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plotboilerplate

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A simple javascript plotting boilerplate for 2d stuff.

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"use strict"; /** * @author Ikaros Kappler * @date_init 2012-10-17 (Wrote a first version of this in that year). * @date 2018-04-03 (Refactored the code into a new class). * @modified 2018-04-28 Added some documentation. * @modified 2019-09-11 Added the scaleToCentroid(Number) function (used by the walking triangle demo). * @modified 2019-09-12 Added beautiful JSDoc compliable comments. * @modified 2019-11-07 Added to toSVG(options) function to make Triangles renderable as SVG. * @modified 2019-12-09 Fixed the determinant() function. The calculation was just wrong. * @modified 2020-03-16 (Corona times) Added the 'fromArray' function. * @modified 2020-03-17 Added the Triangle.toPolygon() function. * @modified 2020-03-17 Added proper JSDoc comments. * @modified 2020-03-25 Ported this class from vanilla-JS to Typescript. * @modified 2020-05-09 Added the new Circle class (ported to Typescript from the demos). * @modified 2020-05-12 Added getIncircularTriangle() function. * @modified 2020-05-12 Added getIncircle() function. * @modified 2020-05-12 Fixed the signature of getCircumcirle(). Was still a generic object. * @modified 2020-06-18 Added the `getIncenter` function. * @modified 2020-12-28 Added the `getArea` function. * @modified 2021-01-20 Added UID. * @modified 2021-01-22 Always updating circumcircle when retieving it. * @modified 2022-02-02 Added the `destroy` method. * @modified 2022-02-02 Cleared the `Triangle.toSVGString` function (deprecated). Use `drawutilssvg` instead. * @modified 2024-11-22 Added static utility function Triangle.utils.determinant; adapted method `determinant`. * @modified 2024-11-22 Changing visibility of `Triangle.utils` from `private` to `public`. * @version 2.8.0 * * @file Triangle * @fileoverview A simple triangle class: three vertices. * @public **/ Object.defineProperty(exports, "__esModule", { value: true }); exports.Triangle = void 0; var Bounds_1 = require("./Bounds"); var Circle_1 = require("./Circle"); var Line_1 = require("./Line"); var Polygon_1 = require("./Polygon"); var UIDGenerator_1 = require("./UIDGenerator"); var Vertex_1 = require("./Vertex"); var geomutils_1 = require("./geomutils"); /** * @classdesc A triangle class for triangulations. * * The class was written for a Delaunay trinagulation demo so it might * contain some strange and unexpected functions. * * @requires Bounds * @requires Circle * @requires Line * @requires Vertex * @requires Polygon * @requires SVGSerializale * @requires UID * @requires UIDGenerator * @requires geomutils * */ var Triangle = /** @class */ (function () { /** * The constructor. * * @constructor * @name Triangle * @param {Vertex} a - The first vertex of the triangle. * @param {Vertex} b - The second vertex of the triangle. * @param {Vertex} c - The third vertex of the triangle. **/ function Triangle(a, b, c) { /** * Required to generate proper CSS classes and other class related IDs. **/ this.className = "Triangle"; this.uid = UIDGenerator_1.UIDGenerator.next(); this.a = a; this.b = b; this.c = c; this.calcCircumcircle(); } /** * Create a new triangle from the given array of vertices. * * The array must have at least three vertices, otherwise an error will be raised. * This function will not create copies of the vertices. * * @method fromArray * @static * @param {Array<Vertex>} arr - The required array with at least three vertices. * @memberof Vertex * @return {Triangle} **/ Triangle.fromArray = function (arr) { if (arr.length < 3) throw "Cannot create triangle from array with less than three vertices (".concat(arr.length, ")"); return new Triangle(arr[0], arr[1], arr[2]); }; /** * Get the area of this triangle. The returned area is never negative. * * If you are interested in the signed area, please consider using the * `Triangle.utils.signedArea` helper function. This method just returns * the absolute value of the signed area. * * @method getArea * @instance * @memberof Triangle * @return {number} The non-negative area of this triangle. */ Triangle.prototype.getArea = function () { return Math.abs(Triangle.utils.signedArea(this.a.x, this.a.y, this.b.x, this.b.y, this.c.x, this.c.y)); }; /** * Get the centroid of this triangle. * * The centroid is the average midpoint for each side. * * @method getCentroid * @return {Vertex} The centroid * @instance * @memberof Triangle **/ Triangle.prototype.getCentroid = function () { return new Vertex_1.Vertex((this.a.x + this.b.x + this.c.x) / 3, (this.a.y + this.b.y + this.c.y) / 3); }; /** * Scale the triangle towards its centroid. * * @method scaleToCentroid * @param {number} - The scale factor to use. That can be any scalar. * @return {Triangle} this (for