1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
|
<canvas id="canvas"></canvas>
<div id="hud"></div>
<script src="/assets/javascripts/util.js"></script>
<script src="/assets/javascripts/vendor/bower_components/hidpi-canvas/dist/hidpi-canvas.js"></script>
<script src="/assets/javascripts/vendor/tube.js"></script>
<script src="/assets/javascripts/rectangles/util/constants.js"></script>
<script src="/assets/javascripts/rectangles/util/mouse.js"></script>
<script src="/assets/javascripts/rectangles/models/vec2.js"></script>
<script src="/assets/javascripts/rectangles/models/rect.js"></script>
<script src="/assets/javascripts/vendor/canvasutilities.js"></script>
<script>
var w = canvas.width = 600
var h = canvas.height = 400
var ctx = canvas.getContext('2d')
var vec_a = new Rect( 100, 120, 50, 100 )
var vec_b = new Rect( 20, 200, 120, 120 )
var vecs = [ vec_a, vec_b ]
var points = [ vec_a.x, vec_a.y, vec_b.x, vec_b.y ]
var r = 4
var vec_c = new Rect()
vec_c.x = vec_a.x
vec_c.y = vec_b.x
var intersect = new vec2 ()
var dragging = false, dragging_a, dragging_b
var delta = new vec2( 0, 0 )
var mymouse = new mouse({
el: canvas,
down: function(e, cursor){
points.some(function(p){
if (-cursor.x.a > p.a - r && -cursor.x.a < p.a + r &&
cursor.y.a > p.b - r && cursor.y.a < p.b + r) {
dragging_a = p.a
dragging_b = p.b
dragging = p
return true
}
})
},
drag: function(e, cursor){
if (! dragging) return
delta = cursor.delta()
delta.a = - delta.a
dragging.a = dragging_a + delta.a
dragging.b = dragging_b + delta.b
},
up: function(e, cursor, new_cursor){
delta.zero()
dragging.dragging = false
dragging = false
},
})
function draw () {
ctx.fillStyle = "#fff"
ctx.fillRect(0,0,w,h)
ctx.fillStyle = "#bbb"
points.forEach(drawPoint)
drawLine(vec_a.x, vec_a.y, "#f00")
drawLine(vec_b.x, vec_b.y, "#00f")
drawLine(vec_a.x, vec_b.x, "#080")
var t = perp(vec_c, vec_b) / ( perp(vec_a, vec_b) || 0.0000001 )
intersect.a = vec_a.x.a + ( vec_a.y.a - vec_a.x.a ) * t
intersect.b = vec_a.x.b + ( vec_a.y.b - vec_a.x.b ) * t
var collinear = is_collinear( intersect, vec_b )
var long_enough_to_intersect = 0 <= t && t <= 1
var msg
if (long_enough_to_intersect && collinear) {
ctx.fillStyle = "#f00"
msg = "through"
}
else if (collinear) {
ctx.fillStyle = "#0f0"
msg = "to"
}
else {
ctx.fillStyle = "#000"
msg = "off"
}
hud.innerHTML = [intersect.exactString(), vec_b.exactString(), msg].join("<br>")
drawPoint(intersect)
}
function drawLine (pa, pb, color) {
ctx.fillStyle = color
ctx.strokeStyle = color
var x1 = pa.a
var y1 = pa.b
var x2 = pb.a
var y2 = pb.b
drawArrow(ctx, x1, y1, x2, y2)
}
function drawPoint (p) {
var x = p.a - r
var y = p.b - r
ctx.fillRect(x, y, r*2, r*2)
}
function perp (va, vb) {
return (va.y.a - va.x.a) * (vb.y.b - vb.x.b) - (va.y.b - va.x.b) * (vb.y.a - vb.x.a)
}
function is_collinear (p, vec) {
var on_x, on_y
var pa = round(p.a), pb = round(p.b)
if (vec.x.a < vec.y.a) {
on_x = vec.x.a <= pa && pa <= vec.y.a
}
else {
on_x = vec.x.a >= pa && pa >= vec.y.a
}
if (vec.x.b < vec.y.b) {
on_y = vec.x.b <= pb && pb <= vec.y.b
}
else {
on_y = vec.x.b >= pb && pb >= vec.y.b
}
return !! (on_x && on_y)
}
function animate(){
requestAnimationFrame(animate)
draw()
}
animate()
</script>
|