grid-apps-cmms/js/geo.js
2017-10-28 13:30:08 -04:00

393 lines
11 KiB
JavaScript

/** Copyright 2014-2017 Stewart Allen -- All Rights Reserved */
"use strict";
var gs_base = exports;
(function() {
if (!self.base) self.base = {};
if (self.base.util) return;
var BASE = self.base,
round_decimal_precision = 8;
/** ******************************************************************
* Utility Functions
******************************************************************* */
function time() { return new Date().getTime() }
/**
* call function with all combinations of a1, a2
* and passing in the supplied arg object.
*
* @param {Array} a1
* @param {Array} a2
* @param {Object} arg
* @param {Function} fn
* @returns {Object}
*/
function doCombinations(a1, a2, arg, fn) {
var i, j;
for (i = 0; i < a1.length; i++) {
for (j = (a1 === a2 ? i + 1 : 0); j < a2.length; j++) {
fn(a1[i], a2[j], arg);
}
}
return arg;
}
/**
* @param {Point} p1
* @param {Point} p2
* @param {Point} p3
* @returns {boolean}
*/
function isClockwise(p1, p2, p3) {
return area2(p1, p2, p3) > 0;
}
/**
* @param {Point} p1
* @param {Point} p2
* @param {Point} p3
* @returns {boolean}
*/
function isCounterClockwise(p1, p2, p3) {
return area2(p1, p2, p3) < 0;
}
/**
* @param {Point} p1
* @param {Point} p2
* @param {Point} p3
* @returns {boolean}
*/
function isCollinear(p1, p2, p3) {
return inCloseRange(area2(p1, p2, p3), -0.00001, 0.00001);
}
function pac(p1, p2) {
return (p2.x - p1.x) * (p2.y + p1.y);
}
/**
* returns 2x area for a triangle with sign indicating handedness
*
* @param {Point} p1
* @param {Point} p2
* @param {Point} p3
* @returns {number} negative for CCW progression, positive for CW progression
*/
function area2(p1, p2, p3) {
return pac(p1,p2) + pac(p2,p3) + pac(p3,p1);
}
/**
*
* @param v1
* @param v2
* @param [dist]
* @returns {boolean}
*/
function isCloseTo(v1,v2,dist) {
return Math.abs(v1-v2) <= (dist || BASE.config.precision_merge);
}
/**
*
* @param val
* @param min
* @param max
* @returns {boolean}
*/
function inCloseRange(val, min, max) {
return (isCloseTo(val,min) || val >= min) && (isCloseTo(val,max) || val <= max);
}
/**
* return square of value
* @param v
* @returns {number}
*/
function sqr(v) { return v * v }
/**
* return distance squared between two points
* @param p1
* @param p2
* @returns {number}
*/
function dist2(p1,p2) { return sqr(p2.x - p1.x) + sqr(p2.y - p1.y) }
/**
* return distance squared between two points
* enables faster Point.nearPolygon()
*
* @param {number} x1
* @param {number} y1
* @param {number} x2
* @param {number} y2
* @returns {number}
*/
function dist2v2(x1,y1,x2,y2) { return sqr(x2 - x1) + sqr(y2 - y1) }
/**
*
* @param offset
* @param precision
* @returns {number}
*/
function offsetPrecision(offset, precision) {
return Math.abs(offset) - precision;
}
/**
*
* @param value
* @param min
* @param max
* @returns {boolean}
*/
function inRange(value, min, max) {
var val = parseFloat(value);
return val >= min && val <= max;
}
/**
*
* @param v
* @param zeros
* @returns {number}
*/
function round(v, zeros) {
var pow = Math.pow(10,zeros || round_decimal_precision);
return Math.round(v * pow) / pow;
}
/**
* used by {@link Polygon.trace} and {@link Polygon.intersect}
*
* @param {Point} p1
* @param {Point} p2
* @param {Point} p3
* @param {Point} p4
* @param {String} [test]
* @param {boolean} [parallelok]
* @returns {?Point | String}
*/
function intersect(p1, p2, p3, p4, test, parallelok) {
var keys = BASE.key,
p1x = p1.x,
p1y = p1.y,
p2x = p2.x,
p2y = p2.y,
p3x = p3.x,
p3y = p3.y,
p4x = p4.x,
p4y = p4.y,
d1x = (p2x - p1x), // ad.x
d1y = (p2y - p1y), // ad.y
d2x = (p4x - p3x), // bd.x
d2y = (p4y - p3y), // bd.y
d = (d2y * d1x) - (d2x * d1y); // det
//if (Math.abs(d) < 0.0000000001) {
if (Math.abs(d) < 0.0001) {
// lines are parallel or collinear
return test && !parallelok ? null : keys.PARALLEL;
}
var a = p1y - p3y, // origin dy
b = p1x - p3x, // origin dx
n1 = (d2x * a) - (d2y * b),
n2 = (d1x * a) - (d1y * b);
a = n1 / d; // roughly distance from l1 origin to l2 intersection
b = n2 / d; // roughly distance from l2 origin to l1 intersection
var ia = a >= -0.0001 && a <= 1.0001,
ib = b >= -0.0001 && b <= 1.0001,
segint = (ia && ib),
rayint = (a >= 0 && b >= 0);
if (test === keys.SEGINT && !segint) return null;
