@js-draw/math
Version:
A math library for js-draw.
427 lines (357 loc) • 11 kB
text/typescript
import LineSegment2 from './LineSegment2';
import Mat33 from '../Mat33';
import { Point2, Vec2 } from '../Vec2';
import Abstract2DShape from './Abstract2DShape';
import Vec3 from '../Vec3';
/** An object that can be converted to a {@link Rect2}. */
export interface RectTemplate {
x: number;
y: number;
w?: number;
h?: number;
width?: number;
height?: number;
}
/**
* Represents a rectangle in 2D space, parallel to the XY axes.
*
* **Example**:
* ```ts,runnable,console
* import { Rect2, Vec2 } from '@js-draw/math';
*
* const rect = Rect2.fromCorners(
* Vec2.of(0, 0),
* Vec2.of(10, 10),
* );
* console.log('area', rect.area);
* console.log('topLeft', rect.topLeft);
* ```
*
* `invariant: w ≥ 0, h ≥ 0, immutable`
*/
export class Rect2 extends Abstract2DShape {
// Derived state:
// topLeft assumes up is -y
public readonly topLeft: Point2;
public readonly size: Vec2;
public readonly area: number;
public constructor(
// Top left x coordinate
public readonly x: number,
// Top left y coordinate
public readonly y: number,
// Width
public readonly w: number,
// Height
public readonly h: number,
) {
super();
if (w < 0) {
this.x += w;
this.w = Math.abs(w);
}
if (h < 0) {
this.y += h;
this.h = Math.abs(h);
}
// Precompute/store vector forms.
this.topLeft = Vec2.of(this.x, this.y);
this.size = Vec2.of(this.w, this.h);
this.area = this.w * this.h;
}
public translatedBy(vec: Vec2): Rect2 {
return new Rect2(vec.x + this.x, vec.y + this.y, this.w, this.h);
}
// Returns a copy of this with the given size (but same top-left).
public resizedTo(size: Vec2): Rect2 {
return new Rect2(this.x, this.y, size.x, size.y);
}
public override containsPoint(other: Point2): boolean {
return (
this.x <= other.x &&
this.y <= other.y &&
this.x + this.w >= other.x &&
this.y + this.h >= other.y
);
}
/** @returns true iff `other` is completely within this `Rect2`. */
public containsRect(other: Rect2): boolean {
return (
this.x <= other.x &&
this.y <= other.y &&
this.x + this.w >= other.x + other.w &&
this.y + this.h >= other.y + other.h
);
}
/**
* @returns true iff this and `other` overlap
*/
public intersects(other: Rect2): boolean {
// Project along x/y axes.
const thisMinX = this.x;
const thisMaxX = thisMinX + this.w;
const otherMinX = other.x;
const otherMaxX = other.x + other.w;
if (thisMaxX < otherMinX || thisMinX > otherMaxX) {
return false;
}
const thisMinY = this.y;
const thisMaxY = thisMinY + this.h;
const otherMinY = other.y;
const otherMaxY = other.y + other.h;
if (thisMaxY < otherMinY || thisMinY > otherMaxY) {
return false;
}
return true;
}
// Returns the overlap of this and [other], or null, if no such
// overlap exists
public intersection(other: Rect2): Rect2 | null {
if (!this.intersects(other)) {
return null;
}
const topLeft = this.topLeft.zip(other.topLeft, Math.max);
const bottomRight = this.bottomRight.zip(other.bottomRight, Math.min);
return Rect2.fromCorners(topLeft, bottomRight);
}
// Returns a new rectangle containing both [this] and [other].
public union(other: Rect2): Rect2 {
return Rect2.union(this, other);
}
// Returns a the subdivision of this into [columns] columns
// and [rows] rows. For example,
// Rect2.unitSquare.divideIntoGrid(2, 2)
// -> [ Rect2(0, 0, 0.5, 0.5), Rect2(0.5, 0, 0.5, 0.5), Rect2(0, 0.5, 0.5, 0.5), Rect2(0.5, 0.5, 0.5, 0.5) ]
// The rectangles are ordered in row-major order.
