refactor(editor): add gfx entry in bs global package (#10612)

This commit is contained in:
Saul-Mirone
2025-03-04 12:46:50 +00:00
parent 5ad3d3c94a
commit 66d9d576e0
216 changed files with 341 additions and 397 deletions
@@ -0,0 +1,366 @@
import { EPSILON, lineIntersects, polygonPointDistance } from '../math.js';
import type { SerializedXYWH, XYWH } from '../xywh.js';
import { deserializeXYWH, serializeXYWH } from '../xywh.js';
import { type IVec, Vec } from './vec.js';
export function getIBoundFromPoints(
points: IVec[],
rotation = 0
): IBound & {
maxX: number;
maxY: number;
minX: number;
minY: number;
} {
let minX = Infinity;
let minY = Infinity;
let maxX = -Infinity;
let maxY = -Infinity;
if (points.length < 1) {
minX = 0;
minY = 0;
maxX = 1;
maxY = 1;
} else {
for (const [x, y] of points) {
minX = Math.min(x, minX);
minY = Math.min(y, minY);
maxX = Math.max(x, maxX);
maxY = Math.max(y, maxY);
}
}
if (rotation !== 0) {
return getIBoundFromPoints(
points.map(pt =>
Vec.rotWith(pt, [(minX + maxX) / 2, (minY + maxY) / 2], rotation)
)
);
}
return {
minX,
minY,
maxX,
maxY,
x: minX,
y: minY,
w: maxX - minX,
h: maxY - minY,
};
}
/**
* Represents the x, y, width, and height of a block that can be easily accessed.
*/
export interface IBound {
x: number;
y: number;
w: number;
h: number;
rotate?: number;
}
export class Bound implements IBound {
h: number;
w: number;
x: number;
y: number;
get bl(): IVec {
return [this.x, this.y + this.h];
}
get br(): IVec {
return [this.x + this.w, this.y + this.h];
}
get center(): IVec {
return [this.x + this.w / 2, this.y + this.h / 2];
}
set center([cx, cy]: IVec) {
const [px, py] = this.center;
this.x += cx - px;
this.y += cy - py;
}
get horizontalLine(): IVec[] {
return [
[this.x, this.y + this.h / 2],
[this.x + this.w, this.y + this.h / 2],
];
}
get leftLine(): IVec[] {
return [
[this.x, this.y],
[this.x, this.y + this.h],
];
}
get lowerLine(): IVec[] {
return [
[this.x, this.y + this.h],
[this.x + this.w, this.y + this.h],
];
}
get maxX() {
return this.x + this.w;
}
get maxY() {
return this.y + this.h;
}
get midPoints(): IVec[] {
return [
[this.x + this.w / 2, this.y],
[this.x + this.w, this.y + this.h / 2],
[this.x + this.w / 2, this.y + this.h],
[this.x, this.y + this.h / 2],
];
}
get minX() {
return this.x;
}
get minY() {
return this.y;
}
get points(): IVec[] {
return [
[this.x, this.y],
[this.x + this.w, this.y],
[this.x + this.w, this.y + this.h],
[this.x, this.y + this.h],
];
}
get rightLine(): IVec[] {
return [
[this.x + this.w, this.y],
[this.x + this.w, this.y + this.h],
];
}
get tl(): IVec {
return [this.x, this.y];
}
get tr(): IVec {
return [this.x + this.w, this.y];
}
get upperLine(): IVec[] {
return [
[this.x, this.y],
[this.x + this.w, this.y],
];
}
get verticalLine(): IVec[] {
return [
[this.x + this.w / 2, this.y],
[this.x + this.w / 2, this.y + this.h],
];
}
constructor(x = 0, y = 0, w = 0, h = 0) {
this.x = x;
this.y = y;
this.w = w;
this.h = h;
}
static deserialize(s: string) {
const [x, y, w, h] = deserializeXYWH(s);
return new Bound(x, y, w, h);
}
static from(arg1: IBound) {
