update code style for geo classes

This commit is contained in:
Stewart Allen 2022-01-31 20:50:19 -05:00
commit 7b8a5be1c5
11 changed files with 2777 additions and 3147 deletions

View file

@ -4,132 +4,97 @@
(function() {
if (self.base.Point) return;
if (self.base.Point) return;
const BASE = self.base,
UTIL = BASE.util,
CONF = BASE.config,
KEYS = BASE.key,
ROUND = UTIL.round;
const base = self.base;
const { util, config, key } = base;
const { round } = util;
class Point {
constructor(x,y,z,key) {
this.x = x;
this.y = y;
this.z = z || 0;
if (key) {
this._key = key;
}
}
get key() {
if (this._key) {
return this._key;
}
return this._key = [
((this.x * 100000) | 0),
((this.y * 100000) | 0),
((this.z * 100000) | 0)
].join('');
class Point {
constructor(x, y, z, key) {
this.x = x;
this.y = y;
this.z = z || 0;
if (key) {
this._key = key;
}
}
const PRO = Point.prototype;
get key() {
if (this._key) {
return this._key;
}
return this._key = [
((this.x * 100000) | 0),
((this.y * 100000) | 0),
((this.z * 100000) | 0)
].join('');
}
BASE.Point = Point;
BASE.newPoint = newPoint;
BASE.pointFromClipper = function(cp, z) {
return newPoint(cp.X / CONF.clipper, cp.Y / CONF.clipper, z);
};
/** ******************************************************************
* Point Prototype Functions
******************************************************************* */
PRO.toClipper = function() {
toClipper() {
return {
X: this.x * CONF.clipper,
Y: this.y * CONF.clipper
X: this.x * config.clipper,
Y: this.y * config.clipper
};
}
PRO.setZ = function(z) {
setZ(z) {
this.z = z;
return this;
}
PRO.swapXZ = function() {
swapXZ() {
let p = this,
t = p.x;
p.x = p.z;
p.z = t;
return this;
};
}
PRO.swapYZ = function() {
swapYZ() {
let p = this,
t = p.y;
p.y = p.z;
p.z = t;
return this;
};
}
PRO.round = function(precision) {
round(precision) {
return newPoint(
this.x.round(precision),
this.y.round(precision),
this.z.round(precision));
};
}
PRO.addFacet = function(facet) {
addFacet(facet) {
if (!this.group) this.group = [];
this.group.push(facet);
return this;
};
}
PRO.rekey = function() {
rekey() {
this._key = undefined;
};
}
PRO.toString = function() {
toString() {
return this.key;
};
}
/**
* @returns {Point}
*/
PRO.clone = function() {
clone() {
return newPoint(this.x, this.y, this.z, this._key);
};
}
/**
* @param {Point} p
* @returns {Slope}
*/
PRO.slopeTo = function(p) {
return BASE.newSlope(this, p);
};
slopeTo(p) {
return base.newSlope(this, p);
}
/**
*
* @param {Point} p
* @param {String} [k]
* @returns {Line}
*/
PRO.lineTo = function(p, k) {
return BASE.newLine(this, p, k);
};
lineTo(p, k) {
return base.newLine(this, p, k);
}
/**
* @param {Point} p
* @param {number} [dist]
* @returns {boolean}
*/
PRO.isNear = function(p, dist) {
return UTIL.isCloseTo(this.x, p.x, dist) && UTIL.isCloseTo(this.y, p.y, dist);
};
isNear(p, dist) {
return util.isCloseTo(this.x, p.x, dist) && util.isCloseTo(this.y, p.y, dist);
}
/**
* return distance to line connecting points p1, p2
@ -139,10 +104,9 @@
* @param {Point} p2
* @returns {number}
*/
PRO.distToLine = function(p1, p2) {
// return p2l(this, p1, p2);
distToLine(p1, p2) {
return Math.sqrt(this.distToLineSq(p1, p2));
};
}
/**
* used exclusively in new fill code. output does not agree with
@ -151,69 +115,27 @@
* offset clipping. both need to be investigated and a single line
* normal distance needs to be formulated to replace both functions.
