grungnet/src/helpers/Vector2.ts
Mitchell McCaffrey d80bfa2f1e typescript
2021-07-16 14:55:33 +10:00

610 lines
16 KiB
TypeScript

import {
toRadians,
roundTo as roundToNumber,
lerp as lerpNumber,
floorTo as floorToNumber,
} from "./shared";
export type BoundingBox = {
min: Vector2;
max: Vector2;
width: number;
height: number;
center: Vector2;
};
/**
* Vector class with x, y and static helper methods
*/
class Vector2 {
/**
* @type {number} x - X component of the vector
*/
x: number;
/**
* @type {number} y - Y component of the vector
*/
y: number;
/**
* @param {number} x
* @param {number} y
*/
constructor(x: number, y: number) {
this.x = x;
this.y = y;
}
/**
* @param {Vector2} p
* @returns {number} Length squared of `p`
*/
static lengthSquared(p: Vector2): number {
return p.x * p.x + p.y * p.y;
}
/**
* Returns the length of vector `p` Note: magnitude to not conflict with native length property
* @param {Vector2} p
* @returns {number} Length of `p`
*/
static magnitude(p: Vector2): number {
return Math.sqrt(this.lengthSquared(p));
}
/**
* @param {Vector2} p
* @returns {Vector2} `p` normalized, if length of `p` is 0 `{x: 0, y: 0}` is returned
*/
static normalize(p: Vector2): Vector2 {
const l = this.magnitude(p);
if (l === 0) {
return { x: 0, y: 0 };
}
return this.divide(p, l);
}
/**
* @param {Vector2} a
* @param {Vector2} b
* @returns {number} Dot product between `a` and `b`
*/
static dot(a: Vector2, b: Vector2): number {
return a.x * b.x + a.y * b.y;
}
/**
* @param {Vector2} a
* @param {(Vector2 | number)} b
* @returns {Vector2} a - b
*/
static subtract(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: a.x - b, y: a.y - b };
} else {
return { x: a.x - b.x, y: a.y - b.y };
}
}
/**
* @param {Vector2} a
* @param {(Vector2 | number)} b
* @returns {Vector2} a + b
*/
static add(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: a.x + b, y: a.y + b };
} else {
return { x: a.x + b.x, y: a.y + b.y };
}
}
/**
* @param {Vector2} a
* @param {(Vector2 | number)} b
* @returns {Vector2} a * b
*/
static multiply(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: a.x * b, y: a.y * b };
} else {
return { x: a.x * b.x, y: a.y * b.y };
}
}
/**
* @param {Vector2} a
* @param {(Vector2 | number)} b
* @returns {Vector2} a / b
*/
static divide(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: a.x / b, y: a.y / b };
} else {
return { x: a.x / b.x, y: a.y / b.y };
}
}
/**
* Rotates a point around a given origin by an angle in degrees
* @param {Vector2} point Point to rotate
* @param {Vector2} origin Origin of the rotation
* @param {number} angle Angle of rotation in degrees
* @returns {Vector2} Rotated point
*/
static rotate(point: Vector2, origin: Vector2, angle: number): Vector2 {
const cos = Math.cos(toRadians(angle));
const sin = Math.sin(toRadians(angle));
const dif = this.subtract(point, origin);
return {
x: origin.x + cos * dif.x - sin * dif.y,
y: origin.y + sin * dif.x + cos * dif.y,
};
}
/**
* Rotates a direction by a given angle in degrees
* @param {Vector2} direction Direction to rotate
* @param {number} angle Angle of rotation in degrees
* @returns {Vector2} Rotated direction
*/
static rotateDirection(direction: Vector2, angle: number): Vector2 {
return this.rotate(direction, { x: 0, y: 0 }, angle);
}
/**
* Returns the min of `a` and `b`
* @param {Vector2} a
* @param {Vector2 | number} b Value to compare
* @returns {Vector2}
*/
static min(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: Math.min(a.x, b), y: Math.min(a.y, b) };
} else {
return { x: Math.min(a.x, b.x), y: Math.min(a.y, b.y) };
}
}
/**