return new Bound(arg1.x, arg1.y, arg1.w, arg1.h);
}
static fromCenter(center: IVec, width: number, height: number) {
const [x, y] = center;
return new Bound(x - width / 2, y - height / 2, width, height);
}
static fromDOMRect({ left, top, width, height }: DOMRect) {
return new Bound(left, top, width, height);
}
static fromPoints(points: IVec[]) {
return Bound.from(getIBoundFromPoints(points));
}
static fromXYWH(xywh: XYWH) {
return new Bound(xywh[0], xywh[1], xywh[2], xywh[3]);
}
static serialize(bound: IBound) {
return serializeXYWH(bound.x, bound.y, bound.w, bound.h);
}
clone(): Bound {
return new Bound(this.x, this.y, this.w, this.h);
}
contains(bound: Bound) {
return (
bound.x >= this.x &&
bound.y >= this.y &&
bound.maxX <= this.maxX &&
bound.maxY <= this.maxY
);
}
containsPoint([x, y]: IVec): boolean {
const { minX, minY, maxX, maxY } = this;
return minX <= x && x <= maxX && minY <= y && y <= maxY;
}
expand(margin: [number, number]): Bound;
expand(left: number, top?: number, right?: number, bottom?: number): Bound;
expand(
left: number | [number, number],
top?: number,
right?: number,
bottom?: number
) {
if (Array.isArray(left)) {
const [x, y] = left;
return new Bound(this.x - x, this.y - y, this.w + x * 2, this.h + y * 2);
}
top ??= left;
right ??= left;
bottom ??= top;
return new Bound(
this.x - left,
this.y - top,
this.w + left + right,
this.h + top + bottom
);
}
getRelativePoint([x, y]: IVec): IVec {
return [this.x + x * this.w, this.y + y * this.h];
}
getVerticesAndMidpoints() {
return [...this.points, ...this.midPoints];
}
horizontalDistance(bound: Bound) {
return Math.min(
Math.abs(this.minX - bound.maxX),
Math.abs(this.maxX - bound.minX)
);
}
include(point: IVec) {
const x1 = Math.min(this.x, point[0]),
y1 = Math.min(this.y, point[1]),
x2 = Math.max(this.maxX, point[0]),
y2 = Math.max(this.maxY, point[1]);
return new Bound(x1, y1, x2 - x1, y2 - y1);
}
intersectLine(sp: IVec, ep: IVec, infinite = false) {
const rst: IVec[] = [];
(
[
[this.tl, this.tr],
[this.tl, this.bl],
[this.tr, this.br],
[this.bl, this.br],
] as IVec[][]
).forEach(([p1, p2]) => {
const p = lineIntersects(sp, ep, p1, p2, infinite);
if (p) rst.push(p);
});
return rst.length === 0 ? null : rst;
}
isHorizontalCross(bound: Bound) {
return !(this.maxY < bound.minY || this.minY > bound.maxY);
}
isIntersectWithBound(bound: Bound, epsilon = EPSILON) {
return (
bound.maxX > this.minX - epsilon &&
bound.maxY > this.minY - epsilon &&
bound.minX < this.maxX + epsilon &&
bound.minY < this.maxY + epsilon &&
!this.contains(bound) &&
!bound.contains(this)
);
}
isOverlapWithBound(bound: Bound, epsilon = EPSILON) {
return (
bound.maxX > this.minX - epsilon &&
bound.maxY > this.minY - epsilon &&
bound.minX < this.maxX + epsilon &&
bound.minY < this.maxY + epsilon
);
}
isPointInBound([x, y]: IVec, tolerance = 0.01) {
return (
x > this.minX + tolerance &&
x < this.maxX - tolerance &&
y > this.minY + tolerance &&
y < this.maxY - tolerance
);
}
isPointNearBound([x, y]: IVec, tolerance = 0.01) {
return polygonPointDistance(this.points, [x, y]) < tolerance;