*/
PRO.distToLineNew = function(p1, p2) {
distToLineNew(p1, p2) {
return p2l(this, p1, p2);
// return Math.sqrt(this.distToLineSq(p1, p2));
};
}
/**
* return square of distance to line connecting points p1, p2
* distance is calculated on the perpendicular (normal) to line
*
* @param {Point} p1
* @param {Point} p2
* @returns {number}
*/
PRO.distToLineSq = function(p1, p2) {
distToLineSq(p1, p2) {
let p = this,
d = UTIL.distSq(p1, p2);
d = util.distSq(p1, p2);
let t = ((p.x - p1.x) * (p2.x - p1.x) + (p.y - p1.y) * (p2.y - p1.y)) / d;
if (t < 0) return UTIL.distSq(p, p1);
if (t > 1) return UTIL.distSq(p, p2);
if (t < 0) return util.distSq(p, p1);
if (t > 1) return util.distSq(p, p2);
return UTIL.distSqv2(p.x, p.y, p1.x + t * (p2.x - p1.x), p1.y + t * (p2.y - p1.y));
};
// ---( begin fix distToLine )---
function dot(u, v) {
return u.x * v.x + u.y * v.y;
return util.distSqv2(p.x, p.y, p1.x + t * (p2.x - p1.x), p1.y + t * (p2.y - p1.y));
}
function norm(v) {
return Math.sqrt(dot(v,v));
}
function d(u, v) {
return norm({x: u.x - v.x, y: u.y - v.y});
}
function p2l(p, l1, l2) {
let v = {x: l2.x - l1.x, y: l2.y - l1.y};
let w = {x: p.x - l1.x, y: p.y - l1.y};
let c1 = dot(w, v);
let c2 = dot(v, v);
let b = c1 / c2;
if (isNaN(b)) {
// console.log('nan', {p, l1, l2, v, w, c1, c2});
b = 0;
}
let pb = {x: l1.x + b * v.x, y: l1.y + b * v.y};
return d(p, pb);
}
// ---( end fix distToLine )---
/**
*
* @param {Point} p1
* @param {Point} p2
* @param {number} dist2
* @returns {boolean}
*/
PRO.withinDist2 = function(p1, p2, dist2) {
withinDist2(p1, p2, dist2) {
let ll2 = p1.distToSq2D(p2),
dp1 = this.distToSq2D(p1),
dp2 = this.distToSq2D(p2);
@ -231,71 +153,53 @@
// dist2 to the described line segment.
if (dp1 > ll2 && dp2 > ll2) return false;
return this.distToLineSq(p1, p2) < dist2;
};
}
/**
* @param {Point} p2
* @returns {Point}
*/
PRO.midPointTo = function(p2) {
return newPoint((this.x + p2.x)/2, (this.y + p2.y)/2, this.z);
};
midPointTo(p2) {
return newPoint((this.x + p2.x) / 2, (this.y + p2.y) / 2, this.z);
}
/**
* @param {Point} p2
* @returns {Point}
*/
PRO.midPointTo3D = function(p2) {
midPointTo3D(p2) {
return newPoint(
(this.x + p2.x)/2,
(this.y + p2.y)/2,
(this.z + p2.z)/2
(this.x + p2.x) / 2,
(this.y + p2.y) / 2,
(this.z + p2.z) / 2
);
};
}
/**
* non-scale corrected version of follow()
*
* @param slope
* @param mult
* @returns {Point}
*/
PRO.projectOnSlope = function(slope, mult) {
projectOnSlope(slope, mult) {
return newPoint(
this.x + slope.dx * mult,
this.y + slope.dy * mult,
this.z);
};
}
PRO.followTo = function(point, mult) {
followTo(point, mult) {
return this.follow(this.slopeTo(point), mult);
};
}
/**
* return a point along the line this from point to p2 offset
* by a distance. positive distances are closer to this point.
