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-rw-r--r--assets/javascripts/math/point.js216
-rw-r--r--assets/javascripts/math/vec2.js134
-rw-r--r--assets/javascripts/util/mouse.js29
3 files changed, 42 insertions, 337 deletions
diff --git a/assets/javascripts/math/point.js b/assets/javascripts/math/point.js
index 5a5d0db..bb2dc4f 100644
--- a/assets/javascripts/math/point.js
+++ b/assets/javascripts/math/point.js
@@ -1,230 +1,38 @@
(function(){
function clamp(n,a,b){ return n<a?a:n<b?n:b }
- var point = function (a,b){
- this.a = a
- this.b = b
+ var point = function (x, y){
+ this.x = x
+ this.y = y
}
point.prototype.distanceTo = function(p){
return Math.sqrt(this.dot(p))
}
point.prototype.dot = function(p){
- return Math.pow(this.a - p.a, 2) + Math.pow(this.b - p.b, 2)
- }
-
-
- point.prototype.magnitude = function(){
- return this.b-this.a
- }
- point.prototype.length = function(){
- return Math.abs(this.b-this.a)
- }
- point.prototype.dist = function(){
- return dist(0,this.a,0,this.b)
+ return Math.pow(this.x - p.x, 2) + Math.pow(this.y - p.y, 2)
}
point.prototype.clone = function(){
- return new point(this.a, this.b)
- }
- point.prototype.assign = function(v){
- this.a = v.a
- this.b = v.b
- return this
- }
- point.prototype.abs = function(){
- if (this.b < this.a) {
- this.invert()
- }
- return this
- }
- point.prototype.invert = function(){
- this.a = this.a ^ this.b
- this.b = this.a ^ this.b
- this.a = this.a ^ this.b
- return this
- }
- point.prototype.midpoint = function(){
- return lerp(0.5, this.a, this.b)
- }
- point.prototype.lerp = function(n){
- return lerp(n, this.a, this.b)
- }
- point.prototype.eq = function(v){
- return this.a == v.a && this.b == v.b
- }
- point.prototype.add = function(n){
- this.a += n
- this.b += n
- return this
- }
- point.prototype.sub = function(n){
- this.a -= n
- this.b -= n
- return this
- }
- point.prototype.mul = function(n){
- this.a *= n
- this.b *= n
- return this
- }
- point.prototype.div = function(n){
- this.a /= n
- this.b /= n
- return this
- }
- point.prototype.addVec = function(v){
- this.a += v.a
- this.b += v.b
- return this
- }
- point.prototype.subVec = function(v){
- this.a -= v.a
- this.b -= v.b
- return this
- }
- point.prototype.zero = function(){
- this.a = this.b = 0
- }
- point.prototype.round = function(){
- this.a = Math.round(this.a)
- this.b = Math.round(this.b)
- }
- point.prototype.setPosition = function(n){
- var len = this.length()
- this.a = n
- this.b = n + len
- }
- point.prototype.setLength = function(n){
- this.b = this.a + n
- }
- point.prototype.normalize = function(){
- var dim = max(this.a, this.b)
- this.a = this.a/dim
- this.b = this.b/dim
- return this
- }
- point.prototype.contains = function(n){
- return this.a <= n && n <= this.b
- }
- point.prototype.containsCenter = function(n){
- return this.a < n && n < this.b
- }
- point.prototype.containsDisc = function(n,r){
- return this.a <= n-r && n+r <= this.b
- }
- point.prototype.clamp = function(n){
- return clamp(n, this.a, this.b)
- }
- point.prototype.clampDisc = function(n,r){
- return clamp(n, this.a+r, this.b-r)
- }
- point.prototype.intersects = function(v){
- if (this.a == v.a || this.b == v.b || this.a == v.b || this.b == v.a) {
