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gzth/crnd_web_diagram_plus/static/lib/js/vec2.js
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2024-08-10 16:41:35 +08:00

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JavaScript

/** @odoo-module **/
// A Javascript 2D vector library
// conventions :
// method that returns a float value do not modify the vector
// method that implement operators return a new vector with the
// modifications without modifying the calling vector or the parameters.
//
// v3 = v1.add(v2); // v3 is set to v1 + v2, v1, v2 are not modified
//
// methods that take a single vector as a parameter are usually also
// available with q '_xy' suffix.
// Those method takes two floats representing the x,y coordinates of
// the vector parameter and allow you to avoid to needlessly create a
// vector object :
//
// v2 = v1.add(new Vec2(3,4));
// v2 = v1.add_xy(3,4); //equivalent to previous line
//
// angles are in radians by default but method that takes angle as
// parameters or return angle values usually have a
// variant with a '_deg' suffix that works in degrees
//
// The 2D vector object
function Vec2 (x, y) {
this.x = x;
this.y = y;
}
// Multiply a number expressed in radiant by rad2deg to convert it in
// degrees
var rad2deg = 57.29577951308232;
// Multiply a number expressed in degrees by deg2rad to convert it to
// radiant
var deg2rad = 0.017453292519943295;
// The numerical precision used to compare vector equality
var epsilon = 0.0000001;
// This static method creates a new vector from polar coordinates with the
// angle expressed in degrees
Vec2.new_polar_deg = function (len, angle) {
var v = new Vec2(len, 0);
return v.rotate_deg(angle);
};
// This static method creates a new vector from polar coordinates with the
// angle expressed in radians
Vec2.new_polar = function (len, angle) {
var v = new Vec2(len, 0);
v.rotate(angle);
return v;
};
// Returns the length or modulus or magnitude of the vector
Vec2.prototype.len = function () {
return Math.sqrt(this.x * this.x + this.y * this.y);
};
// Returns the squared length of the vector,
// this method is much faster than len()
Vec2.prototype.len_sq = function () {
return this.x * this.x + this.y * this.y;
};
// Return the distance between this vector and the vector v
Vec2.prototype.dist = function (v) {
var dx = this.x - v.x;
var dy = this.y - v.y;
return Math.sqrt(dx * dx + dy * dy);
};
// Return the distance between this vector and
// the vector of coordinates (x,y)
Vec2.prototype.dist_xy = function (x, y) {
var dx = this.x - x;
var dy = this.y - y;
return Math.sqrt(dx * dx + dy * dy);
};
// Return the squared distance between this vector and
// the vector and the vector v
Vec2.prototype.dist_sq = function (v) {
var dx = this.x - v.x;
var dy = this.y - v.y;
return dx * dx + dy * dy;
};
// Return the squared distance between this vector and
// the vector of coordinates (x,y)
Vec2.prototype.dist_sq_xy = function (x, y) {
var dx = this.x - x;
var dy = this.y - y;
return dx * dx + dy * dy;
};
// Return the dot product between this vector and the vector v
Vec2.prototype.dot = function (v) {
return this.x * v.x + this.y * v.y;
};
// Return the dot product between this vector and
// the vector of coordinate (x,y)
Vec2.prototype.dot_xy = function (x, y) {
return this.x * x + this.y * y;
};
// Return a new vector with the same coordinates as this
Vec2.prototype.clone = function () {
return new Vec2(this.x, this.y);
};
// Return the sum of this and vector v as a new vector
Vec2.prototype.add = function (v) {
return new Vec2(this.x + v.x, this.y + v.y);
};
// Return the sum of this and vector (x, y) as a new vector
Vec2.prototype.add_xy = function (x, y) {
return new Vec2(this.x + x, this.y + y);
};
// Returns (this - v) as a new vector where v is a
// vector and - is the vector subtraction
Vec2.prototype.sub = function (v) {
return new Vec2(this.x - v.x, this.y - v.y);
};
// Returns (this - (x, y)) as a new vector where - is vector subtraction
Vec2.prototype.sub_xy = function (x, y) {
return new Vec2(this.x - x, this.y - y);
};
// Return (this * v) as a new vector where v is a