*
* @param p2
* @param dist
*/
PRO.offsetPointFrom = function(p2, dist) {
offsetPointFrom(p2, dist) {
let p1 = this,
dx = p2.x - p1.x,
dy = p2.y - p1.y,
ls = dist / Math.sqrt(dx * dx + dy * dy),
ox = dx * ls,
oy = dy * ls;
return newPoint(p2.x - ox, p2.y - oy, p2.z, KEYS.NONE);
};
return newPoint(p2.x - ox, p2.y - oy, p2.z, key.NONE);
}
/**
* return a point along the line this from point to p2 offset
* by a distance. positive distances are farther from this point.
*
* @param p2
* @param dist
*/
PRO.offsetPointTo = function(p2, dist) {
offsetPointTo(p2, dist) {
let p1 = this,
dx = p2.x - p1.x,
dy = p2.y - p1.y;
@ -306,93 +210,82 @@
ox = dx * ls,
oy = dy * ls;
return newPoint(p1.x + ox, p1.y + oy, p2.z, KEYS.NONE);
};
return newPoint(p1.x + ox, p1.y + oy, p2.z, key.NONE);
}
/**
* @param {Point} p2
* @param {number} offset
* @returns {Line}
*/
PRO.offsetLineTo = function(p2, offset) {
offsetLineTo(p2, offset) {
let p1 = this,
dx = p2.x - p1.x,
dy = p2.y - p1.y,
ls = offset / Math.sqrt(dx * dx + dy * dy),
ox = dx * ls,
oy = dy * ls,
np1 = newPoint(p1.x - oy, p1.y + ox, p1.z, KEYS.NONE),
np2 = newPoint(p2.x - oy, p2.y + ox, p2.z, KEYS.NONE);
np1 = newPoint(p1.x - oy, p1.y + ox, p1.z, key.NONE),
np2 = newPoint(p2.x - oy, p2.y + ox, p2.z, key.NONE);
np1.op = p1;
np2.op = p2;
return BASE.newLine(np1, np2, KEYS.NONE);
};
return base.newLine(np1, np2, key.NONE);
}
PRO.offset = function(x, y, z) {
offset(x, y, z) {
return newPoint(this.x + x, this.y + y, this.z + z);
};
}
/**
* checks if a point is inside of a polygon
* does not check children/holes
*
* @param {Polygon} poly
* @returns {boolean}
*/
PRO.inPolygon = function(poly) {
inPolygon(poly) {
if (!poly.bounds.containsXY(this.x, this.y)) return false;
let p = poly.points, pl = p.length, p1, p2, i, inside = false;
let p = poly.points,
pl = p.length,
p1, p2, i, inside = false;
for (i=0; i<pl; i++) {
for (i = 0; i < pl; i++) {
p1 = p[i];
p2 = p[(i+1)%pl];
p2 = p[(i + 1) % pl];
if ((p1.y >= this.y) != (p2.y >= this.y) &&
(this.x <= (p2.x - p1.x) * (this.y - p1.y) / (p2.y - p1.y) + p1.x))
{
(this.x <= (p2.x - p1.x) * (this.y - p1.y) / (p2.y - p1.y) + p1.x)) {
inside = !inside;
}
}
return inside;
};
}
/**
* returns true if the point is inside of a polygon but
* not inside any of it's children
*
* @param {Polygon | Polygon[]} poly
* @return {boolean} true if inside outer but not inner
*/
PRO.isInPolygon = function(poly) {
let point = this, i;
isInPolygon(poly) {
let point = this,
i;
if (Array.isArray(poly)) {
for (i=0; i<poly.length; i++) {
for (i = 0; i < poly.length; i++) {
if (point.isInPolygon(poly[i])) return true;
}
return false;
}
let holes = poly.inner;
if (point.inPolygon(poly) || point.nearPolygon(poly, CONF.precision_merge_sq)) {
for (i=0; holes && i < holes.length; i++) {
if (point.inPolygon(holes[i]) && !point.nearPolygon(holes[i], CONF.precision_merge_sq)) return false;
if (point.inPolygon(poly) || point.nearPolygon(poly, config.precision_merge_sq)) {
for (i = 0; holes && i < holes.length; i++) {