}
isVerticalCross(bound: Bound) {
return !(this.maxX < bound.minX || this.minX > bound.maxX);
}
moveDelta(dx: number, dy: number) {
return new Bound(this.x + dx, this.y + dy, this.w, this.h);
}
serialize(): SerializedXYWH {
return serializeXYWH(this.x, this.y, this.w, this.h);
}
toRelative([x, y]: IVec): IVec {
return [(x - this.x) / this.w, (y - this.y) / this.h];
}
toXYWH(): XYWH {
return [this.x, this.y, this.w, this.h];
}
unite(bound: Bound) {
const x1 = Math.min(this.x, bound.x),
y1 = Math.min(this.y, bound.y),
x2 = Math.max(this.maxX, bound.maxX),
y2 = Math.max(this.maxY, bound.maxY);
return new Bound(x1, y1, x2 - x1, y2 - y1);
}
verticalDistance(bound: Bound) {
return Math.min(
Math.abs(this.minY - bound.maxY),
Math.abs(this.maxY - bound.minY)
);
}
}
@@ -0,0 +1,4 @@
export * from './bound.js';
export * from './point.js';
export * from './point-location.js';
export * from './vec.js';
@@ -0,0 +1,94 @@
import { type IVec, Vec } from './vec.js';
/**
* PointLocation is an implementation of IVec with in/out vectors and tangent.
* This is useful when dealing with path.
*/
export class PointLocation extends Array<number> implements IVec {
_in: IVec = [0, 0];
_out: IVec = [0, 0];
// the tangent belongs to the point on the element outline
_tangent: IVec = [0, 0];
[0]: number;
[1]: number;
get absIn() {
return Vec.add(this, this._in);
}
get absOut() {
return Vec.add(this, this._out);
}
get in() {
return this._in;
}
set in(value: IVec) {
this._in = value;
}
override get length() {
return super.length as 2;
}
get out() {
return this._out;
}
set out(value: IVec) {
this._out = value;
}
get tangent() {
return this._tangent;
}
set tangent(value: IVec) {
this._tangent = value;
}
constructor(
point: IVec = [0, 0],
tangent: IVec = [0, 0],
inVec: IVec = [0, 0],
outVec: IVec = [0, 0]
) {
super(2);
this[0] = point[0];
this[1] = point[1];
this._tangent = tangent;
this._in = inVec;
this._out = outVec;
}
static fromVec(vec: IVec) {
const point = new PointLocation();
point[0] = vec[0];
point[1] = vec[1];
return point;
}
clone() {
return new PointLocation(
this as unknown as IVec,
this._tangent,
this._in,
this._out
);
}
setVec(vec: IVec) {
this[0] = vec[0];
this[1] = vec[1];
return this;
}
toVec(): IVec {
return [this[0], this[1]];
}
}
@@ -0,0 +1,268 @@
import { clamp } from '../math.js';
export interface IPoint {
x: number;
y: number;
}
export class Point {
x: number;
y: number;
constructor(x = 0, y = 0) {
this.x = x;
this.y = y;
}
/**
* Restrict a value to a certain interval.
*/
static clamp(p: Point, min: Point, max: Point) {
return new Point(clamp(p.x, min.x, max.x), clamp(p.y, min.y, max.y));
}
static from(point: IPoint | number[] | number, y?: number) {
if (Array.isArray(point)) {
return new Point(point[0], point[1]);
}
if (typeof point === 'number') {
return new Point(point, y ?? point);
}
return new Point(point.x, point.y);
}
/**
* Compares and returns the maximum of two points.
*/
static max(a: Point, b: Point) {
return new Point(Math.max(a.x, b.x), Math.max(a.y, b.y));
}
/**
* Compares and returns the minimum of two points.