- return true
- }
- else if (this.a < v.a) {
- return (v.a < this.b && this.b <= v.b) || (this.a < v.b && v.b <= this.b)
- }
- else if (this.a > v.a) {
- return (this.a < v.b && v.b <= this.b) || (v.a < this.b && this.b <= v.b)
- }
- }
- point.prototype.overlaps = function(v){
- if (this.a == v.a || this.b == v.b) {
- return true
- }
- if (this.a < v.a) {
- return (v.a < this.b && this.b < v.b) || (this.a < v.b && v.b < this.b)
- }
- else if (v.a < this.a) {
- return (this.a < v.b && v.b < this.b) || (v.a < this.b && this.b < v.b)
- }
- }
-
-
- point.prototype.adjacent = function(v){
- if (this.a == v.a || this.b == v.b || this.a == v.b || this.b == v.a) {
- return true
- }
- return false
- }
- point.prototype.union = function(v){
- if (this.intersects(v)) {
- return new point( Math.min(this.a,v.a), Math.max(this.b, v.b) )
- }
- }
- point.prototype.intersection = function(v){
- if (this.intersects(v)) {
- return new point( Math.max(this.a,v.a), Math.min(this.b, v.b) )
- }
- }
-
- // given two vectors, test how they overlap
- // return the set of overlapping segments in the initial vector, labelled with sides
- point.prototype.split = function(v, left, right){
- var intervals = [], _len
-
- if (this.eq(v)) {
- intervals.push([ new point( this.a, this.b ), left | right ])
- }
-
- // a---A===b---B (rightways overlap)
- else if (this.contains(v.a) && v.contains(this.b)) {
- intervals.push([ new point( this.a, v.a ), left ])
- intervals.push([ new point( v.a, this.b ), right ])
- }
-
- // A---a===B---b (leftways overlap)
- else if (v.contains(this.a) && this.contains(v.b)) {
- intervals.push([ new point( this.a, v.b ), left ])
- intervals.push([ new point( v.b, this.b ), right ])
- }
-
- // a---A===B---b (contains v)
- else if (this.contains(v.a) && this.contains(v.b)) {
- intervals.push([ new point( this.a, v.a ), left ])
- intervals.push([ new point( v.a, v.b ), 0 ])
- intervals.push([ new point( v.b, this.b ), right ])
- }
-
- // A---a===b---B (contained in v)
- else { // if (v.contains(this.a) && v.contains(v.b)) {
- intervals.push([ new point( this.a, this.b ), left | right ])
- }
-
- // cull empty vectors
- _len = intervals.length
- if (_len > 1) {
- if (intervals[0][0].magnitude() == 0) {
- intervals[1][1] |= intervals[0][1]
- intervals.shift()
- }
- else if (intervals[_len-1][0].magnitude() == 0) {
- intervals[_len-2][1] |= intervals[_len-1][1]
- intervals.pop()
- }
- }
-
- return intervals
+ return new point(this.x, this.y)
}
point.prototype.toString = function(){
- return "[" + round(this.a) + " " + round(this.b) + "]"
+ return "[" + round(this.x) + " " + round(this.y) + "]"
}
point.prototype.exactString = function(){
- return "[" + this.a + " " + this.b + "]"
+ return "[" + this.x + " " + this.y + "]"
}
point.prototype.serialize = function(){
- return [ round(this.a), round(this.b) ]
+ return [ round(this.x), round(this.y) ]
}
point.prototype.deserialize = function(data){
- this.a = data[0]
- this.b = data[1]
+ this.x = data[0]
+ this.y = data[1]
}
point.prototype.quantize = function(n){
n = n || 10
- this.a = quantize(this.a, n)
- this.b = quantize(this.b, n)
+ this.x = quantize(this.x, n)
+ this.y = quantize(this.y, n)
}
