canvas-compositor
Version:
a light and performant canvas compositing engine
97 lines (89 loc) • 3.25 kB
JavaScript
import { drawCircle } from './Renderer';
import { PrimitiveComponent } from './PrimitiveComponent';
/**
* A circle
*/
export class Circle extends PrimitiveComponent {
//TODO: provide details about options for docs - link to a separate page
/**
* PrimitiveComponent constructor
* @param {object} options object settings
*/
constructor(options) {
super(options)
/**
* the radius of the circle
* @type {number} radius
*/
this.radius = options.radius || 0;
}
/**
* get the bounding box of the circle;
* @type {{top:number, left: number, bottom:number, right:number}}
*/
get boundingBox() {
//TODO: possibly memory-inefficient - need to research:
//strokes are (were?) centered over the mathematical perimeter -
//so half the stroke laid within the perimeter, and the
//other half laid outside. for some reason, this doesn't
//work for (0 < lineWidth < 2.0).
//
//it's just a pixel, but when a thousand objects are on screen,
//that'll make a difference
let offset = this.offset;
let scale = this.compoundScale;
return {
top: offset.y -
((this.radius * scale.scaleHeight) +
(this.style.lineWidth)),
left: offset.x -
((this.radius * scale.scaleWidth) +
(this.style.lineWidth)),
bottom: offset.y +
(this.radius * scale.scaleHeight) +
(this.style.lineWidth),
right: offset.x +
(this.radius * scale.scaleWidth) +
(this.style.lineWidth)
};
}
/**
* override the render function for drawing circles specifically
* @override
*/
render() {
//the below is to ensure the proper placement when scaling/line widths are accounted for
let scale = this.compoundScale;
let lineWidth = this.style.lineWidth;
drawCircle(
(this.radius * scale.scaleWidth) + lineWidth,
(this.radius * scale.scaleHeight) + lineWidth,
(this.radius * scale.scaleWidth),
this._prerenderingContext,
this.style
);
}
/**
* determine whether the point is in the object
* basically just the pythagorean theorem
* @param {number} x the x coordinate
* @param {number} y the y coordinate
* @return {boolean} whether or not the point is in the object
*/
pointIsInObject(x, y) {
let offset = this.offset;
//don't bother checking the bounding box because
//pythagorean formula is closed-form
let a = x - offset.x;
let b = y - offset.y;
let c = this.radius;
//thanks pythagoras~!
return (a * a) + (b * b) <= (c * c);
//use the below when scaling is reimplemented
/*
return (
CanvasObject.prototype.PointIsInObject.call(this, x, y) &&
Math.pow((x - this.offset.x), 2) / Math.pow((this.radius * this.GlobalScale.scaleWidth), 2) + Math.pow((y - this.offset.y), 2) / Math.pow((this.radius * this.GlobalScale.scaleHeight), 2) <= 1
);*/
};
}