* Returns the component wise minimum of `a`
* @param {Vector2} a
* @returns {number}
*/
static componentMin(a: Vector2): number {
return a.x < a.y ? a.x : a.y;
}
/**
* Returns the max of `a` and `b`
* @param {Vector2} a
* @param {Vector2 | number} b Value to compare
* @returns {Vector2}
*/
static max(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: Math.max(a.x, b), y: Math.max(a.y, b) };
} else {
return { x: Math.max(a.x, b.x), y: Math.max(a.y, b.y) };
}
}
/**
* Returns the component wise maximum of `a`
* @param {Vector2} a
* @returns {number)}
*/
static componentMax(a: Vector2): number {
return a.x > a.y ? a.x : a.y;
}
/**
* Rounds `p` to the nearest value of `to`
* @param {Vector2} p
* @param {Vector2} to
* @returns {Vector2}
*/
static roundTo(p: Vector2, to: Vector2): Vector2 {
return {
x: roundToNumber(p.x, to.x),
y: roundToNumber(p.y, to.y),
};
}
/**
* Floors `p` to the nearest value of `to`
* @param {Vector2} p
* @param {Vector2} to
* @returns {Vector2}
*/
static floorTo(p: Vector2, to: Vector2): Vector2 {
return {
x: floorToNumber(p.x, to.x),
y: floorToNumber(p.y, to.y),
};
}
/**
* @param {Vector2} a
* @returns {Vector2} The component wise sign of `a`
*/
static sign(a: Vector2): Vector2 {
return { x: Math.sign(a.x), y: Math.sign(a.y) };
}
/**
* @param {Vector2} a
* @returns {Vector2} The component wise absolute of `a`
*/
static abs(a: Vector2): Vector2 {
return { x: Math.abs(a.x), y: Math.abs(a.y) };
}
/**
* @param {Vector2} a
* @param {(Vector2 | number)} b
* @returns {Vector2} `a` to the power of `b`
*/
static pow(a: Vector2, b: Vector2 | number): Vector2 {
if (typeof b === "number") {
return { x: Math.pow(a.x, b), y: Math.pow(a.y, b) };
} else {
return { x: Math.pow(a.x, b.x), y: Math.pow(a.y, b.y) };
}
}
/**
* @param {Vector2} a
* @returns {number} The dot product between `a` and `a`
*/
static dot2(a: Vector2): number {
return this.dot(a, a);
}
/**
* Clamps `a` between `min` and `max`
* @param {Vector2} a
* @param {number} min
* @param {number} max
* @returns {Vector2}
*/
static clamp(a: Vector2, min: number, max: number): Vector2 {
return {
x: Math.min(Math.max(a.x, min), max),
y: Math.min(Math.max(a.y, min), max),
};
}
/**
* Calculates the distance between a point and a line segment
* See more at {@link https://www.iquilezles.org/www/articles/distfunctions2d/distfunctions2d.htm}
* @param {Vector2} p Point
* @param {Vector2} a Start of the line
* @param {Vector2} b End of the line
* @returns {Object} The distance to and the closest point on the line segment
*/
static distanceToLine(p: Vector2, a: Vector2, b: Vector2): Object {
const pa = this.subtract(p, a);
const ba = this.subtract(b, a);
const h = Math.min(Math.max(this.dot(pa, ba) / this.dot(ba, ba), 0), 1);
const distance = this.magnitude(this.subtract(pa, this.multiply(ba, h)));
const point = this.add(a, this.multiply(ba, h));
return { distance, point };
}
/**
* Calculates the distance between a point and a quadratic bezier curve
* See more at {@link https://www.shadertoy.com/view/MlKcDD}
* @todo Fix the robustness of this to allow smoothing on fog layers
* @param {Vector2} pos Position
* @param {Vector2} A Start of the curve
* @param {Vector2} B Control point of the curve
* @param {Vector2} C End of the curve
* @returns {Object} The distance to and the closest point on the curve
*/
static distanceToQuadraticBezier(
pos: Vector2,
A: Vector2,
B: Vector2,
C: Vector2
): Object {
let distance = 0;
let point = { x: pos.x, y: pos.y };
const a = this.subtract(B, A);
const b = this.add(this.subtract(A, this.multiply(B, 2)), C);
const c = this.multiply(a, 2);