*/
static min(a: Point, b: Point) {
return new Point(Math.min(a.x, b.x), Math.min(a.y, b.y));
}
add(point: IPoint): Point {
return new Point(this.x + point.x, this.y + point.y);
}
/**
* Returns a copy of the point.
*/
clone() {
return new Point(this.x, this.y);
}
cross(point: IPoint): number {
return this.x * point.y - this.y * point.x;
}
equals({ x, y }: Point) {
return this.x === x && this.y === y;
}
lerp(point: IPoint, t: number): Point {
return new Point(
this.x + (point.x - this.x) * t,
this.y + (point.y - this.y) * t
);
}
scale(factor: number): Point {
return new Point(this.x * factor, this.y * factor);
}
set(x: number, y: number) {
this.x = x;
this.y = y;
}
subtract(point: IPoint): Point {
return new Point(this.x - point.x, this.y - point.y);
}
toArray() {
return [this.x, this.y];
}
}
export class Rect {
// `[right, bottom]`
max: Point;
// `[left, top]`
min: Point;
get bottom() {
return this.max.y;
}
set bottom(y: number) {
this.max.y = y;
}
get height() {
return this.max.y - this.min.y;
}
set height(h: number) {
this.max.y = this.min.y + h;
}
get left() {
return this.min.x;
}
set left(x: number) {
this.min.x = x;
}
get right() {
return this.max.x;
}
set right(x: number) {
this.max.x = x;
}
get top() {
return this.min.y;
}
set top(y: number) {
this.min.y = y;
}
get width() {
return this.max.x - this.min.x;
}
set width(w: number) {
this.max.x = this.min.x + w;
}
constructor(left: number, top: number, right: number, bottom: number) {
const [minX, maxX] = left <= right ? [left, right] : [right, left];
const [minY, maxY] = top <= bottom ? [top, bottom] : [bottom, top];
this.min = new Point(minX, minY);
this.max = new Point(maxX, maxY);
}
static fromDOM(dom: Element) {
return Rect.fromDOMRect(dom.getBoundingClientRect());
}
static fromDOMRect({ left, top, right, bottom }: DOMRect) {
return Rect.fromLTRB(left, top, right, bottom);
}
static fromLTRB(left: number, top: number, right: number, bottom: number) {
return new Rect(left, top, right, bottom);
}
static fromLWTH(left: number, width: number, top: number, height: number) {
return new Rect(left, top, left + width, top + height);
}
static fromPoint(point: Point) {
return Rect.fromPoints(point.clone(), point);
}
static fromPoints(start: Point, end: Point) {
const width = Math.abs(end.x - start.x);
const height = Math.abs(end.y - start.y);
const left = Math.min(end.x, start.x);
const top = Math.min(end.y, start.y);
return Rect.fromLWTH(left, width, top, height);
}
static fromXY(x: number, y: number) {
return Rect.fromPoint(new Point(x, y));
}
center() {
return new Point(
(this.left + this.right) / 2,
(this.top + this.bottom) / 2
);
}
clamp(p: Point) {
return Point.clamp(p, this.min, this.max);
}
clone() {
const { left, top, right, bottom } = this;
return new Rect(left, top, right, bottom);
}
contains({ min, max }: Rect) {
return this.isPointIn(min) && this.isPointIn(max);
}
equals({ min, max }: Rect) {
return this.min.equals(min) && this.max.equals(max);
}
extend_with(point: Point) {
this.min = Point.min(this.min, point);
this.max = Point.max(this.max, point);
}
extend_with_x(x: number) {
this.min.x = Math.min(this.min.x, x);
this.max.x = Math.max(this.max.x, x);
}
extend_with_y(y: number) {
this.min.y = Math.min(this.min.y, y);
this.max.y = Math.max(this.max.y, y);
}
intersect(other: Rect) {
return Rect.fromPoints(
Point.max(this.min, other.min),
Point.min(this.max, other.max)
);
}
intersects({ left, top, right, bottom }: Rect) {
return (
this.left <= right &&
left <= this.right &&
this.top <= bottom &&
top <= this.bottom
);
}
isPointDown({ x, y }: Point) {
return this.bottom < y && this.left <= x && this.right >= x;
}
isPointIn({ x, y }: Point) {
return (
this.left <= x && x <= this.right && this.top <= y && y <= this.bottom
);
}
isPointLeft({ x, y }: Point) {
return x < this.left && this.top <= y && this.bottom >= y;
}
isPointRight({ x, y }: Point) {
return x > this.right && this.top <= y && this.bottom >= y;
}
isPointUp({ x, y }: Point) {
return y < this.top && this.left <= x && this.right >= x;
}
toDOMRect() {
const { left, top, width, height } = this;
return new DOMRect(left, top, width, height);
}
}
@@ -0,0 +1,599 @@
// Inlined from https://raw.githubusercontent.com/tldraw/tldraw/24cad6959f59f93e20e556d018c391fd89d4ecca/packages/vec/src/index.ts
// Credits to tldraw
export type IVec = [number, number];
export type IVec3 = [number, number, number];
export class Vec {
/**
* Absolute value of a vector.
