plotboilerplate
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A simple javascript plotting boilerplate for 2d stuff.
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text/typescript
/**
* @author Ikaros Kappler
* @date 2020-11-24
* @modified 2020-11-25 Ported to TypeScript from vanilla JS.
* @modified 2024-03-10 Fixed some types for Typescript 5 compatibility.
* @version 1.0.2
* @file Girih
**/
import { Vertex } from "../../Vertex";
import { GirihTile } from "./GirihTile";
import { GirihBowtie } from "./GirihBowtie";
import { GirihDecagon } from "./GirihDecagon";
import { GirihHexagon } from "./GirihHexagon";
import { GirihPenroseRhombus } from "./GirihPenroseRhombus";
import { GirihPentagon } from "./GirihPentagon";
import { GirihRhombus } from "./GirihRhombus";
/**
* @classdesc The Girih datastructure for generating patterns.
*
* @requires Vertex
* @requires GirihTile
* @requires GirihBowtie
* @requires GirihDecagon
* @requires GirihHexagon
* @requires GirihPenroseRhombus
* @requires GirihPentagon
* @requires GirihRhombus
*/
export class Girih {
/**
* The edge length to use in this Girih pattern.
*
* @member {number}
* @memberof Girih
* @type {number}
* @instance
*/
public readonly edgeLength: number;
/**
* An array of all available Girih tiles. Use them as templates for copy-and-paste.
*
* @member {Array<GirihTile>}
* @memberof Girih
* @type {Array<GirihTile>}
* @instance
*/
public readonly TILE_TEMPLATES: Array<GirihTile>;
/**
* The actual set of Girih tiles used in this Girih pattern.
*
* @member {Array<GirihTile>}
* @memberof Girih
* @type {Array<GirihTile>}
* @instance
*/
public readonly tiles: Array<GirihTile>;
/**
* Create a new empty Girih pattern.
*
* @constructor
* @memberof Girih
* @param {number} edgeLength
*/
constructor(edgeLength: number) {
this.edgeLength = edgeLength;
// Initialize templates, one for each Girih tile type.
// The template array will be filled on initialization (see below).
this.TILE_TEMPLATES = [];
// The set of all Girih tiles in scene
this.tiles = [];
this.initTemplates(edgeLength);
}
/**
* Initialize the TILE_TEMPLATES array.
*
* @name initTemplates
* @private
* @memberof Girih
* @instance
* @param {number} edgeLength - The edge length to use for the template tiles.
* @return {void}
*/
private initTemplates(edgeLength: number): void {
// Positions actually don't matter here.
// Tiles will be moved to correct position conerning adjacency.
var decagon = new GirihDecagon(new Vertex(0, 0), edgeLength);
var pentagon = new GirihPentagon(new Vertex(0, 0), edgeLength);
var hexagon = new GirihHexagon(new Vertex(0, 0), edgeLength);
var bowtie = new GirihBowtie(new Vertex(0, 0), edgeLength);
var rhombus = new GirihRhombus(new Vertex(0, 0), edgeLength);
var penrose = new GirihPenroseRhombus(new Vertex(0, 0), edgeLength, true); // Add center polygon
// Add tiles to array and put them in the correct adjacency position.
this.TILE_TEMPLATES.push(decagon);
this.TILE_TEMPLATES.push(decagon.transformTilePositionToAdjacency(2, pentagon) as any as GirihTile);
this.TILE_TEMPLATES.push(pentagon.transformTilePositionToAdjacency(1, penrose) as any as GirihTile);
this.TILE_TEMPLATES.push(penrose.transformTilePositionToAdjacency(3, hexagon) as any as GirihTile);
this.TILE_TEMPLATES.push(decagon.transformTilePositionToAdjacency(5, bowtie) as any as GirihTile);
this.TILE_TEMPLATES.push(pentagon.transformTilePositionToAdjacency(4, rhombus) as any as GirihTile);
}
/**
* Add a new tile to this Girih pattern.