const d = this.subtract(A, pos);
// Solve cubic roots to find closest points
const kk = 1 / this.dot(b, b);
const kx = kk * this.dot(a, b);
const ky = (kk * (2 * this.dot(a, a) + this.dot(d, b))) / 3;
const kz = kk * this.dot(d, a);
const p = ky - kx * kx;
const p3 = p * p * p;
const q = kx * (2 * kx * kx - 3 * ky) + kz;
let h = q * q + 4 * p3;
if (h >= 0) {
// 1 root
h = Math.sqrt(h);
const x = this.divide(this.subtract({ x: h, y: -h }, q), 2);
const uv = this.multiply(this.sign(x), this.pow(this.abs(x), 1 / 3));
const t = Math.min(Math.max(uv.x + uv.y - kx, 0), 1);
point = this.add(A, this.multiply(this.add(c, this.multiply(b, t)), t));
distance = this.dot2(
this.add(d, this.multiply(this.add(c, this.multiply(b, t)), t))
);
} else {
// 3 roots but ignore the 3rd one as it will never be closest
// https://www.shadertoy.com/view/MdXBzB
const z = Math.sqrt(-p);
const v = Math.acos(q / (p * z * 2)) / 3;
const m = Math.cos(v);
const n = Math.sin(v) * 1.732050808;
const t = this.clamp(
this.subtract(this.multiply({ x: m + m, y: -n - m }, z), kx),
0,
1
);
const d1 = this.dot2(
this.add(d, this.multiply(this.add(c, this.multiply(b, t.x)), t.x))
);
const d2 = this.dot2(
this.add(d, this.multiply(this.add(c, this.multiply(b, t.y)), t.y))
);
distance = Math.min(d1, d2);
if (d1 < d2) {
point = this.add(
d,
this.multiply(this.add(c, this.multiply(b, t.x)), t.x)
);
} else {
point = this.add(
d,
this.multiply(this.add(c, this.multiply(b, t.y)), t.y)
);
}
}
return { distance: Math.sqrt(distance), point: point };
}
/**
* @typedef BoundingBox
* @property {Vector2} min
* @property {Vector2} max
* @property {number} width
* @property {number} height
* @property {Vector2} center
*/
/**
* Calculates an axis-aligned bounding box around an array of point
* @param {Vector2[]} points
* @returns {BoundingBox}
*/
static getBoundingBox(points: Vector2[]): BoundingBox {
let minX = Number.MAX_VALUE;
let maxX = Number.MIN_VALUE;
let minY = Number.MAX_VALUE;
let maxY = Number.MIN_VALUE;
for (let point of points) {
minX = point.x < minX ? point.x : minX;
maxX = point.x > maxX ? point.x : maxX;
minY = point.y < minY ? point.y : minY;
maxY = point.y > maxY ? point.y : maxY;
}
let width = maxX - minX;
let height = maxY - minY;
let center = { x: (minX + maxX) / 2, y: (minY + maxY) / 2 };
return {
min: { x: minX, y: minY },
max: { x: maxX, y: maxY },
width,
height,
center,
};
}
/**
* Checks to see if a point is in a polygon using ray casting
* See more at {@link https://en.wikipedia.org/wiki/Point_in_polygon#Ray_casting_algorithm}
* and {@link https://stackoverflow.com/questions/217578/how-can-i-determine-whether-a-2d-point-is-within-a-polygon/2922778}
* @param {Vector2} p
* @param {Vector2[]} points
* @returns {boolean}
*/
static pointInPolygon(p: Vector2, points: Vector2[]): boolean {
const bounds = this.getBoundingBox(points);
if (
p.x < bounds.min.x ||
p.x > bounds.max.x ||
p.y < bounds.min.y ||
p.y > bounds.max.y
) {
return false;
}
let isInside = false;
for (let i = 0, j = points.length - 1; i < points.length; j = i++) {
const a = points[i].y > p.y;
const b = points[j].y > p.y;
if (
a !== b &&
p.x <
((points[j].x - points[i].x) * (p.y - points[i].y)) /
(points[j].y - points[i].y) +
points[i].x
) {
isInside = !isInside;
}
}
return isInside;
}
/**
* Returns true if a the distance between `a` and `b` is under `threshold`
* @param {Vector2} a
* @param {Vector2} b
* @param {number} threshold
* @returns {boolean}
*/
static compare(a: Vector2, b: Vector2, threshold: number): boolean {
return this.lengthSquared(this.subtract(a, b)) < threshold * threshold;
