'use strict'; Object.defineProperty(exports, "__esModule", { value: true }); exports.Segment = exports.Line = 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; }; }(); // Copyright (c) 2011, Chris Umbel, James Coglan var _vector = require('./vector'); var _matrix = require('./matrix'); var _plane = require('./plane'); var _sylvester = require('./sylvester'); function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } } // Line class - depends on Vector, and some methods require Matrix and Plane. var Line = exports.Line = function () { function Line() { _classCallCheck(this, Line); } _createClass(Line, [{ key: 'eql', // Returns true if the argument occupies the same space as the line value: function eql(line) { return this.isParallelTo(line) && this.contains(line.anchor); } // Returns a copy of the line }, { key: 'dup', value: function dup() { return Line.create(this.anchor, this.direction); } // Returns the result of translating the line by the given vector/array }, { key: 'translate', value: function translate(vector) { var V = vector.elements || vector; return Line.create([this.anchor.elements[0] + V[0], this.anchor.elements[1] + V[1], this.anchor.elements[2] + (V[2] || 0)], this.direction); } // Returns true if the line is parallel to the argument. Here, 'parallel to' // means that the argument's direction is either parallel or antiparallel to // the line's own direction. A line is parallel to a plane if the two do not // have a unique intersection. }, { key: 'isParallelTo', value: function isParallelTo(obj) { if (obj.normal || obj.start && obj.end) { return obj.isParallelTo(this); } var theta = this.direction.angleFrom(obj.direction); return Math.abs(theta) <= _sylvester.Sylvester.precision || Math.abs(theta - Math.PI) <= _sylvester.Sylvester.precision; } // Returns the line's perpendicular distance from the argument, // which can be a point, a line or a plane }, { key: 'distanceFrom', value: function distanceFrom(obj) { if (obj.normal || obj.start && obj.end) { return obj.distanceFrom(this); } if (obj.direction) { // obj is a line if (this.isParallelTo(obj)) { return this.distanceFrom(obj.anchor); } var N = this.direction.cross(obj.direction).toUnitVector().elements; var _A = this.anchor.elements; var B = obj.anchor.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 D = this.direction.elements; var PA1 = P[0] - A[0]; var PA2 = P[1] - A[1]; var PA3 = (P[2] || 0) - A[2]; var modPA = Math.sqrt(PA1 * PA1 + PA2 * PA2 + PA3 * PA3); if (modPA === 0) { return 0; } // Assumes direction vector is normalized var cosTheta = (PA1 * D[0] + PA2 * D[1] + PA3 * D[2]) / modPA; var sin2 = 1 - cosTheta * cosTheta; return Math.abs(modPA * Math.sqrt(sin2 < 0 ? 0 : sin2)); } // Returns true iff the argument is a point on the line, or if the argument // is a line segment lying within the receiver }, { key: 'contains', value: function contains(obj) { if (obj.start && obj.end) { return this.contains(obj.start) && this.contains(obj.end); } var dist = this.distanceFrom(obj); return dist !== null && dist <= _sylvester.Sylvester.precision; } // Returns the distance from the anchor of the given point. Negative values are // returned for points that are in the opposite direction to the line's direction from // the line's anchor point. }, { key: 'positionOf', value: function positionOf(point) { if (!this.contains(point)) { return null; } var P = point.elements || point; var A = this.anchor.elements; var D = this.direction.elements; return (P[0] - A[0]) * D[0] + (P[1] - A[1]) * D[1] + ((P[2] || 0) - A[2]) * D[2]; } // Returns true iff the line lies in the given plane }, { key: 'liesIn', value: function liesIn(plane) { return plane.contains(this); } // Returns true iff the line has a unique point of intersection with the argument }, { key: 'intersects', value: function intersects(obj) { if (obj.normal) { return obj.intersects(this); } return !this.isParallelTo(obj) && this.distanceFrom(obj) <= _sylvester.Sylvester.precision; } // Returns the unique intersection point with the argument, if one exists }, { key: 'intersectionWith', value: function intersectionWith(obj) { if (obj.normal || obj.start && obj.end) { return obj.intersectionWith(this); } if (!this.intersects(obj)) { return null; } var P = this.anchor.elements; var X = this.direction.elements; var Q = obj.anchor.elements; var Y = obj.direction.elements; var X1 = X[0]; var X2 = X[1]; var X3 = X[2]; var Y1 = Y[0]; var Y2 = Y[1]; var Y3 = Y[2]; var PsubQ1 = P[0] - Q[0]; var PsubQ2 = P[1] - Q[1]; var PsubQ3 = P[2] - Q[2]; var XdotQsubP = -X1 * PsubQ1 - X2 * PsubQ2 - X3 * PsubQ3; var YdotPsubQ = Y1 * PsubQ1 + Y2 * PsubQ2 + Y3 * PsubQ3; var XdotX = X1 * X1 + X2 * X2 + X3 * X3; var YdotY = Y1 * Y1 + Y2 * Y2 + Y3 * Y3; var XdotY = X1 * Y1 + X2 * Y2 + X3 * Y3; var k = (XdotQsubP * YdotY / XdotX + XdotY * YdotPsubQ) / (YdotY - XdotY * XdotY); return _vector.Vector.create([P[0] + k * X1, P[1] + k * X2, P[2] + k * X3]); } // Returns the point on the line that is closest to the given point or line/line segment }, { key: 'pointClosestTo', value: function pointClosestTo(obj) { if (obj.start && obj.end) { // obj is a line segment var _P = obj.pointClosestTo(this); return _P === null ? null : this.pointClosestTo(_P); } if (obj.direction) { // obj is a line if (this.intersects(obj)) { return this.intersectionWith(obj); } if (this.isParallelTo(obj)) { return null; } var _D = this.direction.elements; var E = obj.direction.elements; var _D2 = _D[0]; var _D3 = _D[1]; var _D4 = _D[2]; var E1 = E[0]; var E2 = E[1]; var E3 = E[2]; // Create plane containing obj and the shared normal and intersect this with it // Thank you: http://www.cgafaq.info/wiki/Line-line_distance var _x = _D4 * E1 - _D2 * E3; var _y = _D2 * E2 - _D3 * E1; var _z = _D3 * E3 - _D4 * E2; var N = [_x * E3 - _y * E2, _y * E1 - _z * E3, _z * E2 - _x * E1]; var _P2 = _plane.Plane.create(obj.anchor, N); return _P2.intersectionWith(this); } // obj is a point var P = obj.elements || obj; if (this.contains(P)) { return _vector.Vector.create(P); } var A = this.anchor.elements; var D = this.direction.elements; var D1 = D[0]; var D2 = D[1]; var D3 = D[2]; var A1 = A[0]; var A2 = A[1]; var A3 = A[2]; var x = D1 * (P[1] - A2) - D2 * (P[0] - A1); var y = D2 * ((P[2] || 0) - A3) - D3 * (P[1] - A2); var z = D3 * (P[0] - A1) - D1 * ((P[2] || 0) - A3); var V = _vector.Vector.create([D2 * x - D3 * z, D3 * y - D1 * x, D1 * z - D2 * y]); var k = this.distanceFrom(P) / V.modulus(); return _vector.Vector.create([P[0] + V.elements[0] * k, P[1] + V.elements[1] * k, (P[2] || 0) + V.elements[2] * k]); } // Returns a copy of the line rotated by t radians about the given line. Works by // finding the argument's closest point to this line's anchor point (call this C) and // rotating the anchor about C. Also rotates the line's direction about the argument's. // Be careful with this - the rotation axis' direction affects the outcome! }, { key: 'rotate', value: function rotate(t, line) { // If we're working in 2D if (typeof line.direction === 'undefined') { line = Line.create(line.to3D(), _vector.Vector.k); } var R = _matrix.Matrix.Rotation(t, line.direction).elements; var C = line.pointClosestTo(this.anchor).elements; var A = this.anchor.elements; var D = this.direction.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 Line.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] * D[0] + R[0][1] * D[1] + R[0][2] * D[2], R[1][0] * D[0] + R[1][1] * D[1] + R[1][2] * D[2], R[2][0] * D[0] + R[2][1] * D[1] + R[2][2] * D[2]]); } // Returns a copy of the line with its direction vector reversed. // Useful when using lines for rotations. }, { key: 'reverse', value: function reverse() { return Line.create(this.anchor, this.direction.x(-1)); } // Returns the line's reflection in the given point or line }, { key: 'reflectionIn', value: function reflectionIn(obj) { if (obj.normal) { // obj is a plane var A = this.anchor.elements; var D = this.direction.elements; var A1 = A[0]; var A2 = A[1]; var A3 = A[2]; var D1 = D[0]; var D2 = D[1]; var D3 = D[2]; var newA = this.anchor.reflectionIn(obj).elements; // Add the line's direction vector to its anchor, then mirror that in the plane var AD1 = A1 + D1; var AD2 = A2 + D2; var AD3 = A3 + D3; var Q = obj.pointClosestTo([AD1, AD2, AD3]).elements; var newD = [Q[0] + (Q[0] - AD1) - newA[0], Q[1] + (Q[1] - AD2) - newA[1], Q[2] + (Q[2] - AD3) - newA[2]]; return Line.create(newA, newD); } if (obj.direction) { // obj is a line - reflection obtained by rotating PI radians about obj return this.rotate(Math.PI, obj); } // obj is a point - just reflect the line's anchor in it var P = obj.elements || obj; return Line.create(this.anchor.reflectionIn([P[0], P[1], P[2] || 0]), this.direction); } // Set the line's anchor point and direction. }, { key: 'setVectors', value: function setVectors(anchor, direction) { // Need to do this so that line's properties are not // references to the arguments passed in anchor = _vector.Vector.create(anchor); direction = _vector.Vector.create(direction); if (anchor.elements.length === 2) { anchor.elements.push(0); } if (direction.elements.length === 2) { direction.elements.push(0); } if (anchor.elements.length > 3 || direction.elements.length > 3) { return null; } var mod = direction.modulus(); if (mod === 0) { return null; } this.anchor = anchor; this.direction = _vector.Vector.create([direction.elements[0] / mod, direction.elements[1] / mod, direction.elements[2] / mod]); return