if (point.inPolygon(holes[i]) && !point.nearPolygon(holes[i], config.precision_merge_sq)) return false;
}
return true;
}
return false;
};
}
/**
* returns true if the point is inside of a polygon but
* not inside any of it's children
*
* @param {Polygon | Polygon[]} poly
* @return {boolean} true if inside outer but not inner
* returns true if the point is inside of a polygon but
* not inside any of it's children
*/
PRO.isInPolygonOnly = function(poly) {
let point = this, i;
isInPolygonOnly(poly) {
let point = this,
i;
if (Array.isArray(poly)) {
for (i=0; i<poly.length; i++) {
for (i = 0; i < poly.length; i++) {
if (point.isInPolygonOnly(poly[i])) {
return true;
}
@ -401,129 +294,96 @@
}
let holes = poly.inner;
if (point.inPolygon(poly)) {
for (i=0; holes && i < holes.length; i++) {
for (i = 0; holes && i < holes.length; i++) {
if (point.inPolygon(holes[i])) return false;
}
return true;
}
return false;
};
}
/**
* checks if point is near polygon edge. distance is squared.
*
* @param {Polygon} poly
* @param {number} dist2
* @param {boolean} [inner] process inner polygons
* @returns {boolean}
*/
PRO.nearPolygon = function(poly, dist2, inner) {
nearPolygon(poly, dist2, inner) {
// throw new Error("nearPolygon");
for (let i=0, p=poly.points, pl=p.length ; i<pl; i++) {
if (this.withinDist2(p[i], p[(i+1)%pl], dist2)) {
for (let i = 0, p = poly.points, pl = p.length; i < pl; i++) {
if (this.withinDist2(p[i], p[(i + 1) % pl], dist2)) {
return true;
}
}
if (inner && poly.inner) {
for (let i=0; i<poly.inner.length; i++) {
for (let i = 0; i < poly.inner.length; i++) {
if (this.nearPolygon(poly.inner[i], dist2)) return true;
}
}
return false;
};
}
/**
* returns true if point will not be trimmed later
*
* @param {Polygon} poly
* @param {number} offset
* @param {number} mindist2
* @returns {boolean}
*/
PRO.insideOffset = function(poly, offset, mindist2) {
insideOffset(poly, offset, mindist2) {
return this.inPolygon(poly) === (offset > 0) && !this.nearPolygon(poly, mindist2);
};
}
/**
* returns a new point following given slope for given distance
* same as projectOnSlope() but scaled
*
* @param {Slope} slope
* @param {number} distance
* @returns {Point}
*/
PRO.follow = function(slope, distance) {
follow(slope, distance) {
let ls = distance / Math.sqrt(slope.dx * slope.dx + slope.dy * slope.dy);
return newPoint(this.x + slope.dx * ls, this.y + slope.dy * ls, this.z);
};
}
/**
* for point, return z-plane intersecting point on line to next point
*
* @param {Point} p
* @param {number} z
* @returns {Point}
* for point, return intersecting point on z to next point if points
* are on either size of z
*/
PRO.intersectZ = function(p, z) {
intersectZ(p, z) {
let dx = p.x - this.x,
dy = p.y - this.y,
dz = p.z - this.z,
pct = 1 - ((p.z - z) / dz);
return newPoint(this.x + dx * pct, this.y + dy * pct, this.z + dz * pct);
};
}
/**
* @param {Point} p
* @returns {boolean}
*/
PRO.isEqual2D = function(p) {
isEqual2D(p) {
return this === p || (this.x === p.x && this.y === p.y);
};
}
/**
* returns true if points are close enough to be considered equivalent