* @param A
* @returns
*/
static abs = (A: number[]): number[] => {
return [Math.abs(A[0]), Math.abs(A[1])];
};
/**
* Add vectors.
* @param A
* @param B
*/
static add = (A: number[], B: number[]): IVec => {
return [A[0] + B[0], A[1] + B[1]];
};
/**
* Add scalar to vector.
* @param A
* @param B
*/
static addScalar = (A: number[], n: number): IVec => {
return [A[0] + n, A[1] + n];
};
/**
* Angle between vector A and vector B in radians
* @param A
* @param B
*/
static ang = (A: number[], B: number[]): number => {
return Math.atan2(Vec.cpr(A, B), Vec.dpr(A, B));
};
/**
* Get the angle between the three vectors A, B, and C.
* @param p1
* @param pc
* @param p2
*/
static ang3 = (p1: IVec, pc: IVec, p2: IVec): number => {
// this,
const v1 = Vec.vec(pc, p1);
const v2 = Vec.vec(pc, p2);
return Vec.ang(v1, v2);
};
/**
* Angle between vector A and vector B in radians
* @param A
* @param B
*/
static angle = (A: IVec, B: IVec): number => {
return Math.atan2(B[1] - A[1], B[0] - A[0]);
};
/**
* Get whether p1 is left of p2, relative to pc.
* @param p1
* @param pc
* @param p2
*/
static clockwise = (p1: number[], pc: number[], p2: number[]): boolean => {
return Vec.isLeft(p1, pc, p2) > 0;
};
/**
* Cross product (outer product) | A X B |
* @param A
* @param B
*/
static cpr = (A: number[], B: number[]): number => {
return A[0] * B[1] - B[0] * A[1];
};
/**
* Dist length from A to B
* @param A
* @param B
*/
static dist = (A: number[], B: number[]): number => {
return Math.hypot(A[1] - B[1], A[0] - B[0]);
};
/**
* Dist length from A to B squared.
* @param A
* @param B
*/
static dist2 = (A: IVec, B: IVec): number => {
return Vec.len2(Vec.sub(A, B));
};
/**
* Distance between a point and the nearest point on a bounding box.
* @param bounds The bounding box.
* @param P The point
* @returns
*/
static distanceToBounds = (
bounds: {
minX: number;
minY: number;
maxX: number;
maxY: number;
},
P: number[]
): number => {
return Vec.dist(P, Vec.nearestPointOnBounds(bounds, P));
};
/**
* Distance between a point and the nearest point on a line segment between A and B
* @param A The start of the line segment
* @param B The end of the line segment
* @param P The off-line point
* @param clamp Whether to clamp the point between A and B.
* @returns
*/
static distanceToLineSegment = (
A: IVec,
B: IVec,
P: IVec,
clamp = true
): number => {
return Vec.dist(P, Vec.nearestPointOnLineSegment(A, B, P, clamp));
};
/**
* Distance between a point and a line with a known unit vector that passes through a point.
