself if adjacency was found, null otherwise.
Find all possible adjacent tile positions (and rotations) for neighbourTile
.
The edge number of the you you want to find adjacencies for.
The polygon (or tile) you want to find adjacencies for at the specified edge.
Adjacency information or null if the passed tile does not match.
Calculate the area of the given polygon (unsigned).
Note that this does not work for self-intersecting polygons.
Calulate the signed polyon area by interpreting the polygon as a matrix and calculating its determinant.
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