// vector and * is the by component product
Vec2.prototype.mult = function (v) {
return new Vec2(this.x * v.x, this.y * v.y);
};
// Return (this * (x,y)) as a new vector where * is the
// by component product
Vec2.prototype.mult_xy = function (x, y) {
return new Vec2(this.x * x, this.y * y);
};
// Return this scaled by float f as a new fector
Vec2.prototype.scale = function (f) {
return new Vec2(this.x * f, this.y * f);
};
// Return the negation of this vector
// eslint-disable-next-line no-unused-vars
Vec2.prototype.neg = function (f) {
return new Vec2( -this.x, -this.y);
};
// Return this vector normalized as a new vector
Vec2.prototype.normalize = function () {
var len = this.len();
if (len === 0) {
return new Vec2(0, 1);
} else if (len !== 1) {
return this.scale(1.0 / len);
}
return new Vec2(this.x, this.y);
};
// Return a new vector with the same direction as this
// vector of length float l. (negative values of l will invert direction)
Vec2.prototype.set_len = function (l) {
return this.normalize().scale(l);
};
// Return the projection of this onto the vector v as a new vector
Vec2.prototype.project = function (v) {
return v.set_len(this.dot(v));
};
// Return a string representation of this vector
Vec2.prototype.toString = function () {
var str = "";
str += "[";
str += this.x;
str += ",";
str += this.y;
str += "]";
return str;
};
// Return this vector counterclockwise rotated by rad radians as a
// new vector
Vec2.prototype.rotate = function (rad) {
var c = Math.cos(rad);
var s = Math.sin(rad);
var px = this.x * c - this.y * s;
var py = this.x * s + this.y * c;
return new Vec2(px, py);
};
// Return this vector counterclockwise rotated by deg degrees as a
// new vector
Vec2.prototype.rotate_deg = function (deg) {
return this.rotate(deg * deg2rad);
};
// Linearly interpolate this vector towards the vector v by
// float factor alpha.
// alpha == 0 : does nothing
// alpha == 1 : sets this to v
Vec2.prototype.lerp = function (v, alpha) {
var inv_alpha = 1 - alpha;
return new Vec2(
this.x * inv_alpha + v.x * alpha,
this.y * inv_alpha + v.y * alpha);
};
// Returns the angle between this vector and the vector (1,0) in radians
Vec2.prototype.angle = function () {
return Math.atan2(this.y, this.x);
};
// Returns the angle between this vector and the vector (1,0) in degrees
Vec2.prototype.angle_deg = function () {
return Math.atan2(this.y, this.x) * rad2deg;
};
// Returns true if this vector is equal to the vector v, with a
// tolerance defined by the epsilon module constant
Vec2.prototype.equals = function (v) {
if (Math.abs(this.x-v.x) > epsilon) {
return false;
} else if (Math.abs(this.y-v.y) > epsilon) {
return false;
}
return true;
};
// Returns true if this vector is equal to the vector (x,y) with a
// tolerance defined by the epsilon module constant
Vec2.prototype.equals_xy = function (x, y) {
if (Math.abs(this.x-x) > epsilon) {
return false;
} else if (Math.abs(this.y-y) > epsilon) {
return false;
}
return true;
};
// A Bounding Shapes Library
// A Bounding Ellipse
// cx,cy : center of the ellipse
// rx,ry : radius of the ellipse
function BEllipse (cx, cy, rx, ry) {
this.type = 'ellipse';
// Minimum x coordinate contained in the ellipse
this.x = cx-rx;
// Minimum y coordinate contained in the ellipse
this.y = cy-ry;
// Width of the ellipse on the x axis
this.sx = 2*rx;
// Width of the ellipse on the y axis
this.sy = 2*ry;
// Half of the ellipse width on the x axis
this.hx = rx;
// Half of the ellipse width on the y axis
this.hy = ry;
// The x coordinate of the ellipse center
this.cx = cx;
// The y coordinate of the ellipse center
this.cy = cy;
// Maximum x coordinate contained in the ellipse
this.mx = cx + rx;
// Maximum x coordinate contained in the ellipse
this.my = cy + ry;
}
// Returns an unordered list of vector defining the positions of the
// intersections between the ellipse's
// boundary and a line segment defined by the start and end vectors a,b
BEllipse.prototype.collide_segment = function (a, b) {
// http://paulbourke.net/geometry/sphereline/
var collisions = [];
// We do not compute the intersection in this case. TODO ?