if ('window' in this) {
diff --git a/assets/javascripts/math/vec2.js b/assets/javascripts/math/vec2.js
index 550d0db..75fd859 100644
--- a/assets/javascripts/math/vec2.js
+++ b/assets/javascripts/math/vec2.js
@@ -8,146 +8,44 @@
point = require('./point')
}
- var vec2 = function (x0,y0,x1,y1){
+ var vec2 = function (x0,y0, x1,y1){
if (x0 instanceof point) {
- this.x = x0
- this.y = y0
+ this.a = x0
+ this.b = y0
}
else if (x1 === undefined) {
- this.x = new point(x0,x0)
- this.y = new point(y0,y0)
+ this.a = new point(x0,y0)
+ this.b = new point(x0,y0)
}
else {
- this.x = new point(x0,x1)
- this.y = new point(y0,y1)
+ this.a = new point(x0,y0)
+ this.b = new point(x1,y1)
}
}
vec2.prototype.clone = function(){
- return new vec2( this.x.clone(), this.y.clone() )
- }
- vec2.prototype.assign = function(r) {
- this.x.assign(r.x)
- this.y.assign(r.y)
- return this
- }
- vec2.prototype.center = function(){
- return new point(this.x.midpoint(), this.y.midpoint())
- }
- vec2.prototype.area = function(){
- return this.x.length() * this.y.length()
- }
- vec2.prototype.magnitude = function(){
- return dist(this.x.a, this.y.a, this.x.b, this.y.b)
- }
- vec2.prototype.maxDimension = function(){
- return abs(this.width) > abs(this.height) ? this.width : this.height
+ return new vec2( this.a.clone(), this.b.clone() )
}
- vec2.prototype.mul = function(n){
- this.x.mul(n)
- this.y.mul(n)
- return this
- }
- vec2.prototype.div = function(n){
- this.x.div(n)
- this.y.div(n)
- return this
- }
+ vec2.prototype.delta = function(){ return new point( this.width(), this.height() ) }
+ vec2.prototype.width = function(){ return this.b.x - this.a.x }
+ vec2.prototype.height = function(){ return this.b.y - this.a.y }
- vec2.prototype.translate = function(translation){
- var translation = translation || this.translation
- this.x.abs().add(translation.a)
- this.y.abs().add(translation.b)
- this.translation.a = this.translation.b = 0
- return this
- }
- vec2.prototype.contains = function(x,y){
- return this.x.contains(x) && this.y.contains(y)
- }
- vec2.prototype.contains_point = function(p){
- return this.x.contains(p.x) && this.y.contains(p.y)
- }
- vec2.prototype.containsDisc = function(x,y,r){
- return this.x.containsDisc(x,r) && this.y.containsDisc(y,r)
- }
- vec2.prototype.overlaps = function(rect){
- return this.x.overlaps(rect.x) && this.y.overlaps(rect.y)
- }
- vec2.prototype.intersects = function(r){
- var corner_intersect = (this.x.b === r.x.a && this.y.b === r.y.a)
- return this.x.intersects(r.x) && this.y.intersects(r.y) && ! corner_intersect
- }
- vec2.prototype.adjacent = function(r){
- return this.x.adjacent(r.x) && this.y.adjacent(r.y)
- }
- vec2.prototype.eq = function(r){
- return this.x.eq(r.x) && this.y.eq(r.y)
- }
- vec2.prototype.fits = function(v){
- return this.x.length() >= v.a && this.y.length() >= v.b
- }
- vec2.prototype.zero = function(){
- this.a.zero()
- this.b.zero()
- }
-// vec2.prototype.nearEdge = function (x, y, r) {
-// var edges = 0
-// if (x < this.x.a+r) {
-// edges |= LEFT
-// }
-// else if (x > this.x.b-r) {
-// edges |= RIGHT
-// }
-// if (y < this.y.a+r) {
-// edges |= FRONT
-// }
-// else if (y > this.y.b-r) {
-// edges |= BACK
-// }
-// return edges
