maths.ts
Version:
Math utilities library for TypeScript, JavaScript and Node.js
179 lines (162 loc) • 5.26 kB
text/typescript
/**
* @author Hector J. Vasquez <ipi.vasquez@gmail.com>
*
* @licence
* Licensed under the Apache License, Version 2.0 (the "License");
* you may not use this file except in compliance with the License.
* You may obtain a copy of the License at
*
* http://www.apache.org/licenses/LICENSE-2.0
*
* Unless required by applicable law or agreed to in writing, software
* distributed under the License is distributed on an "AS IS" BASIS,
* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
* See the License for the specific language governing permissions and
* limitations under the License.
*/
import {Coordinate} from '../../plotter/index';
import {PriorityQueue} from 'std.ts';
import * as debug from 'debug';
export const K = 100; // This will be a factor to multiply distance
/**
* Edges are symmetrical, that is AB == BA. They have pheromones, a distance
* saved in order to avoid constant recalculation.
*/
export interface Edge {
pheromones: number;
distance: number;
}
/**
* Towns are defined by a location expressed as a coordinate, an array of
* neighbors (which are every town in the world) ordered from the closest
* neighbor to the furthest and a list of edges that connect to every other
* town.
*/
export interface Town {
location: Coordinate;
neighbors: number[]; // Neighbors sorted from proximity to the town
edges: Edge[]; // The edge from this to other towns
}
export class World {
private debug = debug('World');
/**
* Initializes this world with towns and edges from one town to another.
* @param townsCoordinates The list of towns on this world.
*/
constructor(townsCoordinates: Coordinate[]) {
// Creates the arrays of towns and edges
this.debug('Mapping towns');
this._towns = townsCoordinates.map(t => {
return {
location: t,
neighbors: [],
edges: []
};
});
// Updates information about neighbors and edges
this.debug('Sorting neighbors for each town');
for (let i = 0; i < this.towns.length; i++) {
const nQueue = new PriorityQueue<number>(genCmp(i).bind(this));
for (let j = 0; j < this.towns.length; j++) {
if (i > j) {
this.towns[i].edges[j] = this.towns[j].edges[i];
} else if (i <= j) {
const d = this.getDistance(i, j);
this.towns[i].edges[j] = {
pheromones: K / d,
distance: d
};
}
nQueue.push(j);
}
// Fill neighbors starting from nearest
while (!nQueue.empty()) {
this.towns[i].neighbors.push(nQueue.pop());
}
}
/**
* Generates a function to compare and sort according to distances
* from the received towns to the other town.
* @param town
* @returns A function made to compare two towns according to the
* distance from another specified town.
*/
function genCmp(town: number) {
// As function to be able to use bind method
return function (a: number, b: number) {
const aDistance = this.getDistance(town, a);
const bDistance = this.getDistance(town, b);
if (aDistance > bDistance) {
return -1;
} else if (aDistance < bDistance) {
return 1;
} else {
return 0;
}
};
}
}
private _towns: Town[];
/**
* Returns the list of towns in this world with his (x, y) locations.
* @returns The towns in this world.
*/
get towns(): Town[] {
return this._towns;
}
/**
* Updates the quantity of pheromones per path by multiplying the current
* amount of pheromones times evaporationRate.
* @param evaporationRate Determines how fast the pheromones will evaporate.
*/
evaporate(evaporationRate: number) {
for (let i = 0; i < this.towns.length; i++) {
// Updating half edges because edges are symmetrical
for (let j = i; j < this.towns[i].edges.length; j++) {
this.towns[i].edges[j].pheromones *= evaporationRate;
}
}
}
/**
* Resets the initial amount of pheromones on each edge between towns.
*/
reset(): void {
for (let i = 0; i < this.towns.length; i++) {
for (let j = i + 1; j < this.towns.length; j++) {
this.towns[i].edges[j].pheromones =
K / this.towns[i].edges[j].distance;
}
}
}
/**
* Returns the requested path.
* @param a The origin.
* @param b The destination.
* @returns Information about the path from a to b.
*/
getEdge(a: number, b: number): Edge {
return this.towns[a].edges[b];
}
/**
* Calculates the euclidean distance between point a and point b; a & b
* must be numbers within the limits of the towns array.
* @param a The first town.
* @param b The second town.
* @returns The distance between a town and b town.
*/
getDistance(a: number, b: number): number {
return euclideanDistance(
this.towns[a].location,
this.towns[b].location
);
}
}
/**
* Calculates euclidean distance between two points.
* @param a The first point.
* @param b The second point.
* @returns The distance between a & b.
*/
function euclideanDistance(a: Coordinate, b: Coordinate) {
return ((a.x - b.x) ** 2 + (a.y - b.y) ** 2) ** (1 / 2);
}