chaining) * @instance * @memberof Triangle */ Triangle.prototype.scaleToCentroid = function (factor) { var centroid = this.getCentroid(); this.a.scale(factor, centroid); this.b.scale(factor, centroid); this.c.scale(factor, centroid); return this; }; /** * Get the circumcircle of this triangle. * * The circumcircle is that unique circle on which all three * vertices of this triangle are located on. * * Please note that for performance reasons any changes to vertices will not reflect in changes * of the circumcircle (center or radius). Please call the calcCirumcircle() function * after triangle vertex changes. * * @method getCircumcircle * @return {Object} - { center:Vertex, radius:float } * @instance * @memberof Triangle */ Triangle.prototype.getCircumcircle = function () { // if( !this.center || !this.radius ) this.calcCircumcircle(); return new Circle_1.Circle(this.center.clone(), this.radius); }; /** * Check if this triangle and the passed triangle share an * adjacent edge. * * For edge-checking Vertex.equals is used which uses an * an epsilon for comparison. * * @method isAdjacent * @param {Triangle} tri - The second triangle to check adjacency with. * @return {boolean} - True if this and the passed triangle have at least one common edge. * @instance * @memberof Triangle */ Triangle.prototype.isAdjacent = function (tri) { var a = this.a.equals(tri.a) || this.a.equals(tri.b) || this.a.equals(tri.c); var b = this.b.equals(tri.a) || this.b.equals(tri.b) || this.b.equals(tri.c); var c = this.c.equals(tri.a) || this.c.equals(tri.b) || this.c.equals(tri.c); return (a && b) || (a && c) || (b && c); }; /** * Get that vertex of this triangle (a,b,c) that is not vert1 nor vert2 of * the passed two. * * @method getThirdVertex * @param {Vertex} vert1 - The first vertex. * @param {Vertex} vert2 - The second vertex. * @return {Vertex} - The third vertex of this triangle that makes up the whole triangle with vert1 and vert2. * @instance * @memberof Triangle */ Triangle.prototype.getThirdVertex = function (vert1, vert2) { if ((this.a.equals(vert1) && this.b.equals(vert2)) || (this.a.equals(vert2) && this.b.equals(vert1))) return this.c; if ((this.b.equals(vert1) && this.c.equals(vert2)) || (this.b.equals(vert2) && this.c.equals(vert1))) return this.a; //if( this.c.equals(vert1) && this.a.equals(vert2) || this.c.equals(vert2) && this.a.equals(vert1) ) return this.b; }; /** * Re-compute the circumcircle of this triangle (if the vertices * have changed). * * The circumcenter and radius are stored in this.center and * this.radius. There is a third result: radius_squared (for internal computations). * * @method calcCircumcircle * @return void * @instance * @memberof Triangle */ Triangle.prototype.calcCircumcircle = function () { // From // http://www.exaflop.org/docs/cgafaq/cga1.html var A = this.b.x - this.a.x; var B = this.b.y - this.a.y; var C = this.c.x - this.a.x; var D = this.c.y - this.a.y; var E = A * (this.a.x + this.b.x) + B * (this.a.y + this.b.y); var F = C * (this.a.x + this.c.x) + D * (this.a.y + this.c.y); var G = 2.0 * (A * (this.c.y - this.b.y) - B * (this.c.x - this.b.x)); var dx, dy; if (Math.abs(G) < Triangle.EPSILON) { // Collinear - find extremes and use the midpoint var bounds = this.bounds(); this.center = new Vertex_1.Vertex((bounds.min.x + bounds.max.x) / 2, (bounds.min.y + bounds.max.y) / 2); dx = this.center.x - bounds.min.x; dy = this.center.y - bounds.min.y; } else { var cx = (D * E - B * F) / G; var cy = (A * F - C * E) / G; this.center = new Vertex_1.Vertex(cx, cy); dx = this.center.x - this.a.x; dy = this.center.y - this.a.y; } this.radius_squared = dx * dx + dy * dy; this.radius = Math.sqrt(this.radius_squared); }; // END calcCircumcircle /** * Check if the passed vertex is inside this triangle's * circumcircle. * * @method inCircumcircle * @param {Vertex} v - The vertex to check. * @return {boolean} * @instance * @memberof Triangle */ Triangle.prototype.inCircumcircle = function (v) { var dx = this.center.x - v.x; var dy = this.center.y - v.y; var dist_squared = dx * dx + dy * dy; return dist_squared <= this.radius_squared; }; /** * Get the rectangular bounds for this triangle. * * @method bounds * @return {Bounds} - The min/max bounds of this triangle. * @instance * @memberof Triangle */ Triangle.prototype.bounds = function () { return new Bounds_1.Bounds(new Vertex_1.Vertex(Triangle.utils.min3(this.a.x, this.b.x, this.c.x), Triangle.utils.min3(this.a.y, this.b.y, this.c.y)), new Vertex_1.Vertex(Triangle.utils.max3(this.a.x, this.b.x, this.c.x), Triangle.utils.max3(this.a.y, this.b.y, this.c.y))); }; /** * Convert this triangle to a polygon instance. * * Plase note that this conversion does not perform a deep clone. * * @method toPolygon * @return {Polygon} A new polygon representing this triangle. * @instance * @memberof Triangle **/ Triangle.prototype.toPolygon = function () { return new