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@antv/x6

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JavaScript diagramming library that uses SVG and HTML for rendering

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import { type RectangleLike } from './rectangle' import { round, random, snapToGrid, containsPoint } from './util' import * as Angle from './angle' import { Geometry } from './geometry' import type { PointLike, PointData, PointBearing, PointOptions } from '../types' export { PointLike, PointData, PointBearing, PointOptions } export class Point extends Geometry implements PointLike { static create(x?: number | Point | PointOptions, y?: number): Point { if (x == null || typeof x === 'number') { // @ts-ignore return new Point(x, y) } return Point.clone(x) } static clone(p: Point | PointOptions) { if (Point.isPoint(p)) { return new Point(p.x, p.y) } if (Array.isArray(p)) { return new Point(p[0], p[1]) } return new Point(p.x, p.y) } static equals(p1?: PointLike, p2?: PointLike) { if (p1 === p2) { return true } if (p1 != null && p2 != null) { return p1.x === p2.x && p1.y === p2.y } return false } static rotateEx( point: Point | PointOptions, cos: number, sin: number, center: Point | PointOptions = new Point(), ) { const source = Point.clone(point) const origin = Point.clone(center) const dx = source.x - origin.x const dy = source.y - origin.y const x1 = dx * cos - dy * sin const y1 = dy * cos + dx * sin return new Point(x1 + origin.x, y1 + origin.y) } static toJSON(p: Point | PointOptions) { if (Point.isPoint(p)) { return { x: p.x, y: p.y } } if (Array.isArray(p)) { return { x: p[0], y: p[1] } } return { x: p.x, y: p.y } } /** * Returns a new Point object from the given polar coordinates. * @see http://en.wikipedia.org/wiki/Polar_coordinate_system */ static fromPolar( r: number, rad: number, origin: Point | PointOptions = new Point(), ) { let x = Math.abs(r * Math.cos(rad)) let y = Math.abs(r * Math.sin(rad)) const org = Point.clone(origin) const deg = Angle.normalize(Angle.toDeg(rad)) if (deg < 90) { y = -y } else if (deg < 180) { x = -x y = -y } else if (deg < 270) { x = -x } return new Point(org.x + x, org.y + y) } /** * Converts rectangular to polar coordinates. */ static toPolar( point: Point | PointOptions, origin: Point | PointOptions = new Point(), ) { const p = Point.clone(point) const o = Point.clone(origin) const dx = p.x - o.x const dy = p.y - o.y return new Point( Math.sqrt(dx * dx + dy * dy), // r Angle.toRad(o.theta(p)), ) } static equalPoints(p1: PointLike[], p2: PointLike[]) { if ( (p1 == null && p2 != null) || (p1 != null && p2 == null) || (p1 != null && p2 != null && p1.length !== p2.length) ) { return false } if (p1 != null && p2 != null) { for (let i = 0, ii = p1.length; i < ii; i += 1) { if (!Point.equals(p1[i], p2[i])) { return false } } } return true } /** * Returns a point with random coordinates that fall within the range * `[x1, x2]` and `[y1, y2]`. */ static random(x1: number, x2: number, y1: number, y2: number) { return new Point(random(x1, x2), random(y1, y2)) } static rotate( point: Point | PointOptions, angle: number, center?: Point | PointOptions, ) { const rad = Angle.toRad(Angle.normalize(-angle)) const sin = Math.sin(rad) const cos = Math.cos(rad) return Point.rotateEx(point, cos, sin, center) } static isPoint(instance: any): instance is Point { return instance != null && instance instanceof Point } static isPointLike(p: any): p is PointLike { return ( p != null && typeof p === 'object' && typeof p.x === 'number' && typeof p.y === 'number' ) } static isPointData(p: any): p is PointData { return ( p != null && Array.isArray(p) && p.length === 2 && typeof p[0] === 'number' && typeof p[1] === 'number' ) } public x: number public y: number constructor() constructor(x?: number, y?: number) constructor(x?: number, y?: number) { super() this.x = x == null ? 0 : x this.y = y == null ? 