* @param A Any point on the line
* @param u The unit vector for the line.
* @param P A point not on the line to test.
* @returns
*/
static distanceToLineThroughPoint = (A: IVec, u: IVec, P: IVec): number => {
return Vec.dist(P, Vec.nearestPointOnLineThroughPoint(A, u, P));
};
/**
* Vector division by scalar.
* @param A
* @param n
*/
static div = (A: IVec, n: number): IVec => {
return [A[0] / n, A[1] / n];
};
/**
* Vector division by vector.
* @param A
* @param n
*/
static divV = (A: IVec, B: IVec): IVec => {
return [A[0] / B[0], A[1] / B[1]];
};
/**
* Dot product
* @param A
* @param B
*/
static dpr = (A: number[], B: number[]): number => {
return A[0] * B[0] + A[1] * B[1];
};
/**
* A faster, though less accurate method for testing distances. Maybe faster?
* @param A
* @param B
* @returns
*/
static fastDist = (A: number[], B: number[]): number[] => {
const V = [B[0] - A[0], B[1] - A[1]];
const aV = [Math.abs(V[0]), Math.abs(V[1])];
let r = 1 / Math.max(aV[0], aV[1]);
r = r * (1.29289 - (aV[0] + aV[1]) * r * 0.29289);
return [V[0] * r, V[1] * r];
};
/**
* Interpolate from A to B when curVAL goes fromVAL: number[] => to
* @param A
* @param B
* @param from Starting value
* @param to Ending value
* @param s Strength
*/
static int = (A: IVec, B: IVec, from: number, to: number, s = 1): IVec => {
const t = (Vec.clamp(from, to) - from) / (to - from);
return Vec.add(Vec.mul(A, 1 - t), Vec.mul(B, s));
};
/**
* Check of two vectors are identical.
* @param A
* @param B
*/
static isEqual = (A: number[], B: number[]): boolean => {
return A[0] === B[0] && A[1] === B[1];
};
/**
* Get whether p1 is left of p2, relative to pc.
* @param p1
* @param pc
* @param p2
*/
static isLeft = (p1: number[], pc: number[], p2: number[]): number => {
// isLeft: >0 for counterclockwise
// =0 for none (degenerate)
// <0 for clockwise
return (
(pc[0] - p1[0]) * (p2[1] - p1[1]) - (p2[0] - p1[0]) * (pc[1] - p1[1])
);
};
/**
* Length of the vector
* @param A
*/
static len = (A: number[]): number => {
return Math.hypot(A[0], A[1]);
};
/**
* Length of the vector squared
* @param A
*/
static len2 = (A: number[]): number => {
return A[0] * A[0] + A[1] * A[1];
};
/**
* Interpolate vector A to B with a scalar t
* @param A
* @param B
* @param t scalar
*/
static lrp = (A: IVec, B: IVec, t: number): IVec => {
return Vec.add(A, Vec.mul(Vec.sub(B, A), t));
};
/**
* Get a vector comprised of the maximum of two or more vectors.
*/
static max = (...v: number[][]) => {
return [Math.max(...v.map(a => a[0])), Math.max(...v.map(a => a[1]))];
};
/**
* Mean between two vectors or mid vector between two vectors
* @param A
* @param B
*/
static med = (A: IVec, B: IVec): IVec => {
return Vec.mul(Vec.add(A, B), 0.5);
};
/**
* Get a vector comprised of the minimum of two or more vectors.
*/
static min = (...v: number[][]) => {
return [Math.min(...v.map(a => a[0])), Math.min(...v.map(a => a[1]))];
};
/**
* Vector multiplication by scalar
* @param A
* @param n
*/
static mul = (A: IVec, n: number): IVec => {
return [A[0] * n, A[1] * n];
};
/**
* Multiple two vectors.
