plotboilerplate
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A simple javascript plotting boilerplate for 2d stuff.
117 lines (116 loc) • 4.45 kB
TypeScript
/**
* @author Ikaros Kappler
* @date 2019-01-30
* @modified 2019-02-23 Added the toSVGString function, overriding Line.toSVGString.
* @modified 2019-03-20 Added JSDoc tags.
* @modified 2019-04-19 Added the clone function (overriding Line.clone()).
* @modified 2019-09-02 Added the Vector.perp() function.
* @modified 2019-09-02 Added the Vector.inverse() function.
* @modified 2019-12-04 Added the Vector.inv() function.
* @modified 2020-03-23 Ported to Typescript from JS.
* @modified 2021-01-20 Added UID.
* @modified 2022-02-02 Added the `destroy` method.
* @modified 2022-02-02 Cleared the `Vector.toSVGString` function (deprecated). Use `drawutilssvg` instead.
* @modified 2022-10-25 Added the `getOrthogonal` method.
* @version 1.5.0
*
* @file Vector
* @public
**/
import { VertTuple } from "./VertTuple";
import { Vertex } from "./Vertex";
import { SVGSerializable, XYCoords } from "./interfaces";
/**
* @classdesc A vector (Vertex,Vertex) is a line with a visible direction.<br>
* <br>
* Vectors are drawn with an arrow at their end point.<br>
* <b>The Vector class extends the Line class.</b>
*
* @requires VertTuple
* @requires Vertex
**/
export declare class Vector extends VertTuple<Vector> implements SVGSerializable {
/**
* Required to generate proper CSS classes and other class related IDs.
**/
readonly className: string;
/**
* The constructor.
*
* @constructor
* @name Vector
* @extends Line
* @param {Vertex} vertA - The start vertex of the vector.
* @param {Vertex} vertB - The end vertex of the vector.
**/
constructor(vertA: Vertex, vertB: Vertex);
/**
* Get the perpendicular of this vector which is located at a.
*
* @param {Number} t The position on the vector.
* @return {Vector} A new vector being the perpendicular of this vector sitting on a.
**/
perp(): Vector;
/**
* The inverse of a vector is a vector with the same magnitude but oppose direction.
*
* Please not that the origin of this vector changes here: a->b becomes b->a.
*
* @return {Vector}
**/
inverse(): Vector;
/**
* This function computes the inverse of the vector, which means 'a' stays untouched.
*
* @return {Vector} this for chaining.
**/
inv(): Vector;
/**
* Get the intersection if this vector and the specified vector.
*
* @method intersection
* @param {Vector} line The second vector.
* @return {Vertex} The intersection (may lie outside the end-points).
* @instance
* @memberof Line
**/
intersection(line: Vector): Vertex | null;
/**
* Get the orthogonal "vector" of this vector (rotated by 90° clockwise).
*
* @name getOrthogonal
* @method getOrthogonal
* @return {Vector} A new vector with the same length that stands on this vector's point a.
* @instance
* @memberof Vector
**/
getOrthogonal(): Vector;
static utils: {
/**
* Generate a four-point arrow head, starting at the vector end minus the
* arrow head length.
*
* The first vertex in the returned array is guaranteed to be the located
* at the vector line end minus the arrow head length.
*
*
* Due to performance all params are required.
*
* The params scaleX and scaleY are required for the case that the scaling is not uniform (x and y
* scaling different). Arrow heads should not look distored on non-uniform scaling.
*
* If unsure use 1.0 for scaleX and scaleY (=no distortion).
* For headlen use 8, it's a good arrow head size.
*
* Example:
* buildArrowHead( new Vertex(0,0), new Vertex(50,100), 8, 1.0, 1.0 )
*
* @param {XYCoords} zA - The start vertex of the vector to calculate the arrow head for.
* @param {XYCoords} zB - The end vertex of the vector.
* @param {number} headlen - The length of the arrow head (along the vector direction. A good value is 12).
* @param {number} scaleX - The horizontal scaling during draw.
* @param {number} scaleY - the vertical scaling during draw.
**/
buildArrowHead: (zA: XYCoords, zB: XYCoords, headlen: number, scaleX: number, scaleY: number) => Array<Vertex>;
};
}