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AFFiNE-Mirror/blocksuite/framework/global/src/gfx/model/vec.ts

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TypeScript

// 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];
}
}