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@woosh/meep-engine

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Pure JavaScript game engine. Fully featured and production ready.

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/** * @author Alex Goldring 14/05/2018 - Ported to JS using JSweet + manual editing * @author Kaspar Fischer (hbf) 09/05/2013 * @source https://github.com/hbf/miniball * @generated Generated from Java with JSweet 2.2.0-SNAPSHOT - http://www.jsweet.org */ /** * Information about the quality of the computed ball. * @class */ export class Quality { /** * * @param {number} qrInconsistency * @param {number} minConvexCoefficient * @param {number} maxOverlength * @param {number} maxUnderlength * @param {number} iterations * @param {number} supportSize */ constructor(qrInconsistency, minConvexCoefficient, maxOverlength, maxUnderlength, iterations, supportSize) { this.qrInconsistency = qrInconsistency; this.minConvexCoefficient = minConvexCoefficient; this.maxOverlength = maxOverlength; this.maxUnderlength = maxUnderlength; this.iterations = iterations; this.supportSize = supportSize; } /** * A measure for the quality of the internally used support points. * * The returned number should in theory be zero (but may be non-zero due to rounding errors). * @return {number} */ getQrInconsistency() { return this.qrInconsistency; } /** * A measure for the minimality of the computed ball. * * The returned number should in theory be non-zero and positive. Due to rounding errors, it may * be negative. * @return {number} */ getMinConvexCoefficient() { return this.minConvexCoefficient; } /** * The maximal over-length of a point from the input set, relative to the computed miniball's * radius. * * For each point <i>p</i> from the input point set, it is computed how far it is <i>outside</i> * the miniball ("over-length"). The returned number is the maximal such over-length, divided by * the radius of the computed miniball. * * Notice that `getMaxOverlength() == 0` if and only if all points are contained in the * miniball. * * @return {number} the maximal over-length, a number ≥ 0 */ getMaxOverlength() { return this.maxOverlength; } /** * The maximal under-length of a point from the input set, relative to the computed miniball's * radius. * * For each point <i>p</i> from the input point set, it is computed how far one has to walk from * this point towards the boundary of the miniball ("under-length"). The returned number is the * maximal such under-length, divided by the radius of the computed miniball. * * Notice that in theory `getMaxUnderlength()` should be zero, otherwise the computed * miniball is enclosing but not minimal. * * @return {number} the maximal under-length, a number ≥ 0 */ getMaxUnderlength() { return this.maxUnderlength; } /** * The number of iterations that the algorithm needed to compute the miniball. * * @return {number} number of iterations */ getIterations() { return this.iterations; } /** * The size of the support. * * Refer to the documentation of {@link Miniball#support()} for more information on the * <i>support</i>. * * @return {number} size of the support */ getSupportSize() { return this.supportSize; } /** * * @return {string} */ toString() { return "Quality [qrInconsistency=" + this.qrInconsistency + ", minConvexCoefficient=" + this.minConvexCoefficient + ", maxOverlength=" + this.maxOverlength + ", maxUnderlength=" + this.maxUnderlength + ", iterations=" + this.iterations + ", supportSize=" + this.supportSize + "]"; } }