rpg-dialogue-js
Version:
A simple roleplay game dialogue engine and editor.
80 lines • 3.29 kB
JavaScript
;
/**
* @author Ikaros Kappler
* @date 2019-02-03
* @modified 2021-03-01 Added `wrapMax` function.
* @version 1.1.0
**/
Object.defineProperty(exports, "__esModule", { value: true });
exports.geomutils = void 0;
var Line_1 = require("./Line");
var Triangle_1 = require("./Triangle");
/**
* A collection of usefull geometry utilities.
*
* @global
**/
exports.geomutils = {
/**
* Compute the n-section of the angle – described as a triangle (A,B,C) – in point A.
*
* @param {Vertex} pA - The first triangle point.
* @param {Vertex} pB - The second triangle point.
* @param {Vertex} pC - The third triangle point.
* @param {number} n - The number of desired angle sections (example: 2 means the angle will be divided into two sections,
* means an returned array with length 1, the middle line).
*
* @return {Line[]} An array of n-1 lines secting the given angle in point A into n equal sized angle sections. The lines' first vertex is A.
*/
nsectAngle: function (pA, pB, pC, n) {
var triangle = new Triangle_1.Triangle(pA, pB, pC);
var lineAB = new Line_1.Line(pA, pB);
var lineAC = new Line_1.Line(pA, pC);
// Compute the difference; this is the angle between AB and AC
var insideAngle = lineAB.angle(lineAC);
// We want the inner angles of the triangle, not the outer angle;
// which one is which depends on the triangle 'direction'
var clockwise = triangle.determinant() > 0;
// For convenience convert the angle [-PI,PI] to [0,2*PI]
if (insideAngle < 0)
insideAngle = 2 * Math.PI + insideAngle;
if (!clockwise)
insideAngle = (2 * Math.PI - insideAngle) * (-1);
// Scale the rotated lines to the max leg length (looks better)
var lineLength = Math.max(lineAB.length(), lineAC.length());
var scaleFactor = lineLength / lineAB.length();
var result = [];
for (var i = 1; i < n; i++) {
// Compute the i-th inner sector line
result.push(new Line_1.Line(pA, pB.clone().rotate((-i * (insideAngle / n)), pA)).scale(scaleFactor));
}
return result;
},
/**
* Wrap the value (e.g. an angle) into the given range of [0,max).
*
* @name wrapMax
* @param {number} x - The value to wrap.
* @param {number} max - The max bound to use for the range.
* @return {number} The wrapped value inside the range [0,max).
*/
wrapMax: function (x, max) {
// Found at
// https://stackoverflow.com/questions/4633177/c-how-to-wrap-a-float-to-the-interval-pi-pi
return (max + (x % max)) % max;
},
/**
* Wrap the value (e.g. an angle) into the given range of [min,max).
*
* @name wrapMinMax
* @param {number} x - The value to wrap.
* @param {number} min - The min bound to use for the range.
* @param {number} max - The max bound to use for the range.
* @return {number} The wrapped value inside the range [min,max).
*/
// Currently un-used
wrapMinMax: function (x, min, max) {
return min + exports.geomutils.wrapMax(x - min, max - min);
}
};
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