if (test === keys.RAYINT && !rayint) return null;
var ip = BASE.newPoint(
p1x + (a * d1x), // x
p1y + (a * d1y), // y
p3.z || p4.z, // z
segint ? keys.SEGINT : rayint ? keys.RAYINT : keys.PROJECT
);
ip.dist = a;
ip.p1 = p3;
ip.p2 = p4;
return ip;
}
/**
* used by {@link rayIntersect} and {@link Polygon.trace}
*
* @param {Point} ro
* @param {Slope} s1
* @param {Point} p1
* @param {Point} p2
* @param {boolean} [infinite]
* @returns {?Point}
*/
function intersectRayLine(ro, s1, p1, p2, infinite) {
var keys = BASE.key,
p1x = ro.x,
p1y = ro.y,
s1x = s1.dx,
s1y = s1.dy,
p3x = p1.x,
p3y = p1.y,
p4x = p2.x,
p4y = p2.y,
s2x = p4x - p3x,
s2y = p4y - p3y,
d = (s2y * s1x) - (s2x * s1y);
var a = p1y - p3y,
b = p1x - p3x,
n1 = (s2x * a) - (s2y * b),
n2 = (s1x * a) - (s1y * b);
if (Math.abs(d) < 0.000000000001) {
// lines are parallel or collinear
return null;
}
a = n1 / d;
b = n2 / d;
if (infinite || (inCloseRange(b,0,1) && a >= 0)) {
var ip = BASE.newPoint(
p1x + (a * s1x),
p1y + (a * s1y),
p2.z || ro.z,
keys.NONE
);
ip.dist = a;
ip.p1 = p1;
ip.p2 = p2;
return ip;
}
return null;
}
/**
* @param {Point} p1
* @param {Point} p2
* @param {Point} p3
* @param {Point} p4
* @returns {number}
*/
function determinant(p1, p2, p3, p4) {
var d1x = (p2.x - p1.x),
d1y = (p2.y - p1.y),
d2x = (p4.x - p3.x),
d2y = (p4.y - p3.y);
return (d2y * d1x) - (d2x * d1y);
}
/** ******************************************************************
* Connect to base
******************************************************************* */
BASE.key = {
NONE : "",
PROJECT : "project",
SEGINT : "segint",
RAYINT : "rayint",
PARALLEL : "parallel"
};
BASE.config = {
// heal disjoint polygons in slicing (experimental)
bridgeLineGapDistance : 0,
// Bounds default margin nearTo
// Polygon.offset mindist2 offset precision
precision_offset : 0.05,
// Polygon.isEquivalent area() isCloseTo
precision_poly_area : 0.05,
// Polygon.isEquivalent bounds() equals value
precision_poly_bounds: 0.01,
// Polygon.isEquivalent point distance to other poly line
precision_poly_merge: 0.05,
// Polygon.traceIntersects mindist2
// Polygon.overlaps (bounds overlaps test precision)
// Polygon.isEquivalent circularity (is circle if 1-this < merge)
// Slope.isSame (vert/horiz w/in this value)
// isCloseTo() default for dist
// sliceIntersects point merge dist for non-fill
precision_merge : 0.0001,
precision_slice_z : 0.0001,
// Point.isInPolygon nearPolygon value
// Point.isInPolygonNotNear nearPolygon value
// Point.isMergable2D distToSq2D value
// Point.isMergable3D distToSq2D value
// Polygon.isInside nearPolygon value
// Polygon.isOutside nearPolygon value
precision_merge_sq : sqr(0.0001),
// Bound.isNested inflation value for potential parent
precision_bounds : 0.0001,
// Slope.isSame default precision
precision_slope : 0.02,
// Slope.isSame use to calculate precision
precision_slope_merge : 0.25,
// sliceIntersect point merge distance for fill
precision_fill_merge : 0.001,
// convertPoints point merge distance
// other values break cube-s9 (wtf)
precision_decimate : 0.05,
// decimate test over this many points
decimate_threshold : 100000,
// Point.onLine precision distance (endpoints in Polygon.intersect)
precision_point_on_line : 0.01,
// Polygon.isEquivalent value for determining similar enough to test
precision_circularity : 0.001,
// polygon fill hinting (settings override)
hint_len_min : sqr(3),
hint_len_max : sqr(20),
hint_min_circ : 0.15,
// tolerances to determine if a point is near a masking polygon
precision_mask_tolerance : 0.001,
// Polygon isInside,isOutside tolerance (accounts for midpoint skew)
precision_close_to_poly_sq : sqr(0.001),
// how long a segment has to be to trigger a midpoint check (inner/outer)
precision_midpoint_check_dist : 1,
precision_nested_sq : sqr(0.01),
// clipper multiplier
clipper : 100000,
// clipper poly clean
clipperClean : 1000
};
BASE.util = {
sqr : sqr,
time : time,
round : round,
area2: area2,
distSq : dist2,
distSqv2 : dist2v2,
inRange : inRange,
isCloseTo : isCloseTo,
inCloseRange : inCloseRange,
isCollinear : isCollinear,
isClockwise : isClockwise,
isCounterClockwise : isCounterClockwise,
doCombinations : doCombinations,
offsetPrecision : offsetPrecision,
intersectRayLine : intersectRayLine,
intersect : intersect,
determinant : determinant
};
})();