rpg-dialogue-js
Version:
A simple roleplay game dialogue engine and editor.
178 lines • 8.13 kB
JavaScript
/**
* @classdesc The irregular hexagon tile from the Girih set.
*
* @requires Bounds
* @requires Circle
* @requires GirihTile
* @requires Line
* @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 GirihHexagon
* @public
**/
import { Circle } from "../../Circle";
import { GirihTile, TileType } from "./GirihTile";
import { Polygon } from "../../Polygon";
import { Vertex } from "../../Vertex";
export class GirihHexagon extends GirihTile {
/**
* @constructor
* @extends GirihTile
* @name GirihHexagon
* @param {Vertex} position
* @param {number} edgeLength
*/
constructor(position, edgeLength) {
super(position, edgeLength, TileType.IRREGULAR_HEXAGON);
// Overwrite the default symmetries:
// the hexagon tile has a 180° symmetry (5/10 * 360°)
this.uniqueSymmetries = 5;
// Init the actual decahedron shape with the passed size
let pointA = new Vertex(0, 0);
let pointB = pointA;
const startPoint = pointA;
let oppositePoint = null;
this.addVertex(pointB);
// TODO: use radians here
const angles = [0.0,
72.0,
144.0,
144.0,
72.0
// 144.0
];
let theta = 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);
if (i == 2)
oppositePoint = pointB;
}
// Center and move to desired position
const move = new Vertex((oppositePoint.x - startPoint.x) / 2.0, (oppositePoint.y - startPoint.y) / 2.0);
for (var i = 0; i < this.vertices.length; i++) {
this.vertices[i].add(position).sub(move);
}
this.textureSource.min.x = 77 / 500.0;
this.textureSource.min.y = 11 / 460.0;
this.textureSource.max.x = this.textureSource.min.x + 205 / 500.0;
this.textureSource.max.y = this.textureSource.min.y + 150 / 460.0;
this.baseBounds = this.getBounds();
this._buildInnerPolygons(this.edgeLength);
this._buildOuterPolygons(this.edgeLength); // Only call AFTER the inner polygons were created!
}
;
/**
* @override
*/
clone() {
return new GirihHexagon(this.position.clone(), this.edgeLength).rotate(this.rotation);
}
;
_buildInnerPolygons(edgeLength) {
// Connect all edges half-the-way
const innerTile = 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 = new Circle(innerTile.vertices[1], innerTile.vertices[0].distance(innerTile.vertices[1]));
const circleB = new Circle(this.vertices[2].clone().scale(0.5, this.vertices[3]), circleA.radius);
// TODO: the following piece of code occurs exactly four times.
// -> refactor! (DRY)
// There is definitely an intersection
let intersection = circleA.circleIntersection(circleB);
// The intersection is definitely not empty (by construction)
// One of the two points is inside the tile, the other is outside.
// Locate the inside point.
// Use the point that is closer to the center
if (this.position.distance(intersection.a) < this.position.distance(intersection.b))
innerTile.addVertex(intersection.a);
else
innerTile.addVertex(intersection.b);
innerTile.addVertex(circleB.center.clone());
// var i = 3;
// Move circles
circleA.center = circleB.center;
circleB.center = this.vertices[3].clone().scale(0.5, this.vertices[4]);
intersection = circleA.circleIntersection(circleB);
// The intersection is definitely not empty (by construction)
// There are two points again (one inside, one outside the tile)
// Use the point that is closer to the center
if (this.position.distance(intersection.a) < this.position.distance(intersection.b))
innerTile.addVertex(intersection.a);
else
innerTile.addVertex(intersection.b);
innerTile.addVertex(circleB.center.clone());
innerTile.addVertex(this.vertices[4].clone().scale(0.5, this.vertices[5]));
// Move circles
circleA.center = innerTile.vertices[innerTile.vertices.length - 1];
circleB.center = this.vertices[5].clone().scale(0.5, this.vertices[0]);
intersection = circleA.circleIntersection(circleB);
// The intersection is definitely not empty (by construction)
// There are two points again (one inside, one outside the tile)
// Use the point that is closer to the center
if (this.position.distance(intersection.a) < this.position.distance(intersection.b))
innerTile.addVertex(intersection.a);
else
innerTile.addVertex(intersection.b);
innerTile.addVertex(circleB.center.clone());
// Move circles
circleA.center = innerTile.vertices[innerTile.vertices.length - 1];
circleB.center = innerTile.vertices[0];
intersection = circleA.circleIntersection(circleB);
// The intersection is definitely not empty (by construction)
// There are two points again (one inside, one outside the tile)
// Use the point that is closer to the center
if (this.position.distance(intersection.a) < this.position.distance(intersection.b))
innerTile.addVertex(intersection.a);
else
innerTile.addVertex(intersection.b);
innerTile.addVertex(circleB.center.clone());
this.innerTilePolygons.push(innerTile);
}
;
_buildOuterPolygons(edgeLength) {
// First add the two triangles at the 'ends' of the shape.
const indicesA = [0, 3]; // 6:2
const indicesB = [0, 5]; // 10:2
for (var i = 0; i < indicesA.length; i++) {
const indexA = indicesA[i];
const indexB = indicesB[i];
// The triangle
const outerTileX = 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 = 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);
// The second 'kite'
const outerTileZ = new Polygon();
outerTileZ.addVertex(this.getVertexAt(indexA + 3).clone());
outerTileZ.addVertex(this.innerTilePolygons[0].getVertexAt(indexB + 3).clone());
outerTileZ.addVertex(this.innerTilePolygons[0].getVertexAt(indexB + 4).clone());
outerTileZ.addVertex(this.innerTilePolygons[0].getVertexAt(indexB + 5).clone());
this.outerTilePolygons.push(outerTileZ);
}
}
;
}
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