if (a.equals(b)) {
return collisions;
}
// Make all computations in a space where the ellipse is a circle
// centered on zero
var c = new Vec2(this.cx, this.cy);
var _a = a.sub(c).mult_xy(1 / this.hx, 1 / this.hy);
var _b = b.sub(c).mult_xy(1 / this.hx, 1 / this.hy);
// Both points inside the ellipse
if (_a.len_sq() < 1 && _b.len_sq() < 1) {
return collisions;
}
// Compute the roots of the intersection
var ab = _b.sub(_a);
var A = ab.x * ab.x + ab.y * ab.y;
var B = 2 * ( ab.x * _a.x + ab.y * _a.y);
var C = _a.x * _a.x + _a.y * _a.y - 1;
var u = B * B - 4 * A * C;
if (u < 0) {
return collisions;
}
u = Math.sqrt(u);
var u1 = (-B + u) / (2 * A);
var u2 = (-B - u) / (2 * A);
// eslint-disable-next-line init-declarations
var pos;
if (u1 >= 0 && u1 <= 1) {
pos = _a.add(ab.scale(u1));
collisions.push(pos);
}
if (u1 !== u2 && u2 >= 0 && u2 <= 1) {
pos = _a.add(ab.scale(u2));
collisions.push(pos);
}
for (var i = 0; i < collisions.length; i++) {
collisions[i] = collisions[i].mult_xy(this.hx, this.hy);
collisions[i] = collisions[i].add_xy(this.cx, this.cy);
}
return collisions;
};
// A bounding rectangle
// x,y the minimum coordinate contained in the rectangle
// sx,sy the size of the rectangle along the x,y axis
function BRect (x, y, sx, sy) {
this.type = 'rect';
// Minimum x coordinate contained in the rectangle
this.x = x;
// Minimum y coordinate contained in the rectangle
this.y = y;
// Width of the rectangle on the x axis
this.sx = sx;
// Width of the rectangle on the y axis
this.sy = sy;
// Half of the rectangle width on the x axis
this.hx = sx / 2;
// Half of the rectangle width on the y axis
this.hy = sy / 2;
// The x coordinate of the rectangle center
this.cx = x + this.hx;
// The y coordinate of the rectangle center
this.cy = y + this.hy;
// Maximum x coordinate contained in the rectangle
this.mx = x + sx;
// Maximum x coordinate contained in the rectangle
this.my = y + sy;
}
// Static method creating a new bounding rectangle of
// size (sx,sy) centered on (cx,cy)
BRect.new_centered = function (cx, cy, sx, sy) {
return new BRect(cx - sx / 2, cy - sy / 2, sx, sy);
};
// Intersect line a,b with line c,d, returns null if no intersection
function line_intersect (a, b, c, d) {
// http://paulbourke.net/geometry/lineline2d/
var f = (d.y - c.y) * (b.x - a.x) - (d.x - c.x) * (b.y - a.y);
if (f === 0) {
return null;
}
f = 1 / f;
var fab = ((d.x - c.x) * (a.y - c.y) - (d.y - c.y) * (a.x - c.x)) * f;
if (fab < 0 || fab > 1) {
return null;
}
var fcd = ((b.x - a.x) * (a.y - c.y) - (b.y - a.y) * (a.x - c.x)) * f;
if (fcd < 0 || fcd > 1) {
return null;
}
return new Vec2(a.x + fab * (b.x - a.x), a.y + fab * (b.y - a.y));
}
// Returns an unordered list of vector defining the positions of the
// intersections between the ellipse's
// boundary and a line segment defined by the start and end vectors a,b
BRect.prototype.collide_segment = function (a, b) {
var collisions = [];
var corners = [
new Vec2(this.x, this.y), new Vec2(this.x, this.my),
new Vec2(this.mx, this.my), new Vec2(this.mx, this.y),
];
var pos = line_intersect(a, b, corners[0], corners[1]);
if (pos) {
collisions.push(pos);
}
pos = line_intersect(a, b, corners[1], corners[2]);
if (pos) {
collisions.push(pos);
}
pos = line_intersect(a, b, corners[2], corners[3]);
if (pos) {
collisions.push(pos);
}
pos = line_intersect(a, b, corners[3], corners[0]);
if (pos) {
collisions.push(pos);
}
return collisions;
};
// Returns true if the rectangle contains the position defined by the
// vector 'vec'
BRect.prototype.contains_vec = function (vec) {
return (
vec.x >= this.x && vec.x <= this.mx &&
vec.y >= this.y && vec.y <= this.my);
};
// Returns true if the rectangle contains the position (x,y)
BRect.prototype.contains_xy = function (x, y) {
return (
x >= this.x && x <= this.mx &&
y >= this.y && y <= this.my);
};
// Returns true if the ellipse contains the position defined by the
// vector 'vec'
BEllipse.prototype.contains_vec = function (v) {
var _v = v.mult_xy(this.hx, this.hy);
return _v.len_sq() <= 1;
};
// Returns true if the ellipse contains the position (x, y)
BEllipse.prototype.contains_xy = function (x, y) {
return this.contains(new Vec2(x, y));
};
export {
BEllipse,
Vec2,
BRect,
};