this; } // Constructor function }], [{ key: 'create', value: function create(anchor, direction) { var L = new Line(); return L.setVectors(anchor, direction); } }]); return Line; }(); var Segment = exports.Segment = function () { function Segment() { _classCallCheck(this, Segment); } _createClass(Segment, [{ key: 'eql', // Returns true iff the line segment is equal to the argument value: function eql(segment) { return this.start.eql(segment.start) && this.end.eql(segment.end) || this.start.eql(segment.end) && this.end.eql(segment.start); } // Returns a copy of the line segment }, { key: 'dup', value: function dup() { return Segment.create(this.start, this.end); } // Returns the length of the line segment }, { key: 'length', value: function length() { var A = this.start.elements; var B = this.end.elements; var C1 = B[0] - A[0]; var C2 = B[1] - A[1]; var C3 = B[2] - A[2]; return Math.sqrt(C1 * C1 + C2 * C2 + C3 * C3); } // Returns the line segment as a vector equal to its // end point relative to its endpoint }, { key: 'toVector', value: function toVector() { var A = this.start.elements; var B = this.end.elements; return _vector.Vector.create([B[0] - A[0], B[1] - A[1], B[2] - A[2]]); } // Returns the segment's midpoint as a vector }, { key: 'midpoint', value: function midpoint() { var A = this.start.elements; var B = this.end.elements; return _vector.Vector.create([(B[0] + A[0]) / 2, (B[1] + A[1]) / 2, (B[2] + A[2]) / 2]); } // Returns the plane that bisects the segment }, { key: 'bisectingPlane', value: function bisectingPlane() { return _plane.Plane.create(this.midpoint(), this.toVector()); } // Returns the result of translating the line by the given vector/array }, { key: 'translate', value: function translate(vector) { var V = vector.elements || vector; var S = this.start.elements; var E = this.end.elements; return Segment.create([S[0] + V[0], S[1] + V[1], S[2] + (V[2] || 0)], [E[0] + V[0], E[1] + V[1], E[2] + (V[2] || 0)]); } // Returns true iff the line segment is parallel to the argument. It simply forwards // the method call onto its line property. }, { key: 'isParallelTo', value: function isParallelTo(obj) { return this.line.isParallelTo(obj); } // Returns the distance between the argument and the line segment's closest point to the argument }, { key: 'distanceFrom', value: function distanceFrom(obj) { var P = this.pointClosestTo(obj); return P === null ? null : P.distanceFrom(obj); } // Returns true iff the given point lies on the segment }, { key: 'contains', value: function contains(obj) { if (obj.start && obj.end) { return this.contains(obj.start) && this.contains(obj.end); } var P = (obj.elements || obj).slice(); if (P.length === 2) { P.push(0); } if (this.start.eql(P)) { return true; } var S = this.start.elements; var V = _vector.Vector.create([S[0] - P[0], S[1] - P[1], S[2] - (P[2] || 0)]); var vect = this.toVector(); return V.isAntiparallelTo(vect) && V.modulus() <= vect.modulus(); } // Returns true iff the line segment intersects the argument }, { key: 'intersects', value: function intersects(obj) { return this.intersectionWith(obj) !== null; } // Returns the unique point of intersection with the argument }, { key: 'intersectionWith', value: function intersectionWith(obj) { if (!this.line.intersects(obj)) { return null; } var P = this.line.intersectionWith(obj); return this.contains(P) ? P : null; } // Returns the point on the line segment closest to the given object }, { key: 'pointClosestTo', value: function pointClosestTo(obj) { if (obj.normal) { // obj is a plane var V = this.line.intersectionWith(obj); if (V === null) { return null; } return this.pointClosestTo(V); } // obj is a line (segment) or point var P = this.line.pointClosestTo(obj); if (P === null) { return null; } if (this.contains(P)) { return P; } return (this.line.positionOf(P) < 0 ? this.start : this.end).dup(); } // Set the start and end-points of the segment }, { key: 'setPoints', value: function setPoints(startPoint, endPoint) { startPoint = _vector.Vector.create(startPoint).to3D(); endPoint = _vector.Vector.create(endPoint).to3D(); if (startPoint === null || endPoint === null) { return null; } this.line = Line.create(startPoint, endPoint.subtract(startPoint)); this.start = startPoint; this.end = endPoint; return this; } // Constructor function }], [{ key: 'create', value: function create(v1, v2) { var S = new Segment(); return S.setPoints(v1, v2); } }]); return Segment; }(); // Axes Line.X = Line.create(_vector.Vector.Zero(3), _vector.Vector.i); Line.Y = Line.create(_vector.Vector.Zero(3), _vector.Vector.j); Line.Z = Line.create(_vector.Vector.Zero(3), _vector.Vector.k); Line.Segment = Segment;