}
/**
* Returns the distance between two vectors
* @param {Vector2} a
* @param {Vector2} b
* @returns {number}
*/
static distance(a: Vector2, b: Vector2): number {
return this.magnitude(this.subtract(a, b));
}
/**
* Linear interpolate between `a` and `b` by `alpha`
* @param {Vector2} a
* @param {Vector2} b
* @param {number} alpha
* @returns {Vector2}
*/
static lerp(a: Vector2, b: Vector2, alpha: number): Vector2 {
return { x: lerpNumber(a.x, b.x, alpha), y: lerpNumber(a.y, b.y, alpha) };
}
/**
* Returns total length of a an array of points treated as a path
* @param {Vector2[]} points the array of points in the path
* @returns {number}
*/
static pathLength(points: Vector2[]): number {
let l = 0;
for (let i = 1; i < points.length; i++) {
l += this.distance(points[i - 1], points[i]);
}
return l;
}
/**
* Resample a path to n number of evenly distributed points
* based off of http://depts.washington.edu/acelab/proj/dollar/index.html
* @param {Vector2[]} points the points to resample
* @param {number} n the number of new points
* @returns {Vector2[]}
*/
static resample(points: Vector2[], n: number): Vector2[] {
if (points.length === 0 || n <= 0) {
return [];
}
let localPoints = [...points];
const intervalLength = this.pathLength(localPoints) / (n - 1);
let resampledPoints = [localPoints[0]];
let currentDistance = 0;
for (let i = 1; i < localPoints.length; i++) {
let d = this.distance(localPoints[i - 1], localPoints[i]);
if (currentDistance + d >= intervalLength) {
let newPoint = this.lerp(
localPoints[i - 1],
localPoints[i],
(intervalLength - currentDistance) / d
);
resampledPoints.push(newPoint);
localPoints.splice(i, 0, newPoint);
currentDistance = 0;
} else {
currentDistance += d;
}
}
if (resampledPoints.length === n - 1) {
resampledPoints.push(localPoints[localPoints.length - 1]);
}
return resampledPoints;
}
/**
* Rotate a vector 90 degrees
* @param {Vector2} p Point
* @param {("counterClockwise"|"clockwise")=} direction Direction to rotate the vector
* @returns {Vector2}
*/
static rotate90(
p: Vector2,
direction: "counterClockwise" | "clockwise" = "clockwise"
): Vector2 {
if (direction === "clockwise") {
return { x: p.y, y: -p.x };
} else {
return { x: -p.y, y: p.x };
}
}
/**
* Returns the centroid of the given points
* @param {Vector2[]} points
* @returns {Vector2}
*/
static centroid(points: Vector2[]): Vector2 {
let center = { x: 0, y: 0 };
for (let point of points) {
center.x += point.x;
center.y += point.y;
}
if (points.length > 0) {
center = { x: center.x / points.length, y: center.y / points.length };
}
return center;
}
/**
* Determine whether given points are rectangular
* @param {Vector2[]} points
* @returns {boolean}
*/
static rectangular(points: Vector2[]): boolean {
if (points.length !== 4) {
return false;
}
// Check whether distance to the center is the same for all four points
const centroid = this.centroid(points);
let prevDist;
for (let point of points) {
const dist = this.distance(point, centroid);
if (prevDist && dist !== prevDist) {
return false;
} else {
prevDist = dist;
}
}
return true;
}
/**
* Determine whether given points are circular
* @param {Vector2[]} points
* @returns {boolean}
*/
static circular(points: Vector2[], threshold = 0.1): boolean {
const centroid = this.centroid(points);
let distances = [];
for (let point of points) {
distances.push(this.distance(point, centroid));
}
if (distances.length > 0) {
const maxDistance = Math.max(...distances);
const minDistance = Math.min(...distances);
return maxDistance - minDistance < threshold;
} else {
return false;
}
}
}
export default Vector2;