* @param A
* @param B
*/
static mulV = (A: IVec, B: IVec): IVec => {
return [A[0] * B[0], A[1] * B[1]];
};
/**
* Get the nearest point on a bounding box to a point P.
* @param bounds The bounding box
* @param P The point point
* @returns
*/
static nearestPointOnBounds = (
bounds: {
minX: number;
minY: number;
maxX: number;
maxY: number;
},
P: number[]
): number[] => {
return [
Vec.clamp(P[0], bounds.minX, bounds.maxX),
Vec.clamp(P[1], bounds.minY, bounds.maxY),
];
};
/**
* Get the nearest point on a line segment between A and B
* @param A The start of the line segment
* @param B The end of the line segment
* @param P The off-line point
* @param clamp Whether to clamp the point between A and B.
* @returns
*/
static nearestPointOnLineSegment = (
A: IVec,
B: IVec,
P: IVec,
clamp = true
): IVec => {
const u = Vec.uni(Vec.sub(B, A));
const C = Vec.add(A, Vec.mul(u, Vec.pry(Vec.sub(P, A), u)));
if (clamp) {
if (C[0] < Math.min(A[0], B[0])) return A[0] < B[0] ? A : B;
if (C[0] > Math.max(A[0], B[0])) return A[0] > B[0] ? A : B;
if (C[1] < Math.min(A[1], B[1])) return A[1] < B[1] ? A : B;
if (C[1] > Math.max(A[1], B[1])) return A[1] > B[1] ? A : B;
}
return C;
};
/**
* Get the nearest point on a line with a known unit vector that passes through point A
* @param A Any point on the line
* @param u The unit vector for the line.
* @param P A point not on the line to test.
* @returns
*/
static nearestPointOnLineThroughPoint = (A: IVec, u: IVec, P: IVec): IVec => {
return Vec.add(A, Vec.mul(u, Vec.pry(Vec.sub(P, A), u)));
};
/**
* Negate a vector.
* @param A
*/
static neg = (A: number[]): number[] => {
return [-A[0], -A[1]];
};
/**
* Get normalized / unit vector.
* @param A
*/
static normalize = (A: IVec): IVec => {
return Vec.uni(A);
};
/**
* Push a point A towards point B by a given distance.
* @param A
* @param B
* @param d
* @returns
*/
static nudge = (A: IVec, B: IVec, d: number): number[] => {
if (Vec.isEqual(A, B)) return A;
return Vec.add(A, Vec.mul(Vec.uni(Vec.sub(B, A)), d));
};
/**
* Push a point in a given angle by a given distance.
* @param A
* @param B
* @param d
*/
static nudgeAtAngle = (A: number[], a: number, d: number): number[] => {
return [Math.cos(a) * d + A[0], Math.sin(a) * d + A[1]];
};
/**
* Perpendicular rotation of a vector A
* @param A
*/
static per = (A: IVec): IVec => {
return [A[1], -A[0]];
};
static pointOffset = (A: IVec, B: IVec, offset: number): IVec => {
let u = Vec.uni(Vec.sub(B, A));
if (Vec.isEqual(A, B)) u = A;
return Vec.add(A, Vec.mul(u, offset));
};
/**
* Get an array of points between two points.
* @param A The first point.
* @param B The second point.
* @param steps The number of points to return.
