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sylvester-es6

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Fork of the famous Sylvester vector, matrix and geometry library. Rewritten in ES6 and including the glUtils.js add-ons.

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"use strict"; import { PRECISION } from "./PRECISION"; import { Vector } from "./Vector"; import { Matrix } from "./Matrix"; import { Plane } from "./Plane"; export class Line { constructor (anchor, direction) { this.setVectors(anchor, direction); } eql (line) { return (this.isParallelTo(line) && this.contains(line.anchor)); } dup () { return new Line(this.anchor, this.direction); } translate (vector) { var V = vector.elements || vector; return new Line([ this.anchor.elements[0] + V[0], this.anchor.elements[1] + V[1], this.anchor.elements[2] + (V[2] || 0) ], this.direction); } isParallelTo (obj) { if (obj.normal || (obj.start && obj.end)) { return obj.isParallelTo(this); } var theta = this.direction.angleFrom(obj.direction); return (Math.abs(theta) <= PRECISION || Math.abs(theta - Math.PI) <= PRECISION); } distanceFrom (obj) { if (obj.normal || (obj.start && obj.end)) { return obj.distanceFrom(this); } if (obj.direction) { // obj is a line if (this.isParallelTo(obj)) { return this.distanceFrom(obj.anchor); } var N = this.direction.cross(obj.direction).toUnitVector().elements; var A = this.anchor.elements, B = obj.anchor.elements; return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]); } else { // obj is a point var P = obj.elements || obj; var A = this.anchor.elements, D = this.direction.elements; var PA1 = P[0] - A[0], PA2 = P[1] - A[1], PA3 = (P[2] || 0) - A[2]; var modPA = Math.sqrt(PA1*PA1 + PA2*PA2 + PA3*PA3); if (modPA === 0) { return 0; } // Assumes direction vector is normalized var cosTheta = (PA1 * D[0] + PA2 * D[1] + PA3 * D[2]) / modPA; var sin2 = 1 - cosTheta*cosTheta; return Math.abs(modPA * Math.sqrt(sin2 < 0 ? 0 : sin2)); } } contains (obj) { if (obj.start && obj.end) { return this.contains(obj.start) && this.contains(obj.end); } var dist = this.distanceFrom(obj); return (dist !== null && dist <= PRECISION); } positionOf (point) { if (!this.contains(point)) { return null; } var P = point.elements || point; var A = this.anchor.elements, D = this.direction.elements; return (P[0] - A[0]) * D[0] + (P[1] - A[1]) * D[1] + ((P[2] || 0) - A[2]) * D[2]; } liesIn (plane) { return plane.contains(this); } intersects (obj) { if (obj.normal) { return obj.intersects(this); } return (!this.isParallelTo(obj) && this.distanceFrom(obj) <= PRECISION); } intersectionWith (obj) { if (obj.normal || (obj.start && obj.end)) { return obj.intersectionWith(this); } if (!this.intersects(obj)) { return null; } var P = this.anchor.elements, X = this.direction.elements, Q = obj.anchor.elements, Y = obj.direction.elements; var X1 = X[0], X2 = X[1], X3 = X[2], Y1 = Y[0], Y2 = Y[1], Y3 = Y[2]; var PsubQ1 = P[0] - Q[0], PsubQ2 = P[1] - Q[1], PsubQ3 = P[2] - Q[2]; var XdotQsubP = - X1*PsubQ1 - X2*PsubQ2 - X3*PsubQ3; var YdotPsubQ = Y1*PsubQ1 + Y2*PsubQ2 + Y3*PsubQ3; var XdotX = X1*X1 + X2*X2 + X3*X3; var YdotY = Y1*Y1 + Y2*Y2 + Y3*Y3; var XdotY = X1*Y1 + X2*Y2 + X3*Y3; var k = (XdotQsubP * YdotY / XdotX + XdotY * YdotPsubQ) / (YdotY - XdotY * XdotY); return new Vector([P[0] + k*X1, P[1] + k*X2, P[2] + k*X3]); } pointClosestTo (obj) { if (obj.start && obj.end) { // obj is a line segment var P = obj.pointClosestTo(this); return (P === null) ? null : this.pointClosestTo(P); } else if (obj.direction) { // obj is a line if (this.intersects(obj)) { return this.intersectionWith(obj); } if (this.isParallelTo(obj)) { return null; } var D = this.direction.elements, E = obj.direction.elements; var D1 = D[0], D2 = D[1], D3 = D[2], E1 = E[0], E2 = E[1], E3 = E[2]; // Create plane containing obj and the shared normal and intersect this // with it Thank you: // http://www.cgafaq.info/wiki/Line-line_distance var x = (D3 * E1 - D1 * E3), y = (D1 * E2 - D2 * E1), z = (D2 * E3 - D3 * E2); var N = [x * E3 - y * E2, y * E1 - z * E3, z * E2 - x * E1]; var P = new Plane(obj.anchor, N); return P.intersectionWith(this); } else { // obj is a point var P = obj.elements || obj; if (this.contains(P)) { return new Vector(P); } var A = this.anchor.elements, D = this.direction.elements; var D1 = D[0], D2 = D[1], D3 = D[2], A1 = A[0], A2 = A[1], A3 = A[2]; var x = D1 * (P[1]-A2) - D2 * (P[0]-A1), y = D2 * ((P[2] || 0) - A3) - D3 * (P[1]-A2), z = D3 * (P[0]-A1) - D1 * ((P[2] || 0) - A3); var V = new Vector([D2 * x - D3 * z, D3 * y - D1 * x, D1 * z - D2 * y]); var k = this.distanceFrom(P) / V.modulus(); return new Vector([ P[0] + V.elements[0] * k, P[1] + V.elements[1] * k, (P[2] || 0) + V.elements[2] * k ]); } } // Returns a copy of the line rotated by t radians about the given line. Works // by finding the argument's closest point to this line's anchor point (call // this C) and rotating the anchor about C. Also rotates the line's direction // about the argument's. Be careful with this - the rotation axis' direction // affects the outcome! rotate (t, line) { // If we're working in 2D if (typeof(line.direction) === 'undefined') { line = new Line(line.to3D(), Vector.k); } var R = Matrix.Rotation(t, line.direction).elements; var C = line.pointClosestTo(this.anchor).elements; var A = this.anchor.elements, D = this.direction.elements; var C1 = C[0], C2 = C[1], C3 = C[2], A1 = A[0], A2 = A[1], A3 = A[2]; var x = A1 - C1, y = A2 - C2, z = A3 - C3; return new Line ( [ C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z, C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z, C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z ], [ R[0][0] * D[0] + R[0][1] * D[1] + R[0][2] * D[2], R[1][0] * D[0] + R[1][1] * D[1] + R[1][2] * D[2], R[2][0] * D[0] + R[2][1] * D[1] + R[2][2] * D[2] ] ); } reverse () { return new Line(this.anchor, this.direction.x(-1)); } reflectionIn (obj) { if (obj.normal) { // obj is a plane var A = this.anchor.elements, D = this.direction.elements; var A1 = A[0], A2 = A[1], A3 = A[2], D1 = D[0], D2 = D[1], D3 = D[2]; var newA = this.anchor.reflectionIn(obj).elements; // Add the line's direction vector to its anchor, then mirror that in the plane var AD1 = A1 + D1, AD2 = A2 + D2, AD3 = A3 + D3; var Q = obj.pointClosestTo([AD1, AD2, AD3]).elements; var newD = [Q[0] + (Q[0] - AD1) - newA[0], Q[1] + (Q[1] - AD2) - newA[1], Q[2] + (Q[2] - AD3) - newA[2]]; return new Line(newA, newD); } else if (obj.direction) { // obj is a line - reflection obtained by rotating PI radians about obj return this.rotate(Math.PI, obj); } else { // obj is a point - just reflect the line's anchor in it var P = obj.elements || obj; return new Line(this.anchor.reflectionIn([P[0], P[1], (P[2] || 0)]), this.direction); } } setVectors (anchor, direction) { // Need to do this so that line's properties are not references to the // arguments passed in anchor = new Vector(anchor); direction = new Vector(direction); if (anchor.elements.length === 2) { anchor.elements.push(0); } if (direction.elements.length === 2) { direction.elements.push(0); } if (anchor.elements.length > 3 || direction.elements.length > 3) { return null; } var mod = direction.modulus(); if (mod === 0) { return null; } this.anchor = anchor; this.direction = new Vector([ direction.elements[0] / mod, direction.elements[1] / mod, direction.elements[2] / mod ]); return this; } } Line.X = new Line(Vector.Zero(3), Vector.i); Line.Y = new Line(Vector.Zero(3), Vector.j); Line.Z = new Line(Vector.Zero(3), Vector.k);