Polygon_1.Polygon([this.a, this.b, this.c]); }; /** * Get the determinant of this triangle. * * @method determinant * @return {number} - The determinant (float). * @instance * @memberof Triangle */ Triangle.prototype.determinant = function () { // (b.y - a.y)*(c.x - b.x) - (c.y - b.y)*(b.x - a.x); // return (this.b.y - this.a.y) * (this.c.x - this.b.x) - (this.c.y - this.b.y) * (this.b.x - this.a.x); return Triangle.utils.determinant(this.a, this.b, this.c); }; /** * Checks if the passed vertex (p) is inside this triangle. * * Note: matrix determinants rock. * * @method containsPoint * @param {Vertex} p - The vertex to check. * @return {boolean} * @instance * @memberof Triangle */ Triangle.prototype.containsPoint = function (p) { return Triangle.utils.pointIsInTriangle(p.x, p.y, this.a.x, this.a.y, this.b.x, this.b.y, this.c.x, this.c.y); }; /** * Get that inner triangle which defines the maximal incircle. * * @return {Triangle} The triangle of those points in this triangle that define the incircle. */ Triangle.prototype.getIncircularTriangle = function () { var lineA = new Line_1.Line(this.a, this.b); var lineB = new Line_1.Line(this.b, this.c); var lineC = new Line_1.Line(this.c, this.a); var bisector1 = geomutils_1.geomutils.nsectAngle(this.b, this.a, this.c, 2)[0]; // bisector of first angle (in b) var bisector2 = geomutils_1.geomutils.nsectAngle(this.c, this.b, this.a, 2)[0]; // bisector of second angle (in c) // Cast to non-null here because we know there _is_ an intersection var intersection = bisector1.intersection(bisector2); // Find the closest points on one of the polygon lines (all have same distance by construction) var circleIntersA = lineA.getClosestPoint(intersection); var circleIntersB = lineB.getClosestPoint(intersection); var circleIntersC = lineC.getClosestPoint(intersection); return new Triangle(circleIntersA, circleIntersB, circleIntersC); }; /** * Get the incircle of this triangle. That is the circle that touches each side * of this triangle in exactly one point. * * Note this just calls getIncircularTriangle().getCircumcircle() * * @return {Circle} The incircle of this triangle. */ Triangle.prototype.getIncircle = function () { return this.getIncircularTriangle().getCircumcircle(); }; /** * Get the incenter of this triangle (which is the center of the circumcircle). * * Note: due to performance reasonst the incenter is buffered inside the triangle because * computing it is relatively expensive. If a, b or c have changed you should call the * calcCircumcircle() function first, otherwise you might get wrong results. * @return Vertex The incenter of this triangle. **/ Triangle.prototype.getIncenter = function () { if (!this.center || !this.radius) this.calcCircumcircle(); return this.center.clone(); }; /** * Converts this triangle into a human-readable string. * * @method toString * @return {string} * @instance * @memberof Triangle */ Triangle.prototype.toString = function () { return "{ a : " + this.a.toString() + ", b : " + this.b.toString() + ", c : " + this.c.toString() + "}"; }; /** * This function should invalidate any installed listeners and invalidate this object. * After calling this function the object might not hold valid data any more and * should not be used. */ Triangle.prototype.destroy = function () { this.a.destroy(); this.b.destroy(); this.c.destroy(); this.isDestroyed = true; }; /** * An epsilon for comparison. * This should be the same epsilon as in Vertex. * * @private **/ Triangle.EPSILON = 1.0e-6; Triangle.utils = { // Used in the bounds() function. max3: function (a, b, c) { return a >= b && a >= c ? a : b >= a && b >= c ? b : c; }, min3: function (a, b, c) { return a <= b && a <= c ? a : b <= a && b <= c ? b : c; }, signedArea: function (p0x, p0y, p1x, p1y, p2x, p2y) { return 0.5 * (-p1y * p2x + p0y * (-p1x + p2x) + p0x * (p1y - p2y) + p1x * p2y); }, /** * Used by the containsPoint() function. * * @private **/ pointIsInTriangle: function (px, py, p0x, p0y, p1x, p1y, p2x, p2y) { // // Point-in-Triangle test found at // http://stackoverflow.com/questions/2049582/how-to-determine-a-point-in-a-2d-triangle // var area : number = 1/2*(-p1y*p2x + p0y*(-p1x + p2x) + p0x*(p1y - p2y) + p1x*p2y); var area = Triangle.utils.signedArea(p0x, p0y, p1x, p1y, p2x, p2y); var s = (1 / (2 * area)) * (p0y * p2x - p0x * p2y + (p2y - p0y) * px + (p0x - p2x) * py); var t = (1 / (2 * area)) * (p0x * p1y - p0y * p1x + (p0y - p1y) * px + (p1x - p0x) * py); return s > 0 && t > 0 && 1 - s - t > 0; }, /** * Calculate the determinant of the three vertices a, b and c (in this order). * @param {XYCords} a - The first vertex. * @param {XYCords} b - The first vertex. * @param {XYCords} c - The first vertex. * @returns {nmber} */ determinant: function (a, b, c) { return (b.y - a.y) * (c.x - b.x) - (c.y - b.y) * (b.x - a.x); } }; return Triangle; }()); exports.Triangle = Triangle; //# sourceMappingURL=Triangle.js.map