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plotboilerplate

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A simple javascript plotting boilerplate for 2d stuff.

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/** * @classdesc The rhombus tile from the Girih set. * * @requires Bounds * @requires GirihTile * @requires Polygon * @requires TileType * @requires Vertex * * * @author Ikaros Kappler * @date 2013-11-28 * @modified 2014-04-05 Ikaros Kappler (member array outerTilePolygons added). * @modified 2015-03-19 Ikaros Kappler (added toSVG()). * @modified 2020-10-31 Refactored to work with PlotBoilerplate. * @modified 2020-11-13 Ported from vanilla JS to TypeScript. * @version 2.0.1-alpha * @file GirihRhombus * @public **/ import { Bounds } from "../../Bounds"; import { Circle } from "../../Circle"; import { GirihTile, TileType } from "./GirihTile"; import { Line } from "../../Line"; import { Polygon } from "../../Polygon"; import { Vertex } from "../../Vertex"; export class GirihRhombus extends GirihTile { /** * @constructor * @extends GirihTile * @name GirihRhombus * @param {Vertex} position * @param {number} edgeLength */ constructor( position:Vertex, edgeLength?:number ) { super( position, edgeLength, TileType.RHOMBUS ); // Overwrite the default symmetries: // the rhombus tile has a 180° symmetry (5/10 * 360°) this.uniqueSymmetries = 5; // Init the actual rhombus shape with the passed size let pointA:Vertex = new Vertex(0,0); let pointB:Vertex = pointA; this.addVertex( pointB ); const angles:Array<number> = [ 0.0, 72.0, 108.0 // 72.0 ]; let theta:number = 0.0; for( var i = 0; i < angles.length; i++ ) { theta += (180.0 - angles[i]); pointA = pointB; // center of rotation pointB = pointB.clone(); pointB.x += this.edgeLength; pointB.rotate( theta * (Math.PI/180.0), pointA ); this.addVertex( pointB ); } // Move to center const bounds:Bounds = Bounds.computeFromVertices( this.vertices ); const move:Vertex = new Vertex( bounds.width/2.0 - (bounds.width-this.edgeLength), bounds.height/2.0 ); for( var i = 0; i < this.vertices.length; i++ ) { this.vertices[i].add( move ).add( this.position ); } this.textureSource.min.x = 32/500.0; this.textureSource.min.y = 188/460.0; this.textureSource.max.x = this.textureSource.min.x + 127/500.0; this.textureSource.max.y = this.textureSource.min.y + 92/460.0; this.baseBounds = this.getBounds(); this._buildInnerPolygons(); this._buildOuterPolygons(); // Call only AFTER the inner polygons were built! }; /** * @override */ clone() : GirihTile { return new GirihRhombus( this.position.clone(), this.edgeLength ).rotate( this.rotation ); }; private _buildInnerPolygons() : void { // Connect all edges half-the-way const innerTile:Polygon = new Polygon(); // []; innerTile.addVertex( this.vertices[0].clone().scale( 0.5, this.vertices[1] ) ); innerTile.addVertex( this.vertices[1].clone().scale( 0.5, this.vertices[2] ) ); // Compute the next inner polygon vertex by the intersection of two circles const circleA:Circle = new Circle( innerTile.vertices[1], innerTile.vertices[0].distance(innerTile.vertices[1])*0.73 ); const circleB:Circle = new Circle( this.vertices[2].clone().scale( 0.5, this.vertices[3] ), circleA.radius ); // There is definitely an intersection let intersection:Line = circleA.circleIntersection( circleB ); // One of the two points is inside the tile, the other is outside. // Locate the inside point. if( this.containsVert(intersection.a) ) innerTile.addVertex(intersection.b); else innerTile.addVertex(intersection.a); innerTile.addVertex( circleB.center ); innerTile.addVertex( this.vertices[3].clone().scale( 0.5,this.vertices[0] ) ); // Move circles circleA.center = innerTile.vertices[4]; circleB.center = innerTile.vertices[0]; //window.alert( "circleA=" + circleA + ", circleB=" + circleB ); intersection = circleA.circleIntersection( circleB ); // There are two points again (one inside, one outside the tile) if( this.containsVert(intersection.a) ) innerTile.addVertex(intersection.b); else innerTile.addVertex(intersection.a); this.innerTilePolygons.push( innerTile ); }; private _buildOuterPolygons() { const indicesA:Array<number> = [ 0, 2 ]; // 4:2 const indicesB:Array<number> = [ 0, 3 ]; // 6:2 for( var i = 0; i < indicesA.length; i++ ) { const indexA:number = indicesA[i]; const indexB:number = indicesB[i]; // The triangle const outerTileX:Polygon = new Polygon(); outerTileX.addVertex( this.getVertexAt(indexA+1).clone() ); outerTileX.addVertex( this.innerTilePolygons[0].getVertexAt(indexB).clone() ); outerTileX.addVertex( this.innerTilePolygons[0].getVertexAt(indexB+1).clone() ); this.outerTilePolygons.push( outerTileX ); // The first 'kite' const outerTileY:Polygon = new Polygon(); outerTileY.addVertex( this.getVertexAt(indexA+2).clone() ); outerTileY.addVertex( this.innerTilePolygons[0].getVertexAt(indexB+1).clone() ); outerTileY.addVertex( this.innerTilePolygons[0].getVertexAt(indexB+2).clone() ); outerTileY.addVertex( this.innerTilePolygons[0].getVertexAt(indexB+3).clone() ); this.outerTilePolygons.push( outerTileY ); } }; }