0 : y } /** * Rounds the point to the given precision. */ round(precision = 0) { this.x = round(this.x, precision) this.y = round(this.y, precision) return this } add(x: number, y: number): this add(p: PointOptions): this add(x: number | PointOptions, y?: number): this { const p = Point.create(x, y) this.x += p.x this.y += p.y return this } update(x: number, y: number): this update(p: PointOptions): this update(x: number | PointOptions, y?: number): this { const p = Point.create(x, y) this.x = p.x this.y = p.y return this } translate(dx: number, dy: number): this translate(p: PointOptions): this translate(dx: number | PointOptions, dy?: number): this { const t = Point.create(dx, dy) this.x += t.x this.y += t.y return this } /** * Rotate the point by `degree` around `center`. */ rotate(degree: number, center?: PointOptions): this { const p = Point.rotate(this, degree, center) this.x = p.x this.y = p.y return this } /** * Scale point by `sx` and `sy` around the given `origin`. If origin is * not specified, the point is scaled around `0, 0`. */ scale(sx: number, sy: number, origin: PointOptions = new Point()) { const ref = Point.create(origin) this.x = ref.x + sx * (this.x - ref.x) this.y = ref.y + sy * (this.y - ref.y) return this } /** * Chooses the point closest to this point from among `points`. If `points` * is an empty array, `null` is returned. */ closest(points: PointOptions[]) { if (points.length === 1) { return Point.create(points[0]) } let ret: PointOptions | null = null let min = Infinity points.forEach((p) => { const dist = this.squaredDistance(p) if (dist < min) { ret = p min = dist } }) return ret ? Point.create(ret) : null } /** * Returns the distance between the point and another point `p`. */ distance(p: PointOptions) { return Math.sqrt(this.squaredDistance(p)) } /** * Returns the squared distance between the point and another point `p`. * * Useful for distance comparisons in which real distance is not necessary * (saves one `Math.sqrt()` operation). */ squaredDistance(p: PointOptions) { const ref = Point.create(p) const dx = this.x - ref.x const dy = this.y - ref.y return dx * dx + dy * dy } manhattanDistance(p: PointOptions) { const ref = Point.create(p) return Math.abs(ref.x - this.x) + Math.abs(ref.y - this.y) } /** * Returns the magnitude of the point vector. * * @see http://en.wikipedia.org/wiki/Magnitude_(mathematics) */ magnitude() { return Math.sqrt(this.x * this.x + this.y * this.y) || 0.01 } /** * Returns the angle(in degrees) between vector from this point to `p` and * the x-axis. */ theta(p: PointOptions = new Point()): number { const ref = Point.create(p) const y = -(ref.y - this.y) // invert the y-axis. const x = ref.x - this.x let rad = Math.atan2(y, x) // Correction for III. and IV. quadrant. if (rad < 0) { rad = 2 * Math.PI + rad } return (180 * rad) / Math.PI } /** * Returns the angle(in degrees) between vector from this point to `p1` and * the vector from this point to `p2`. * * The ordering of points `p1` and `p2` is important. * * The function returns a value between `0` and `180` when the angle (in the * direction from `p1` to `p2`) is clockwise, and a value between `180` and * `360` when the angle is counterclockwise. * * Returns `NaN` if either of the points `p1` and `p2` is equal with this point. */ angleBetween(p1: PointOptions, p2: PointOptions) { if (this.equals(p1) || this.equals(p2)) { return NaN } let angle = this.theta(p2) - this.theta(p1) if (angle < 0) { angle += 360 } return angle } /** * Returns the angle(in degrees) between the line from `(0,0)` and this point * and the line from `(0,0)` to `p`. * * The function returns a value between `0` and `180` when the angle (in the * direction from this point to `p`) is clockwise, and a value between `180` * and `360` when the angle is counterclockwise. Returns `NaN` if called from * point `(0,0)` or if `p` is `(0,0)`. */ vectorAngle(p: PointOptions) { const zero = new Point(0, 0) return zero.angleBetween(this, p) } /** * Converts rectangular to polar coordinates. */ toPolar(origin?: PointOptions) { this.update(Point.toPolar(this, origin)) return this } /** * Returns the change in angle(in degrees) that is the result of moving the * point from its previous position to its current position. * * More specifically, this function computes the angle between the line from * the ref point to the previous position of this point(i.e. current position * `-dx`, `-dy`) and the line from the `ref` point to the current position of * this point. * * The function returns a positive value between `0` and `180` when the angle * (in the direction from previous position of this point to its current * position) is clockwise, and a negative value between `0` and `-180` when * the angle is counterclockwise. * * The function returns `0` if the