-// }
- vec2.prototype.width = function(){ return this.x.length() }
- vec2.prototype.height = function(){ return this.y.length() }
- vec2.prototype.delta = function(){ return new point( this.x.magnitude(), this.y.magnitude() ) }
- vec2.prototype.expand = function(rect){
- this.x.a = Math.min( this.x.a, rect.x.a )
- this.x.b = Math.max( this.x.b, rect.x.b )
- this.y.a = Math.min( this.y.a, rect.y.a )
- this.y.b = Math.max( this.y.b, rect.y.b )
- return this
- }
- vec2.prototype.square = function(){
- var width = this.x.length()
- var height = this.y.length()
- var diff
- if (width < height) {
- diff = (height - width) / 2
- this.x.a -= diff
- this.x.b += diff
- }
- else {
- diff = (width - height) / 2
- this.y.a -= diff
- this.y.b += diff
- }
- return this
- }
vec2.prototype.toString = function(){
- var s = "[" + this.x.toString() + " " + this.y.toString() + "] "
+ var s = "[" + this.a.toString() + " " + this.b.toString() + "] "
return s
}
vec2.prototype.exactString = function(){
- var s = "[" + this.x.exactString() + " " + this.y.exactString() + "] "
+ var s = "[" + this.a.exactString() + " " + this.b.exactString() + "] "
return s
}
vec2.prototype.serialize = function(){
- return { x: this.x.serialize(), y: this.y.serialize() }
+ return { a: this.a.serialize(), b: this.b.serialize() }
}
vec2.prototype.quantize = function(n){
- this.x.quantize(n)
- this.y.quantize(n)
+ this.a.quantize(n)
+ this.b.quantize(n)
return this
}
diff --git a/assets/javascripts/util/mouse.js b/assets/javascripts/util/mouse.js
index d113d10..6d07f07 100644
--- a/assets/javascripts/util/mouse.js
+++ b/assets/javascripts/util/mouse.js
@@ -5,17 +5,17 @@
el: document.querySelector("#map"),
down: function(e, cursor){
// do something with val
- // cursor.x.a
- // cursor.y.a
+ // cursor.a.x
+ // cursor.a.y
},
move: function(e, cursor){
// var delta = cursor.delta()
- // delta.a (x)
- // delta.b (y)
+ // delta.x
+ // delta.y
},
up: function(e, cursor, new_cursor){
- // cursor.x.a
- // cursor.y.a
+ // cursor.a.x
+ // cursor.a.y
},
})
@@ -43,7 +43,7 @@ function mouse (opt) {
base.creating = false
base.dragging = false
- base.cursor = new vec2(0,0,0,0)
+ base.cursor = new vec2 (0,0,0,0)
base.tube = new Tube ()
opt.down && base.tube.on("down", opt.down)
@@ -102,8 +102,7 @@ function mouse (opt) {
var pos = positionFromMouse(e)
- var x = pos.a, y = pos.b
- base.cursor = new vec2 (x,y, x,y)
+ base.cursor = new vec2 (pos.x, pos.y)
base.down = true
e.clickAccepted = true
@@ -125,17 +124,17 @@ function mouse (opt) {
pos.quantize(10)
}
- var x = pos.a, y = pos.b
+ var x = pos.x, y = pos.y
if (base.down) {
- base.cursor.x.b = x
- base.cursor.y.b = y
+ base.cursor.b.x = x
+ base.cursor.b.y = y
base.tube("drag", e, base.cursor)
e.stopPropagation()
}
else {
- base.cursor.x.a = base.cursor.x.b = x
- base.cursor.y.a = base.cursor.y.b = y
+ base.cursor.a.x = base.cursor.b.x = x
+ base.cursor.a.y = base.cursor.b.y = y
base.tube("move", e, base.cursor)
}
}
@@ -156,7 +155,7 @@ function mouse (opt) {
e.stopPropagation()
base.down = false
pos = positionFromMouse(e)
- new_cursor = new vec2 (pos.a, pos.b)
+ new_cursor = new vec2 (pos.x, pos.y)
base.tube("up", e, base.cursor, new_cursor)
base.cursor = new_cursor
}