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path: root/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.

var Polyline = Fiber.extend(function(base){
	var exports = {}
	exports.init = function(){
    this.points = []
    this.mx_points = []
    this.closed = false
	}
	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 = new Polyline()
	  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 = new Polyline()
	  tail.points = this.points.slice(index, this.points.length)
	  return tail
	}
	exports.clone = function(){
	  var clone = new Polyline()
	  clone.points = this.points.concat()
	}
	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){
    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 = "rgba(255,255,0,0.1)"
      ctx.strokeStyle = "#f80"
      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)
      })
      ctx.stroke()
      if (! map.ui.placing || this.closed) {
        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)
    shapes.add(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 this.points.map(function(point){ return [point.a, point.b] })
  }
  exports.deserialize = function(points){
    this.points = points.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
})