previous and current positions of this * point are the same (i.e. both `dx` and `dy` are `0`). */ changeInAngle(dx: number, dy: number, ref: PointOptions = new Point()) { // Revert the translation and measure the change in angle around x-axis. return this.clone().translate(-dx, -dy).theta(ref) - this.theta(ref) } /** * If the point lies outside the rectangle `rect`, adjust the point so that * it becomes the nearest point on the boundary of `rect`. */ adhereToRect(rect: RectangleLike) { if (!containsPoint(rect, this)) { this.x = Math.min(Math.max(this.x, rect.x), rect.x + rect.width) this.y = Math.min(Math.max(this.y, rect.y), rect.y + rect.height) } return this } /** * Returns the bearing(cardinal direction) between me and the given point. * * @see https://en.wikipedia.org/wiki/Cardinal_direction */ bearing(p: PointOptions) { const ref = Point.create(p) const lat1 = Angle.toRad(this.y) const lat2 = Angle.toRad(ref.y) const lon1 = this.x const lon2 = ref.x const dLon = Angle.toRad(lon2 - lon1) const y = Math.sin(dLon) * Math.cos(lat2) const x = Math.cos(lat1) * Math.sin(lat2) - Math.sin(lat1) * Math.cos(lat2) * Math.cos(dLon) const brng = Angle.toDeg(Math.atan2(y, x)) const bearings = ['NE', 'E', 'SE', 'S', 'SW', 'W', 'NW', 'N'] let index = brng - 22.5 if (index < 0) { index += 360 } index = parseInt((index / 45) as any, 10) return bearings[index] as PointBearing } /** * Returns the cross product of the vector from me to `p1` and the vector * from me to `p2`. * * The left-hand rule is used because the coordinate system is left-handed. */ cross(p1: PointOptions, p2: PointOptions) { if (p1 != null && p2 != null) { const a = Point.create(p1) const b = Point.create(p2) return (b.x - this.x) * (a.y - this.y) - (b.y - this.y) * (a.x - this.x) } return NaN } /** * Returns the dot product of this point with given other point. */ dot(p: PointOptions) { const ref = Point.create(p) return this.x * ref.x + this.y * ref.y } /** * Returns a point that has coordinates computed as a difference between the * point and another point with coordinates `dx` and `dy`. * * If only `dx` is specified and is a number, `dy` is considered to be zero. * If only `dx` is specified and is an object, it is considered to be another * point or an object in the form `{ x: [number], y: [number] }` */ diff(dx: number, dy: number): Point diff(p: PointOptions): Point diff(dx: number | PointOptions, dy?: number): Point { if (typeof dx === 'number') { return new Point(this.x - dx, this.y - dy!) } const p = Point.create(dx) return new Point(this.x - p.x, this.y - p.y) } /** * Returns an interpolation between me and point `p` for a parametert in * the closed interval `[0, 1]`. */ lerp(p: PointOptions, t: number) { const ref = Point.create(p) return new Point((1 - t) * this.x + t * ref.x, (1 - t) * this.y + t * ref.y) } /** * Normalize the point vector, scale the line segment between `(0, 0)` * and the point in order for it to have the given length. If length is * not specified, it is considered to be `1`; in that case, a unit vector * is computed. */ normalize(length = 1) { const scale = length / this.magnitude() return this.scale(scale, scale) } /** * Moves this point along the line starting from `ref` to this point by a * certain `distance`. */ move(ref: PointOptions, distance: number) { const p = Point.create(ref) const rad = Angle.toRad(p.theta(this)) return this.translate(Math.cos(rad) * distance, -Math.sin(rad) * distance) } /** * Returns a point that is the reflection of me with the center of inversion * in `ref` point. */ reflection(ref: PointOptions) { return Point.create(ref).move(this, this.distance(ref)) } /** * Snaps the point(change its x and y coordinates) to a grid of size `gridSize` * (or `gridSize` x `gridSizeY` for non-uniform grid). */ snapToGrid(gridSize: number): this snapToGrid(gx: number, gy: number): this snapToGrid(gx: number, gy?: number): this snapToGrid(gx: number, gy?: number): this { this.x = snapToGrid(this.x, gx) this.y = snapToGrid(this.y, gy == null ? gx : gy) return this } equals(p: PointOptions) { const ref = Point.create(p) return ref != null && ref.x === this.x && ref.y === this.y } clone() { return Point.clone(this) } /** * Returns the point as a simple JSON object. For example: `{ x: 0, y: 0 }`. */ toJSON() { return Point.toJSON(this) } serialize() { return `${this.x} ${this.y}` } }