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diff --git a/public/assets/javascripts/rectangles/engine/shapes/polyline.js b/public/assets/javascripts/rectangles/engine/shapes/polyline.js
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+// A Polyline is a set of points inputted by the user using the V2 editor to trace a blueprint.
+// Additionally, it manages a set of MX objects which correspond to the walls in 3D.
+// In this way, it attempts to bridge the 2D (canvas, imperative) and 3D (css, declarative) views.
+
+if (! ('window' in this) ) {
+ var Fiber = require("../../../vendor/bower_components/fiber/src/fiber.js")
+ var vec2 = require("../../models/vec2")
+}
+
+var Polyline = Fiber.extend(function(base){
+ var exports = {}
+ exports.init = function(){
+ this.points = []
+ this.mx_points = []
+ this.closed = false
+ }
+ exports.type = function(){
+ return "polyline"
+ }
+ exports.instantiate = function(){
+ return new Polyline
+ }
+ exports.add = function(p){
+ this.points.push( p )
+ this.mx_points.push( new MX.Point(p) )
+ }
+ exports.firstPoint = function(){
+ return this.points[0]
+ }
+ exports.lastPoint = function(){
+ return this.points[this.points.length-1]
+ }
+ exports.canCloseWith = function(p){
+ return (this.points.length > 2 && this.points[0].distanceTo( p ) < 10/map.zoom)
+ }
+ exports.getHeadAtIndex = function(index){
+ if (index == 0) { return null }
+ if (index == this.points.length-1) { return this.clone() }
+ var head = this.instantiate()
+ head.points = this.points.slice(0, index+1)
+ return head
+ }
+ exports.getTailAtIndex = function(index){
+ if (index == this.points.length-1) { return null }
+ if (index == 0) { return this.clone() }
+ var tail = this.instantiate()
+ tail.points = this.points.slice(index, this.points.length)
+ return tail
+ }
+ exports.clone = function(){
+ var clone = this.instantiate()
+ clone.points = this.points.concat()
+ }
+ exports.getSegment = function(segment){
+ var seg = [
+ this.points[segment.head],
+ this.points[segment.tail],
+ ]
+ if (segment.head == 0) {
+ seg.push( this.lastPoint() )
+ }
+ else if (segment.tail == this.points.length-1) {
+ seg.push( this.firstPoint() )
+ }
+ return seg
+ }
+ exports.cloneSegment = function(segment){
+ return this.getSegment(segment).map(function(point){ return point.clone() })
+ }
+ exports.translateSegment = function(src, dest, dx, dy){
+ dest[0].a = src[0].a + dx
+ dest[0].b = src[0].b + dy
+ dest[1].a = src[1].a + dx
+ dest[1].b = src[1].b + dy
+ if (src.length == 3) {
+ dest[2].a = src[2].a + dx
+ dest[2].b = src[2].b + dy
+ }
+ }
+ exports.hasPointNear = function(p){
+ var point
+ for (var i = 0; i < this.points.length; i++){
+ point = this.points[i]
+ if (point.distanceTo( p ) < 10/map.zoom) {
+ return point
+ }
+ }
+ return null
+ }
+ exports.hasEndPointNear = function(p){
+ if (this.closed || ! this.points.length) return null
+ if (this.firstPoint().distanceTo( p ) < 10/map.zoom) {
+ return this.firstPoint()
+ }
+ if (this.lastPoint().distanceTo( p ) < 10/map.zoom) {
+ return this.lastPoint()
+ }
+ return null
+ }
+ exports.hasSegmentNear = function(p, min_dist){
+ var p1, p2, d1, d2, sum, rat
+ var dx, dy, new_x, new_y, x, y, closest_distance = min_dist || Infinity
+ var closest_i = -1
+ var points = this.points
+ var p1, p2 = points[0]
+ for (var i = 1; i < points.length; i++) {
+ p1 = p2
+ p2 = points[i]
+ d1 = p2.a - p1.a
+ d2 = p2.b - p1.b
+ sum = d1*d1 + d2*d2
+ rat = ((p.a - p1.a) * d1 + (p.b - p1.b) * d2) / sum
+ rat = rat < 0 ? 0 : rat < 1 ? rat : 1
+ new_x = p1.a + rat * d1
+ new_y = p1.b + rat * d2
+ dx = new_x - p.a
+ dy = new_y - p.b
+ sum2 = sqrt(dx*dx+dy*dy)
+ if (sum2 < closest_distance) {
+ x = new_x
+ y = new_y
+ closest_distance = sum2
+ closest_i = i
+ }
+ }
+ if (closest_i == -1) return null
+ return {
+ x: x,
+ y: y,
+ distance: closest_distance,
+ head: closest_i-1,
+ tail: closest_i,
+ }
+ }
+ exports.draw = function(ctx, fillStyle, strokeStyle){
+ var points = this.points
+ if (! points.length) return
+ if (points.length == 1) {
+ ctx.fillStyle = "#f80"
+ map.draw.dot_at(this.points[0].a, points[0].b, 5)
+ }
+ if (points.length > 1) {
+ ctx.fillStyle = fillStyle
+ ctx.strokeStyle = strokeStyle
+ ctx.lineWidth = 2 / map.zoom
+ ctx.beginPath()
+ ctx.moveTo(points[0].a, points[0].b)
+ points.forEach(function(point, i){
+ i && ctx.lineTo(point.a, point.b)
+ })
+ strokeStyle && ctx.stroke()
+ if (! map.ui.placing || this.closed) {
+ fillStyle && ctx.fill()
+ }
+ }
+ }
+ exports.draw_line = function (ctx, p){
+ var last = this.points[this.points.length-1]
+ ctx.strokeStyle = "#f80"
+ ctx.lineWidth = 2 / map.zoom
+ ctx.beginPath()
+ ctx.moveTo(last.a, last.b)
+ ctx.lineTo(p.a, p.b)
+ ctx.stroke()
+ }
+ exports.close = function(){
+ this.points[this.points.length] = this.points[0]
+ this.closed = true
+ }
+ exports.build = function(){
+ this.mx_points && this.mx_points.forEach(function(mx){ scene.remove(mx) })
+ this.mx = new MX.Polyline(this)
+ }
+ exports.rebuild = function(){
+ this.mx.rebuild()
+ }
+ exports.getSegments = function(){
+ if (this.points.length == 1) {
+ return []
+ }
+ var segments = []
+ for (var i = 1; i < this.points.length; i++) {
+ segments.push( [ this.points[i-1], this.points[i] ] )
+ }
+ return segments
+ }
+ exports.serialize = function(){
+ return {
+ type: this.type(),
+ closed: this.closed,
+ points: this.points.map(function(point){ return [point.a, point.b] }),
+ }
+ }
+ exports.deserialize = function(data){
+ this.closed = data.closed || false
+ this.points = (data.points || data).map(function(point){ return new vec2(point[0], point[1]) })
+ }
+ exports.reset = function(){
+ this.mx_points.forEach(function(mx){ scene.remove(mx) })
+ this.mx_points.length = 0
+ this.points.length = 0
+ }
+ exports.destroy = function(){
+ this.reset()
+ this.mx && this.mx.destroy()
+ }
+ return exports
+})
+
+if (! ('window' in this) ) {
+ module.exports = Polyline
+}