*
* @param {Point} p
* @returns {boolean}
*/
PRO.isMergable2D = function(p) {
return this.isEqual2D(p) || (this.distToSq2D(p) < CONF.precision_merge_sq);
};
isMergable2D(p) {
return this.isEqual2D(p) || (this.distToSq2D(p) < config.precision_merge_sq);
}
/**
* compares 3D point
*
* @param {Point} p
* @returns {boolean}
*/
PRO.isEqual = function(p) {
isEqual(p) {
return this === p || (this.x === p.x && this.y === p.y && this.z === p.z);
};
}
PRO.isEqual2D = function(p) {
isEqual2D(p) {
return this === p || (this.x === p.x && this.y === p.y);
};
}
/**
* returns true if points are close enough to be considered equivalent
*
* @param {Point} p
* @returns {boolean}
*/
PRO.isMergable3D = function(p) {
return this.isEqual(p) || (this.distToSq3D(p) < CONF.precision_merge_sq);
};
isMergable3D(p) {
return this.isEqual(p) || (this.distToSq3D(p) < config.precision_merge_sq);
}
/**
* return true if point is inside 2D square size dist*2 around p
*
* @param {Point} p
* @param {number} dist
* @returns {boolean}
*/
PRO.isInBox = function(p, dist) {
isInBox(p, dist) {
return Math.abs(this.x - p.x) < dist && Math.abs(this.y - p.y) < dist;
};
}
/**
* return min distance from point to a polygon
@ -532,7 +392,7 @@
* @param {Polygon} poly
* @param {number} [threshold] stop looking if under threshold
*/
PRO.distToPolySegments = function(poly, threshold) {
distToPolySegments(poly, threshold) {
let point = this,
mindist = Infinity;
poly.forEachSegment(function(p1, p2) {
@ -542,32 +402,31 @@
if (mindist <= threshold) return true;
});
return mindist;
};
}
/**
* @param {Polygon} poly
* @param {number} [threshold] stop looking if under threshold
*/
PRO.distToPolyPoints = function(poly, threshold) {
let point = this, mindist = Infinity;
distToPolyPoints(poly, threshold) {
let point = this,
mindist = Infinity;
poly.forEachPoint(function(pp) {
mindist = Math.min(mindist, point.distTo2D(pp));
if (mindist < threshold) return true;
});
return mindist;
};
}
/**
* @param {Point[]} points
* @param {number} max
* @returns {Point} nearest point (less than max) from array to this point
*/
PRO.nearestTo = function(points, max) {
nearestTo(points, max) {
if (!max) throw "missing max";
let mind = Infinity,
minp = null,
i, p, d;
for (i=0; i<points.length; i++) {
for (i = 0; i < points.length; i++) {
p = points[i];
if (p === this || p.del) continue;
d = this.distToSq2D(p);
@ -577,14 +436,16 @@
}
}
return minp;
};
}
/**
* @param {Point[]} points
* @return {number} average square dist to cloud of points
*/
PRO.averageDistTo = function(points) {
let sum = 0.0, count = 0, i;
averageDistTo(points) {
let sum = 0.0,
count = 0,
i;
for (i = 0; i < points.length; i++) {
if (points[i] != this) {
sum += this.distToSq2D(points[i]);
@ -592,125 +453,125 @@
}
}
return sum / count;
};
}
/**
* dist to point in 2D
*
* @param {Point} p
* @returns {number}
*/
PRO.distTo2D = function(p) {
distTo2D(p) {
let dx = this.x - p.x,
dy = this.y - p.y;
return Math.sqrt(dx * dx + dy * dy);
};
}
/**
* square of distance in 2D
*
* @param {Point} p
