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window.ctx = window.rects = window.regions = window.w = window.h = null;
var app = new function(){
var canvas = document.createElement("canvas")
var ctx = window.ctx = canvas.getContext("2d")
var w = window.w = canvas.width = 500
var h = window.h = canvas.height = 500
var regions = []
document.querySelector("#map").appendChild(canvas)
function init(){
bind()
animate()
}
function animate(){
requestAnimationFrame(animate)
clear_canvas()
if (modified) {
solve_rects()
}
draw_ruler()
draw_regions(regions)
draw_mouse(mouse)
z = false
}
var rects = window.rects = [
new rect(100,100, 300,300),
new rect(200,200, 400,400),
]
this.creating = false
this.dragging = false
var modified = true
var mouse = new rect(0,0,0,0)
function bind(){
canvas.addEventListener("mousedown", function(e){
var x = e.pageX, y = e.pageY
mouse = new rect (x,y)
if (e.shiftKey) {
mouse.quantize(10)
}
var intersects = rects.filter(function(r){ return r.focused = r.contains(x,y) })
// console.log(intersects)
if (intersects.length){
app.dragging = intersects[0]
}
else {
app.creating = true
}
if (e.shiftKey && app.dragging) {
app.dragging.quantize(10)
}
})
canvas.addEventListener("mousemove", function(e){
var x, y
if (e.shiftKey) {
x = quantize( e.pageX, 10 )
y = quantize( e.pageY, 10 )
}
else {
x = e.pageX
y = e.pageY
}
mouse.x.b = x
mouse.y.b = y
if (app.dragging) {
app.dragging.translation.a = mouse.x.magnitude()
app.dragging.translation.b = mouse.y.magnitude()
}
else if (app.creating) {
mouse.x.b = x
mouse.y.b = y
}
else {
mouse.x.a = mouse.x.b
mouse.y.a = mouse.y.b
}
})
document.addEventListener("mouseup", function(e){
if (app.creating) {
if (mouse.height() != 0 && mouse.width() != 0) {
rects.push(mouse.normalize())
}
}
if (app.dragging) {
app.dragging.normalize()
}
mouse = new rect(e.pageX, e.pageY)
app.creating = app.dragging = false
modified = true
})
}
function solve_rects(){
rects = sort_rects_by_position(rects)
for (var i = 0; i < rects.length; i++) {
rects[i].id = i
rects[i].reset()
}
regions = []
var left, right
for (var i = 0; i < rects.length; i++) {
left = rects[i]
for (var j = i+1; j < rects.length; j++) {
right = rects[j]
if (left.intersects(right)) {
left.clipTo(right)
right.clipTo(left)
}
if (left.x.b < right.x.a) {
break
}
}
}
for (var i = 0; i < rects.length; i++) {
regions = regions.concat(rects[i].regions)
}
regions = sort_rects_by_area( regions.filter(function(r){ return !!r }) )
var ty = new tree (regions[0].y.a, [regions[0]])
var tx = new tree (regions[0].x.a, ty)
var ttx, tty
for (var i = 1; i < regions.length; i++) {
ttx = tx.add (regions[i].x.a, null)
if (ttx.data) {
tty = ttx.data.add (regions[i].y.a, null)
// duplicate polygon?
if (tty.data) {
tty.data.forEach(function(yy, ii){
if (yy.intersects(regions[i])) {
if (yy.area() > regions[i].area()) {
regions[i].dupe = true
}
else {
yy.dupe = true
tty.data[ii] = regions[i]
}
}
})
}
else {
tty.data = [regions[i]]
}
}
else {
ttx.data = new tree (regions[i].y.a, [regions[i]])
}
}
regions = sort_rects_by_position(regions)
modified = false
// document.getElementById("intersects").innerHTML = sort_rects_by_position(regions).join("<br>")
}
// generate floor and ceiling for some regions
// generate walls from surviving regions
// generate ceiling-walls where ceiling has discontinuity
this.init = init
return this
}
app.init()
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