*/
static pointsBetween = (A: IVec, B: IVec, steps = 6): number[][] => {
return Array.from({ length: steps }).map((_, i) => {
const t = i / (steps - 1);
const k = Math.min(1, 0.5 + Math.abs(0.5 - t));
return [...Vec.lrp(A, B, t), k];
});
};
/**
* Project A over B
* @param A
* @param B
*/
static pry = (A: number[], B: number[]): number => {
return Vec.dpr(A, B) / Vec.len(B);
};
static rescale = (a: number[], n: number): number[] => {
const l = Vec.len(a);
return [(n * a[0]) / l, (n * a[1]) / l];
};
/**
* Vector rotation by r (radians)
* @param A
* @param r rotation in radians
*/
static rot = (A: number[], r = 0): IVec => {
return [
A[0] * Math.cos(r) - A[1] * Math.sin(r),
A[0] * Math.sin(r) + A[1] * Math.cos(r),
];
};
/**
* Rotate a vector around another vector by r (radians)
* @param A vector
* @param C center
* @param r rotation in radians
*/
static rotWith = (A: IVec, C: IVec, r = 0): IVec => {
if (r === 0) return A;
const s = Math.sin(r);
const c = Math.cos(r);
const px = A[0] - C[0];
const py = A[1] - C[1];
const nx = px * c - py * s;
const ny = px * s + py * c;
return [nx + C[0], ny + C[1]];
};
/**
* Get the slope between two points.
* @param A
* @param B
*/
static slope = (A: number[], B: number[]) => {
if (A[0] === B[0]) return NaN;
return (A[1] - B[1]) / (A[0] - B[0]);
};
/**
* Subtract vectors.
* @param A
* @param B
*/
static sub = (A: IVec, B: IVec): IVec => {
return [A[0] - B[0], A[1] - B[1]];
};
/**
* Subtract scalar from vector.
* @param A
* @param B
*/
static subScalar = (A: IVec, n: number): IVec => {
return [A[0] - n, A[1] - n];
};
/**
* Get the tangent between two vectors.
* @param A
* @param B
* @returns
*/
static tangent = (A: IVec, B: IVec): IVec => {
return Vec.uni(Vec.sub(A, B));
};
/**
* Round a vector to two decimal places.
* @param a
*/
static toFixed = (a: number[]): number[] => {
return a.map(v => Math.round(v * 100) / 100);
};
static toPoint = (v: IVec) => {
return {
x: v[0],
y: v[1],
};
};
/**
* Round a vector to a precision length.
* @param a
* @param n
*/
static toPrecision = (a: number[], n = 4): number[] => {
return [+a[0].toPrecision(n), +a[1].toPrecision(n)];
};
static toVec = (v: { x: number; y: number }): IVec => [v.x, v.y];
/**
* Get normalized / unit vector.
* @param A
*/
static uni = (A: IVec): IVec => {
return Vec.div(A, Vec.len(A));
};
/**
* Get the vector from vectors A to B.
* @param A
* @param B
*/
static vec = (A: IVec, B: IVec): IVec => {
// A, B as vectors get the vector from A to B
return [B[0] - A[0], B[1] - A[1]];
};
/**
* Clamp a value into a range.
* @param n
* @param min
*/
static clamp(n: number, min: number): number;
// eslint-disable-next-line @typescript-eslint/unified-signatures
static clamp(n: number, min: number, max: number): number;
static clamp(n: number, min: number, max?: number): number {
return Math.max(min, max !== undefined ? Math.min(n, max) : n);
}
/**
* Clamp a value into a range.
* @param n
* @param min
*/
static clampV(A: number[], min: number): number[];
// eslint-disable-next-line @typescript-eslint/unified-signatures
static clampV(A: number[], min: number, max: number): number[];
static clampV(A: number[], min: number, max?: number): number[] {
return A.map(n =>
max !== undefined ? Vec.clamp(n, min, max) : Vec.clamp(n, min)
);
}
/**
* Cross (for point in polygon)
*
*/
static cross(x: number[], y: number[], z: number[]): number {
return (y[0] - x[0]) * (z[1] - x[1]) - (z[0] - x[0]) * (y[1] - x[1]);
}
/**
* Snap vector to nearest step.
* @param A
* @param step
* @example
* ```ts
* Vec.snap([10.5, 28], 10) // [10, 30]
* ```
*/
static snap(a: number[], step = 1) {
return [Math.round(a[0] / step) * step, Math.round(a[1] / step) * step];
}
}