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Diffstat (limited to 'public/assets/javascripts/rectangles/engine/shapes')
4 files changed, 642 insertions, 0 deletions
diff --git a/public/assets/javascripts/rectangles/engine/shapes/ortho.js b/public/assets/javascripts/rectangles/engine/shapes/ortho.js new file mode 100644 index 0000000..163f646 --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/shapes/ortho.js @@ -0,0 +1,66 @@ +// An OrthoPolyline is a Polyline where all angles are 90 degrees. + +if (! ('window' in this) ) { + var Polyline = require("./polyline.js") +} + +var OrthoPolyline = Polyline.extend(function(base){ + var exports = {} + exports.type = function(){ + return "ortho" + } + exports.instantiate = function(){ + return new OrthoPolyline + } + exports.canCloseWith = function(p){ + return (this.points.length > 2 && this.points[0].distanceTo( p ) < 10/map.zoom) + } + 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.translateSegment = function(src, dest, dx, dy) { + if (src[0].a == src[1].a) { + dest[0].a = src[0].a + dx + dest[1].a = src[1].a + dx + if (src.length == 3) { + dest[2].a = src[2].a + dx + } + } + else { + dest[0].b = src[0].b + dy + dest[1].b = src[1].b + dy + if (src.length == 3) { + dest[2].b = src[2].b + dy + } + } + } + exports.close = function(){ + this.points[this.points.length] = this.points[0] + this.closed = true + } + return exports +}) + + +if (! ('window' in this) ) { + module.exports = OrthoPolyline +} diff --git a/public/assets/javascripts/rectangles/engine/shapes/polyline.js b/public/assets/javascripts/rectangles/engine/shapes/polyline.js new file mode 100644 index 0000000..b2cd92f --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/shapes/polyline.js @@ -0,0 +1,212 @@ +// 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 +} diff --git a/public/assets/javascripts/rectangles/engine/shapes/regionlist.js b/public/assets/javascripts/rectangles/engine/shapes/regionlist.js new file mode 100644 index 0000000..8c9e732 --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/shapes/regionlist.js @@ -0,0 +1,240 @@ +// This algorithm takes the polylines from ShapeList as input and produces +// a set of Rooms which can be used by the existing V1 mover and editor. + +// The algorithm assumes that +// 1) all angles are orthogonal +// 2) all polylines are closed + +if (! ('window' in this) ) { + var Fiber = require("../../../vendor/bower_components/fiber/src/fiber.js") + var vec2 = require("../../models/vec2") + var Rect = require("../../models/rect") + var sort = require("../../util/sort") +} + +var RegionList = (function(){ + + var RegionList = {} + var regions = RegionList.regions + + // Build a list of regions from the existing shapes. + // Operates on all the shapes at once. + RegionList.build = function(){ + var segments = RegionList.getSortedSegments() + return RegionList.buildRoomsFromSegments(segments) + } + + // Build a list of regions from the individual shapes. + // Same, but operates on the shapes individually + RegionList.buildByShape = function(){ + var shapes = RegionList.getSortedSegmentsByShape() + var region_lists = shapes.map(function(shape){ + return RegionList.buildRoomsFromSegments(shape.segments) + }) + var regions = [] + return regions.concat.apply(regions, region_lists); + } + + RegionList.buildRoomsFromSegments = function(segments){ + + var rooms = [] + var seen_rooms = {} + var open_segments = [] + + var segment, open_segment, x_segment, y_segments, overlapped, seen_segments + + // first pass: generate rooms from the vertical segments only + for (var i = 0; i < segments.length; i++) { + segment = segments[i] + if (! segment.isVertical()) { + continue + } + + // check all the "open segments" we know about, i.e. rooms where we've only found + // the right wall. + overlapped = false + for (var j = 0; j < open_segments.length; j++) { + open_segment = open_segments[j] + + // if these two segments overlap each other, then there is a room between them. + if (segment.y.overlaps(open_segment.y)) { + overlapped = true + open_segments.splice(j--, 1) + + // the X part of the room will