public divideIntoGrid(columns: number, rows: number): Rect2[] {
const result: Rect2[] = [];
if (columns <= 0 || rows <= 0) {
return result;
}
const eachRectWidth = this.w / columns;
const eachRectHeight = this.h / rows;
if (eachRectWidth === 0) {
columns = 1;
}
if (eachRectHeight === 0) {
rows = 1;
}
for (let j = 0; j < rows; j++) {
for (let i = 0; i < columns; i++) {
const x = eachRectWidth * i + this.x;
const y = eachRectHeight * j + this.y;
result.push(new Rect2(x, y, eachRectWidth, eachRectHeight));
}
}
return result;
}
// Returns a rectangle containing this and [point].
// [margin] is the minimum distance between the new point and the edge
// of the resultant rectangle.
public grownToPoint(point: Point2, margin: number = 0): Rect2 {
const otherRect = new Rect2(point.x - margin, point.y - margin, margin * 2, margin * 2);
return this.union(otherRect);
}
// Returns this grown by [margin] in both the x and y directions.
public grownBy(margin: number): Rect2 {
if (margin === 0) {
return this;
}
// Prevent width/height from being negative
if (margin < 0) {
const xMargin = -Math.min(-margin, this.w / 2);
const yMargin = -Math.min(-margin, this.h / 2);
return new Rect2(
this.x - xMargin,
this.y - yMargin,
this.w + xMargin * 2,
this.h + yMargin * 2,
);
}
return new Rect2(this.x - margin, this.y - margin, this.w + margin * 2, this.h + margin * 2);
}
/**
* If this rectangle is smaller than `minSize`, returns a copy of this
* with a larger width/height.
*
* If smaller than `minSize`, padding is applied on both sides.
*/
public grownToSize(minSize: Vec2) {
if (this.width >= minSize.x && this.height >= minSize.y) {
return this;
}
const deltaWidth = Math.max(0, minSize.x - this.width);
const deltaHeight = Math.max(0, minSize.y - this.height);
return new Rect2(
this.x - deltaWidth / 2,
this.y - deltaHeight / 2,
this.width + deltaWidth,
this.height + deltaHeight,
);
}
public getClosestPointOnBoundaryTo(target: Point2) {
const closestEdgePoints = this.getEdges().map((edge) => {
return edge.closestPointTo(target);
});
let closest: Point2 | null = null;
let closestDist: number | null = null;
for (const point of closestEdgePoints) {
const dist = point.distanceTo(target);
if (closestDist === null || dist < closestDist) {
closest = point;
closestDist = dist;
}
}
return closest!;
}
/**
* Returns `true` iff all points in this rectangle are within `distance` from `point`:
*
* If $R$ is the set of points in this rectangle, returns `true` iff
* $$
* \forall {\bf a} \in R, \|\texttt{point} - {\bf a}\| < \texttt{radius}
* $$
*/
public isWithinRadiusOf(radius: number, point: Point2) {
if (this.maxDimension > radius) {
return false;
}
const squareRadius = radius * radius;
return this.corners.every((corner) => corner.minus(point).magnitudeSquared() < squareRadius);
}
public get corners(): Point2[] {
return [this.bottomRight, this.topRight, this.topLeft, this.bottomLeft];
}
public get maxDimension() {
return Math.max(this.w, this.h);
}
public get minDimension() {
return Math.min(this.w, this.h);
}
public get bottomRight() {
return this.topLeft.plus(this.size);
}
public get topRight() {
return this.bottomRight.plus(Vec2.of(0, -this.h));
}
public get bottomLeft() {
return this.topLeft.plus(Vec2.of(0, this.h));
}
public get width() {
return this.w;
}
public get height() {
return this.h;
}
public get center() {
return Vec2.of(this.x + this.w / 2, this.y + this.h / 2);
}
// Returns edges in the order
// [ rightEdge, topEdge, leftEdge, bottomEdge ]
public getEdges(): LineSegment2[] {
const corners = this.corners;
return [
new LineSegment2(corners[0], corners[1]),
new LineSegment2(corners[1], corners[2]),
new LineSegment2(corners[2], corners[3]),
new LineSegment2(corners[3], corners[0]),
];
}
public override intersectsLineSegment(lineSegment: LineSegment2): Point2[] {
const result: Point2[] = [];
for (const edge of this.getEdges()) {
const intersection = edge.intersectsLineSegment(lineSegment);
intersection.forEach((point) => result.push(point));
}
return result;
}
public override signedDistance(point: Vec3): number {
const closestBoundaryPoint = this.getClosestPointOnBoundaryTo(point);
const dist = point.minus(closestBoundaryPoint).magnitude();
if (this.containsPoint(point)) {
return -dist;
}
return dist;
}
public override getTightBoundingBox(): Rect2 {
return this;
}
// [affineTransform] is a transformation matrix that both scales and **translates**.