* @returns {number}
*/
PRO.distToSq2D = function(p) {
distToSq2D(p) {
let dx = this.x - p.x,
dy = this.y - p.y;
return dx * dx + dy * dy;
};
}
PRO.distTo3D = function(p) {
distTo3D(p) {
let dx = this.x - p.x,
dy = this.y - p.y,
dz = this.z - p.z;
return Math.sqrt(dx * dx + dy * dy + dz * dz);
};
}
/**
* square of distance in 3D
*
* @param {Point} p
* @returns {number}
*/
PRO.distToSq3D = function(p) {
distToSq3D(p) {
let dx = this.x - p.x,
dy = this.y - p.y,
dz = this.z - p.z;
return dx * dx + dy * dy + dz * dz;
};
}
/**
* returns true if point is inside triangle described by three points
*
* @param {Point} a
* @param {Point} b
* @param {Point} c
* @returns {boolean}
*/
PRO.inTriangle = function(a, b, c) {
inTriangle(a, b, c) {
let as_x = this.x - a.x,
as_y = this.y - a.y,
s_ab = (b.x - a.x) * as_y - (b.y - a.y) * as_x > 0;
if ((c.x - a.x) * as_y - (c.y - a.y) * as_x > 0 == s_ab) return false;
if ((c.x - b.x) * (this.y - b.y) - (c.y - b.y) * (this.x - b.x) > 0 != s_ab) return false;
return true;
};
}
/**
* returns true if point is on a line described by two points.
* test sum of distances p1->this + this->p2 ~= p1->p2 whens
* slopes from p1->this same as this->p2
*
* @param {Point} p1
* @param {Point} p2
* @returns {boolean}
*/
PRO.onLine = function(p1, p2) {
return this.distToLine(p1, p2) < CONF.precision_point_on_line;
};
onLine(p1, p2) {
return this.distToLine(p1, p2) < config.precision_point_on_line;
}
/**
*
* @param {THREE.Vector3} delta
* @return {Point} new offset point
*/
PRO.add = function(delta) {
add(delta) {
return newPoint(this.x + delta.x, this.y + delta.y, this.z + delta.z);
};
}
/**
*
* @param {THREE.Vector3} delta
* @return {Point} new offset point
*/
PRO.sub = function(delta) {
sub(delta) {
return newPoint(this.x - delta.x, this.y - delta.y, this.z - delta.z);
};
}
/**
*
* @param {THREE.Vector3} delta
*/
PRO.move = function(delta) {
move(delta) {
this.x += delta.x;
this.y += delta.y;
this.z += delta.z;
return this;
};
/** ******************************************************************
* Connect to base and Helpers
******************************************************************* */
/**
*
* @param {number} x
* @param {number} y
* @param {number} z
* @param {String} [key]
* @returns {Point}
*/
function newPoint(x, y, z, key) {
return new Point(x, y, z, key);
}
}
function dot(u, v) {
return u.x * v.x + u.y * v.y;
}
function norm(v) {
return Math.sqrt(dot(v, v));
}
function d(u, v) {
return norm({
x: u.x - v.x,
y: u.y - v.y
});
}
function p2l(p, l1, l2) {
let v = {
x: l2.x - l1.x,
y: l2.y - l1.y
};
let w = {
x: p.x - l1.x,
y: p.y - l1.y
};
let c1 = dot(w, v);
let c2 = dot(v, v);
let b = c1 / c2;
if (isNaN(b)) {
// console.log('nan', {p, l1, l2, v, w, c1, c2});
b = 0;
}
let pb = {
x: l1.x + b * v.x,
y: l1.y + b * v.y
};
return d(p, pb);
}
function newPoint(x, y, z, key) {
return new Point(x, y, z, key);
}
base.Point = Point;
base.newPoint = newPoint;
base.pointFromClipper = function(cp, z) {
return newPoint(cp.X / config.clipper, cp.Y / config.clipper, z);
};
})();