be the span between these two vertical segments' + // X components. the Y part of the room is the "split" or subdivision between + // the two horizontal vectors. + + // the split function is non-commutative, + // so we need to call A split B and B split A, + // then dedupe the segments we got back.. + x_segment = new vec2( open_segment.x.a, segment.x.b ) + y_segments = open_segment.y.split(segment.y, 0, 0) + + seen_segments = {} + + // check each of the splits.. if the two segments overlap, then we definitely + // have a room here. + y_segments.forEach(function(seg){ + seen_segments[ seg[0]+"" ] = true + var room = new Rect( x_segment, seg[0] ) + + if (seen_rooms[ room+"" ]) return + seen_rooms[ room+"" ] = true + + room.sides = 0 + + rooms.push(room) + var new_seg = new Rect( segment.x, seg[0] ) + open_segments.unshift(new_seg) + j++ + }) + + // splitting the other way.. + y_segments = segment.y.split(open_segment.y, 0, 0) + y_segments.forEach(function(seg){ + if (seen_segments[ seg[0]+"" ]) return; + var new_seg = new Rect( segment.x, seg[0] ) + open_segments.unshift(new_seg) + j++ + }) + } + } + + // if we have overlap, then re-sort the open segments Y-wise + // and (again) dedupe.. + if (overlapped) { + open_segments = open_segments.sort(function(a,b){ + if (a.y.a < b.y.a) { return -1 } + if (a.y.a == b.y.a) { return 0 } + if (a.y.a > b.y.a) { return 1 } + }) + + if (open_segments.length < 2) { continue } + + for (var k = 1; k < open_segments.length; k++) { + if (open_segments[k-1].y.containsVec(open_segments[k].y)) { + open_segments.splice(k--, 1) + } + else if (open_segments[k-1].y.overlaps(open_segments[k].y)) { + open_segments[k].y = open_segments[k].y.clone() + open_segments[k].y.a = open_segments[k-1].y.b + } + } + } + // if we don't have any overlap, then this is a new open segment. + else { + open_segments.push(segment) + } + } + + var splits, splitter + + // second pass: now that we have a bunch of rooms, assign sides to all of them. + // sides are used in the "mover" script to do bounds checking. + for (var i = 0; i < segments.length; i++) { + segment = segments[i] + var horizontal = segment.isHorizontal(), vertical = segment.isVertical() + for (var r = 0; r < rooms.length; r++){ + room = rooms[r] + + // vertical segments determine the left and right edges of the room, fairly simply. + if (vertical) { + if (segment.y.containsVec(room.y)) { + if (segment.x.a == room.x.a) { + room.sides |= LEFT + } + if (segment.x.a == room.x.b) { + room.sides |= RIGHT + } + } + } + + // horizontal segments determine the front and back edges of the room. + if (horizontal) { + if (segment.x.containsVec(room.x)) { + if (segment.y.a == room.y.a) { + room.sides |= FRONT + } + if (segment.y.a == room.y.b) { + room.sides |= BACK + } + } + + // however, since we did not split on horizontal segments, our rooms may + // only have partial overlap with these segments, in which case we need to + // split the rooms apart. + else if ((segment.y.a == room.y.a || segment.y.a == room.y.b) && room.x.overlaps(segment.x)) { + + // split the room across the segment. preserve whether or not we know the + // room borders a segment on the left or right. + splits = room.x.split(segment.x, room.sides & LEFT, room.sides & RIGHT) + rooms.splice(r--, 1) + for (var k = 0; k < splits.length; k++) { + splitter = splits[k] + var new_room = new Rect( splitter[0], room.y ) + new_room.sides = splitter[1] | ( room.sides & FRONT_BACK ) + if (segment.x.overlaps( splitter[0] )) { + if (segment.y.a == new_room.y.a) { + new_room.sides |= FRONT + } + if (segment.y.a == new_room.y.b) { + new_room.sides |= BACK + } + } + rooms.unshift(new_room) + r++ + } + } + + } + } + } + + return rooms + } + + // Gets a list of polylines from the ShapeList and sorts the segments. + RegionList.getSortedSegments = function(){ + // get a list of all segments from these polylines + var segments = shapes.getAllSegments() + + segments = segments.map(RegionList.segmentsToRects) + + return sort.rects_by_position(segments) + } + + RegionList.getSortedSegmentsByShape = function(){ + return shapes.getAllShapeSegments().map(function(shape){ + var segments = shape.map(RegionList.segmentsToRects) + return { + shape: shape, + segments: sort.rects_by_position(segments) + } + }) + } + + // re-orient a segment so it's either facing up or right and make it into a rect + RegionList.segmentsToRects = function(segment){ + // vertical + if (segment[0].a == segment[1].a) { + if (segment[0].b > segment[1].b) { + segment.push(segment.shift()) + } + } + // horizontal + else if (segment[0].b == segment[1].b) { + if (segment[0].a > segment[1].a) { + segment.push(segment.shift()) + } + } + return new Rect( segment[0].a, segment[0].b, segment[1].a, segment[1].b ) + } + + if (! ('window' in this) ) { + module.exports = RegionList + } + + return RegionList + +})()
\ No newline at end of file diff --git a/public/assets/javascripts/rectangles/engine/shapes/shapelist.js b/public/assets/javascripts/rectangles/engine/shapes/shapelist.js new file mode 100644 index 0000000..21beb76 --- /dev/null +++ b/public/assets/javascripts/rectangles/engine/shapes/shapelist.js @@ -0,0 +1,124 @@ +// The ShapeList manages the list of polylines which form a V2 layout. + +if (! ('window' in this) ) { + var Fiber = require("../../../vendor/bower_components/fiber/src/fiber.js") + var Polyline = require("./polyline.js") + var OrthoPolyline = require("./ortho.js") +} + +var ShapeList = Fiber.extend(function(base){ + var exports = {} + exports.init = function(){ + this.shapes = [] + this.workline = null + } + exports.add = function(shape){ + this.shapes.push(shape) + } + exports.remove = function(shape){ + var index = this.shapes.indexOf(shape) + if (index !== -1) { + this.shapes.splice(index, 1) + } + } + exports.destroy = function(){ + this.shapes.forEach(function(shape){ + shape.destroy() + }) + this.shapes = [] + } + exports.count = function(){ + return this.shapes.length + } + exports.removeSegment = function (segment){ + var shape = segment.shape + var head = shape.getHeadAtIndex(segment.head) + var tail = shape.getTailAtIndex(segment.tail) + this.remove(shape) + shape.destroy() + if (head) { + this.add(head) + head.build() + } + if (tail) { + this.add(tail) + tail.build() + } + } + exports.findClosestPoint = function (p){ + var point + for (var i = 0; i < this.shapes.length; i++) { + point = this.shapes[i].hasPointNear(p) + if (point) return { point: point, shape: this.shapes[i] } + } + return null + } + exports.findClosestEndPoint = function (p){ + var point + for (var i = 0; i < this.shapes.length; i++) { + point = this.shapes[i].hasEndPointNear(p) + if (point) return { point: point, shape: this.shapes[i] } + } + return null + } + exports.findClosestSegment = function (p){ + var segment = null, closest_segment = null + for (var i = 0; i < this.shapes.length; i++) { + segment = this.shapes[i].hasSegmentNear(p, 10) + if (segment && (! closest_segment || segment.distance < closest_segment.distance)) { + closest_segment = segment + closest_segment.shape = this.shapes[i] + } + } + return closest_segment + } + exports.forEach = function(fn){ + this.shapes.forEach(fn) + } + exports.getAllShapeSegments = function(){ + return this.shapes.map(function(shape){ return shape.getSegments() }) + } + exports.getAllSegments = function(){ + var segments = [] + this.shapes.forEach(function(shape){ + segments = segments.concat( shape.getSegments() ) + }) + return segments + } + exports.draw = function(ctx, fillStyle, strokeStyle) { + this.shapes.forEach(function(shape){ + shape.draw(ctx, fillStyle, strokeStyle) + }) + } + exports.serialize = function(){ + return this.shapes.map(function(shape){ + return shape.serialize() + }) + } + exports.deserialize = function(data){ + data && data.forEach(function(shape_data){ + var line + switch (shape_data.type) { + case 'ortho': + line = new OrthoPolyline() + break + default: + line = new Polyline() + break + } + line.deserialize(shape_data) + shapes.add(line) + }.bind(this)) + } + exports.build = function(){ + this.shapes.forEach(function(shape){ + shape.build() + }) + } + return exports +}) + +if (! ('window' in this) ) { + shapes = new ShapeList + module.exports = shapes +} |