*
* @name addTile
* @memberof Girih
* @instance
* @param {GirihTile} tile - The tile to add (instance must not already be part of this pattern).
* @return {void}
*/
addTile(tile: GirihTile): void {
this.tiles.push(tile);
}
/**
* Remove the tile at given array position. The index must be inside valid bounds.
*
* @name removeTile
* @memberof Girih
* @instance
* @param {number} index - The index in the `tiles` Array.
* @return {void}
*/
removeTileAt(index: number): void {
this.tiles.splice(index, 1);
}
/**
*
* @param tiles
*/
replaceTiles(tiles: GirihTile[]): void {
this.tiles.splice(0, this.tiles.length);
for (var i in tiles) {
this.addTile(tiles[i]);
}
}
/**
* Find that tile (index) which contains the given position. First match will be returned.
*
* @name locateContainingTile
* @memberof Girih
* @instance
* @param {Vertex} position
* @return {number} The index of the containing tile or -1 if none was found.
**/
locateConatiningTile(position: Vertex): number {
for (var i = 0; i < this.tiles.length; i++) {
if (this.tiles[i].containsVert(position)) return i;
}
return -1;
}
/**
* Turn the tile the mouse is hovering over.
* The turnCount is ab abstract number: -1 for one turn left, +1 for one turn right.
* The turning angle is defined by the tile with the lowest turn symmetry: the Decagon,
* so angle is 36°.
*
* @name turnTile
* @memberof Girih
* @instance
* @param {number} tileIndex - The index of the tile to rotate.
* @param {number} turnCount - A discrete number indicating the number of turn steps.
* @return {void}
*/
turnTile(tileIndex: number, turnCount: number): void {
if (tileIndex == -1)
// TODO: still required?
return;
const tile: GirihTile = this.tiles[tileIndex];
tile.rotate((turnCount * Math.PI * 2) / tile.symmetry);
}
/**
* Move that tile the mouse is hovering over.
* The move amounts are abstract numbers, 1 indicating one unit along each axis.
*
* @name moveTile
* @memberof Girih
* @instance
* @param {number} tileIndex - The index of the tile to rotate.
* @param {number} moveXAmount - The amount to move along the x axis (in pixels).
* @param {number} moveYAmount - The amount to move along the y axis (in pixels).
* @return {void}
*/
moveTile(tileIndex: number, moveXAmount: number, moveYAmount: number): void {
if (tileIndex == -1)
// TODO: still required?
return;
const tile: GirihTile = this.tiles[tileIndex];
tile.move({ x: moveXAmount * 10, y: moveYAmount * 10 });
}
/**
* Find all possible adjadent tiles and their locations (type, rotation and offset). The
* function will return an array of all possible tiles matching at the given tile and edge.
*
* @name findPossibleAdjacentTiles
* @memberof Girih
* @instance
* @param {number} tileIndex - The index of the tile to rotate.
* @param {number} edgeIndex - The index of the tile's edge.
* @return {Array<GirihTile>} - An array of possible adjecent tiles (already positioned and rotated).
*/
findPossibleAdjacentTiles(tileIndex: number, edgeIndex: number): Array<GirihTile> {
var adjTiles: Array<GirihTile> = [];
if (tileIndex == -1 || edgeIndex == -1)
// TODO: still required?
return [];
let template: GirihTile | null = null;
for (var i in this.TILE_TEMPLATES) {
template = this.TILE_TEMPLATES[i].clone();
// Find all rotations and positions for that tile to match
const foundTiles: Array<GirihTile> = this.tiles[tileIndex].transformTileToAdjacencies(edgeIndex, template);
if (foundTiles.length != 0) {
adjTiles = adjTiles.concat(foundTiles);
}
}
// Set pointer to save range.
// previewTilePointer = Math.min( adjTiles.length-1, previewTiilePointer );
return adjTiles;
}
} // END class Girih