// the bounding box of this' four corners after transformed by the given affine transformation.
public transformedBoundingBox(affineTransform: Mat33): Rect2 {
// Optimize transforming by the identity matrix (a common case).
if (affineTransform === Mat33.identity) {
return this;
}
return Rect2.bboxOf(this.corners.map((corner) => affineTransform.transformVec2(corner)));
}
/** @return true iff this is equal to `other ± tolerance` */
public eq(other: Rect2, tolerance: number = 0): boolean {
return this.topLeft.eq(other.topLeft, tolerance) && this.size.eq(other.size, tolerance);
}
public override toString(): string {
return `Rect(point(${this.x}, ${this.y}), size(${this.w}, ${this.h}))`;
}
public static fromCorners(corner1: Point2, corner2: Point2) {
return new Rect2(
Math.min(corner1.x, corner2.x),
Math.min(corner1.y, corner2.y),
Math.abs(corner1.x - corner2.x),
Math.abs(corner1.y - corner2.y),
);
}
// Returns a box that contains all points in [points] with at least [margin]
// between each point and the edge of the box.
public static bboxOf(points: Point2[], margin: number = 0) {
let minX = 0;
let minY = 0;
let maxX = 0;
let maxY = 0;
let isFirst = true;
for (const point of points) {
if (isFirst) {
minX = point.x;
minY = point.y;
maxX = point.x;
maxY = point.y;
isFirst = false;
}
minX = Math.min(minX, point.x);
minY = Math.min(minY, point.y);
maxX = Math.max(maxX, point.x);
maxY = Math.max(maxY, point.y);
}
return Rect2.fromCorners(
Vec2.of(minX - margin, minY - margin),
Vec2.of(maxX + margin, maxY + margin),
);
}
// @returns a rectangle that contains all of the given rectangles, the bounding box
// of the given rectangles.
public static union(...rects: Rect2[]): Rect2 {
if (rects.length === 0) {
return Rect2.empty;
}
const firstRect = rects[0];
let minX: number = firstRect.x;
let minY: number = firstRect.y;
let maxX: number = firstRect.x + firstRect.w;
let maxY: number = firstRect.y + firstRect.h;
for (let i = 1; i < rects.length; i++) {
const rect = rects[i];
minX = Math.min(minX, rect.x);
minY = Math.min(minY, rect.y);
maxX = Math.max(maxX, rect.x + rect.w);
maxY = Math.max(maxY, rect.y + rect.h);
}
return new Rect2(minX, minY, maxX - minX, maxY - minY);
}
public static of(template: RectTemplate) {
const width = template.width ?? template.w ?? 0;
const height = template.height ?? template.h ?? 0;
return new Rect2(template.x, template.y, width, height);
}
public static empty = new Rect2(0, 0, 0, 0);
public static unitSquare = new Rect2(0, 0, 1, 1);
}
export default Rect2;