'use strict'; Object.defineProperty(exports, "__esModule", { value: true }); exports.Plane = undefined; var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }(); var _line = require('./line'); var _matrix = require('./matrix'); var _sylvester = require('./sylvester'); var _vector = require('./vector'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } var Plane = exports.Plane = function () { function Plane() { _classCallCheck(this, Plane); } _createClass(Plane, [{ key: 'eql', // Returns true iff the plane occupies the same space as the argument value: function eql(plane) { return this.contains(plane.anchor) && this.isParallelTo(plane); } // Returns a copy of the plane }, { key: 'dup', value: function dup() { return Plane.create(this.anchor, this.normal); } // Returns the result of translating the plane by the given vector }, { key: 'translate', value: function translate(vector) { var V = vector.elements || vector; return Plane.create([this.anchor.elements[0] + V[0], this.anchor.elements[1] + V[1], this.anchor.elements[2] + (V[2] || 0)], this.normal); } // Returns true iff the plane is parallel to the argument. Will return true // if the planes are equal, or if you give a line and it lies in the plane. }, { key: 'isParallelTo', value: function isParallelTo(obj) { var theta = void 0; if (obj.normal) { // obj is a plane theta = this.normal.angleFrom(obj.normal); return Math.abs(theta) <= _sylvester.Sylvester.precision || Math.abs(Math.PI - theta) <= _sylvester.Sylvester.precision; } else if (obj.direction) { // obj is a line return this.normal.isPerpendicularTo(obj.direction); } return null; } // Returns true iff the receiver is perpendicular to the argument }, { key: 'isPerpendicularTo', value: function isPerpendicularTo(plane) { var theta = this.normal.angleFrom(plane.normal); return Math.abs(Math.PI / 2 - theta) <= _sylvester.Sylvester.precision; } // Returns the plane's distance from the given object (point, line or plane) }, { key: 'distanceFrom', value: function distanceFrom(obj) { if (this.intersects(obj) || this.contains(obj)) { return 0; } if (obj.anchor) { // obj is a plane or line var _A = this.anchor.elements; var B = obj.anchor.elements; var _N = this.normal.elements; return Math.abs((_A[0] - B[0]) * _N[0] + (_A[1] - B[1]) * _N[1] + (_A[2] - B[2]) * _N[2]); } // obj is a point var P = obj.elements || obj; var A = this.anchor.elements; var N = this.normal.elements; return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]); } // Returns true iff the plane contains the given point or line }, { key: 'contains', value: function contains(obj) { if (obj.normal) { return null; } if (obj.direction) { return this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction)); } var P = obj.elements || obj; var A = this.anchor.elements; var N = this.normal.elements; var diff = Math.abs(N[0] * (A[0] - P[0]) + N[1] * (A[1] - P[1]) + N[2] * (A[2] - (P[2] || 0))); return diff <= _sylvester.Sylvester.precision; } // Returns true iff the plane has a unique point/line of intersection with the argument }, { key: 'intersects', value: function intersects(obj) { if (typeof obj.direction === 'undefined' && typeof obj.normal === 'undefined') { return null; } return !this.isParallelTo(obj); } // Returns the unique intersection with the argument, if one exists. The result // will be a vector if a line is supplied, and a line if a plane is supplied. }, { key: 'intersectionWith', value: function intersectionWith(obj) { if (!this.intersects(obj)) { return null; } if (obj.direction) { // obj is a line var A = obj.anchor.elements; var D = obj.direction.elements; var P = this.anchor.elements; var N = this.normal.elements; var multiplier = (N[0] * (P[0] - A[0]) + N[1] * (P[1] - A[1]) + N[2] * (P[2] - A[2])) / (N[0] * D[0] + N[1] * D[1] + N[2] * D[2]); return _vector.Vector.create([A[0] + D[0] * multiplier, A[1] + D[1] * multiplier, A[2] + D[2] * multiplier]); } if (obj.normal) { // obj is a plane var direction = this.normal.cross(obj.normal).toUnitVector(); // To find an anchor point, we find one co-ordinate that has a value // of zero somewhere on the intersection, and remember which one we picked var _N2 = this.normal.elements; var _A2 = this.anchor.elements; var O = obj.normal.elements; var B = obj.anchor.elements; var solver = _matrix.Matrix.Zero(2, 2); var i = 0; while (solver.isSingular()) { i++; solver = _matrix.Matrix.create([[_N2[i % 3], _N2[(i + 1) % 3]], [O[i % 3], O[(i + 1) % 3]]]); } // Then we solve the simultaneous equations in the remaining dimensions var inverse = solver.inverse().elements; var x = _N2[0] * _A2[0] + _N2[1] * _A2[1] + _N2[2] * _A2[2]; var y = O[0] * B[0] + O[1] * B[1] + O[2] * B[2]; var intersection = [inverse[0][0] * x + inverse[0][1] * y, inverse[1][0] * x + inverse[1][1] * y]; var anchor = []; for (var j = 1; j <= 3; j++) { // This formula picks the right element from intersection by // cycling depending on which element we set to zero above anchor.push(i === j ? 0 : intersection[(j + (5 - i) % 3) % 3]); } return _line.Line.create(anchor, direction); } return null; // todo(connor4312): is this a case that needs to be handled? } // Returns the point in the plane closest to the given point }, { key: 'pointClosestTo', value: function pointClosestTo(point) { var P = point.elements || point; var A = this.anchor.elements; var N = this.normal.elements; var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]; return _vector.Vector.create([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]); } // Returns a copy of the plane, rotated by t radians about the given line // See notes on Line#rotate. }, { key: 'rotate', value: function rotate(t, line) { var R = t.determinant ? t.elements : _matrix.Matrix.Rotation(t, line.direction).elements; var C = line.pointClosestTo(this.anchor).elements; var A = this.anchor.elements; var N = this.normal.elements; var C1 = C[0]; var C2 = C[1]; var C3 = C[2]; var A1 = A[0]; var A2 = A[1]; var A3 = A[2]; var x = A1 - C1; var y = A2 - C2; var z = A3 - C3; return Plane.create([C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z, C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z, C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z], [R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2], R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2], R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]]); } // Returns the reflection of the plane in the given point, line or plane. }, { key: 'reflectionIn', value: function reflectionIn(obj) { if (obj.normal) { // obj is a plane var A = this.anchor.elements; var N = this.normal.elements; var A1 = A[0]; var A2 = A[1]; var A3 = A[2]; var N1 = N[0]; var N2 = N[1]; var N3 = N[2]; var newA = this.anchor.reflectionIn(obj).elements; // Add the plane's normal to its anchor, then mirror that in the other plane var AN1 = A1 + N1; var AN2 = A2 + N2; var AN3 = A3 + N3; var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements; var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]]; return Plane.create(newA, newN); } if (obj.direction) { // obj is a line return this.rotate(Math.PI, obj); } // obj is a point var P = obj.elements || obj; return Plane.create(this.anchor.reflectionIn([P[0], P[1], P[2] || 0]), this.normal); } // Sets the anchor point and normal to the plane. If three arguments are specified, // the normal is calculated by assuming the three points should lie in the same plane. // If only two are sepcified, the second is taken to be the normal. Normal vector is // normalised before storage. }, { key: 'setVectors', value: function setVectors(anchor, v1, v2) { anchor = _vector.Vector.create(anchor); anchor = anchor.to3D(); if (anchor === null) { return null; } v1 = _vector.Vector.create(v1); v1 = v1.to3D(); if (v1 === null) { return null; } if (typeof v2 === 'undefined') { v2 = null; } else { v2 = _vector.Vector.create(v2); v2 = v2.to3D(); if (v2 === null) { return null; } } var A1 = anchor.elements[0]; var A2 = anchor.elements[1]; var A3 = anchor.elements[2]; var v11 = v1.elements[0]; var v12 = v1.elements[1]; var v13 = v1.elements[2]; var normal = void 0; var mod = void 0; if (v2 === null) { mod = Math.sqrt(v11 * v11 + v12 * v12 + v13 * v13); if (mod === 0) { return null; } normal = _vector.Vector.create([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]); } else { var v21 = v2.elements[0]; var v22 = v2.elements[1]; var v23 = v2.elements[2]; normal = _vector.Vector.create([(v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2), (v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3), (v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1)]); mod = normal.modulus(); if (mod === 0) { return null; } normal = _vector.Vector.create([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]); } this.anchor = anchor; this.normal = normal; return this; } // Constructor function }], [{ key: 'create', value: function create(anchor, v1, v2) { var P = new Plane(); return P.setVectors(anchor, v1, v2); } // Returns the plane containing the given points (can be arrays as // well as vectors). If the points are not coplanar, returns null. }, { key: 'fromPoints', value: function fromPoints(points) { var np = points.length; var list = []; var i = void 0; var P = void 0; var n = void 0; var N = void 0; var A = void 0; var B = void 0; var C = void 0; var theta = void 0; var prevN = void 0; var totalN = _vector.Vector.Zero(3); for (i = 0; i < np; i++) { P = _vector.Vector.create(points[i]).to3D(); if (P === null) { return null; } list.push(P); n = list.length; if (n > 2) { // Compute plane normal for the latest three points A = list[n - 1].elements; B = list[n - 2].elements; C = list[n - 3].elements; N = _vector.Vector.create([(A[1] - B[1]) * (C[2] - B[2]) - (A[2] - B[2]) * (C[1] - B[1]), (A[2] - B[2]) * (C[0] - B[0]) - (A[0] - B[0]) * (C[2] - B[2]), (A[0] - B[0]) * (C[1] - B[1]) - (A[1] - B[1]) * (C[0] - B[0])]).toUnitVector(); if (n > 3) { // If the latest normal is not (anti)parallel to the previous one, we've strayed off the plane. // This might be a slightly long-winded way of doing things, but we need the sum of all the normals // to find which way the plane normal should point so that the points form an anticlockwise list. theta = N.angleFrom(prevN); if (theta !== null) { if (!(Math.abs(theta) <= _sylvester.Sylvester.precision || Math.abs(theta - Math.PI) <= _sylvester.Sylvester.precision)) { return null; } } } totalN = totalN.add(N); prevN = N; } } // We need to add in the normals at the start and end points, which the above misses out A = list[1].elements; B = list[0].elements; C = list[n - 1].elements; var D = list[n - 2].elements; totalN = totalN.add(_vector.Vector.create([(A[1] - B[1]) * (C[2] - B[2]) - (A[2] - B[2]) * (C[1] - B[1]), (A[2] - B[2]) * (C[0] - B[0]) - (A[0] - B[0]) * (C[2] - B[2]), (A[0] - B[0]) * (C[1] - B[1]) - (A[1] - B[1]) * (C[0] - B[0])]).toUnitVector()).add(_vector.Vector.create([(B[1] - C[1]) * (D[2] - C[2]) - (B[2] - C[2]) * (D[1] - C[1]), (B[2] - C[2]) * (D[0] - C[0]) - (B[0] - C[0]) * (D[2] - C[2]), (B[0] - C[0]) * (D[1] - C[1]) - (B[1] - C[1]) * (D[0] - C[0])]).toUnitVector()); return Plane.create(list[0], totalN); } }]); return Plane; }(); // X-Y-Z planes Plane.XY = Plane.YX = Plane.create(_vector.Vector.Zero(3), _vector.Vector.k); Plane.YZ = Plane.ZY = Plane.create(_vector.Vector.Zero(3), _vector.Vector.i); Plane.ZX = Plane.XZ = Plane.create(_vector.Vector.Zero(3), _vector.Vector.j);