polygon.js
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import H from '../parts/Globals.js';
import '../parts/Utilities.js';
var deg2rad = H.deg2rad,
find = H.find,
isArray = H.isArray,
isNumber = H.isNumber,
map = H.map,
reduce = H.reduce;
/**
* Alternative solution to correctFloat.
* E.g H.correctFloat(123, 2) returns 120, when it should be 123.
*/
var correctFloat = function (number, precision) {
var p = isNumber(precision) ? precision : 14,
magnitude = Math.pow(10, p);
return Math.round(number * magnitude) / magnitude;
};
/**
* Calculates the normals to a line between two points.
* @param {Array} p1 Start point for the line. Array of x and y value.
* @param {Array} p2 End point for the line. Array of x and y value.
* @returns {Array} Returns the two normals in an array.
*/
var getNormals = function getNormal(p1, p2) {
var dx = p2[0] - p1[0], // x2 - x1
dy = p2[1] - p1[1]; // y2 - y1
return [
[-dy, dx],
[dy, -dx]
];
};
/**
* Calculates the dot product of two coordinates. The result is a scalar value.
* @param {Array} a The x and y coordinates of the first point.
* @param {Array} b The x and y coordinates of the second point.
* @returns {Number} Returns the dot product of a and b.
*/
var dotProduct = function dotProduct(a, b) {
var ax = a[0],
ay = a[1],
bx = b[0],
by = b[1];
return ax * bx + ay * by;
};
/**
* Projects a polygon onto a coordinate.
* @param {Array} polygon Array of points in a polygon.
* @param {Array} target The coordinate of pr
*/
var project = function project(polygon, target) {
var products = map(polygon, function (point) {
return dotProduct(point, target);
});
return {
min: Math.min.apply(this, products),
max: Math.max.apply(this, products)
};
};
/**
* Rotates a point clockwise around the origin.
* @param {Array} point The x and y coordinates for the point.
* @param {Number} angle The angle of rotation.
* @returns {Array} The x and y coordinate for the rotated point.
*/
var rotate2DToOrigin = function (point, angle) {
var x = point[0],
y = point[1],
rad = deg2rad * -angle,
cosAngle = Math.cos(rad),
sinAngle = Math.sin(rad);
return [
correctFloat(x * cosAngle - y * sinAngle),
correctFloat(x * sinAngle + y * cosAngle)
];
};
/**
* Rotate a point clockwise around another point.
* @param {Array} point The x and y coordinates for the point.
* @param {Array} origin The point to rotate around.
* @param {Number} angle The angle of rotation.
* @returns {Array} The x and y coordinate for the rotated point.
*/
var rotate2DToPoint = function (point, origin, angle) {
var x = point[0] - origin[0],
y = point[1] - origin[1],
rotated = rotate2DToOrigin([x, y], angle);
return [
rotated[0] + origin[0],
rotated[1] + origin[1]
];
};
var isAxesEqual = function (axis1, axis2) {
return (
axis1[0] === axis2[0] &&
axis1[1] === axis2[1]
);
};
var getAxesFromPolygon = function (polygon) {
var points,
axes = polygon.axes;
if (!isArray(axes)) {
axes = [];
points = points = polygon.concat([polygon[0]]);
reduce(
points,
function findAxis(p1, p2) {
var normals = getNormals(p1, p2),
axis = normals[0]; // Use the left normal as axis.
// Check that the axis is unique.
if (!find(axes, function (existing) {
return isAxesEqual(existing, axis);
})) {
axes.push(axis);
}
// Return p2 to be used as p1 in next iteration.
return p2;
}
);
polygon.axes = axes;
}
return axes;
};
var getAxes = function (polygon1, polygon2) {
// Get the axis from both polygons.
var axes1 = getAxesFromPolygon(polygon1),
axes2 = getAxesFromPolygon(polygon2);
return axes1.concat(axes2);
};
var getPolygon = function (x, y, width, height, rotation) {
var origin = [x, y],
left = x - (width / 2),
right = x + (width / 2),
top = y - (height / 2),
bottom = y + (height / 2),
polygon = [
[left, top],
[right, top],
[right, bottom],
[left, bottom]
];
return map(polygon, function (point) {
return rotate2DToPoint(point, origin, -rotation);
});
};
var getBoundingBoxFromPolygon = function (points) {
return reduce(points, function (obj, point) {
var x = point[0],
y = point[1];
obj.left = Math.min(x, obj.left);
obj.right = Math.max(x, obj.right);
obj.bottom = Math.max(y, obj.bottom);
obj.top = Math.min(y, obj.top);
return obj;
}, {
left: Number.MAX_VALUE,
right: -Number.MAX_VALUE,
bottom: -Number.MAX_VALUE,
top: Number.MAX_VALUE
});
};
var isPolygonsOverlappingOnAxis = function (axis, polygon1, polygon2) {
var projection1 = project(polygon1, axis),
projection2 = project(polygon2, axis),
isOverlapping = !(
projection2.min > projection1.max ||
projection2.max < projection1.min
);
return !isOverlapping;
};
/**
* Checks wether two convex polygons are colliding by using the Separating Axis
* Theorem.
* @param {Array} polygon1 First polygon.
* @param {Array} polygon2 Second polygon.
* @returns {boolean} Returns true if they are colliding, otherwise false.
*/
var isPolygonsColliding = function isPolygonsColliding(polygon1, polygon2) {
var axes = getAxes(polygon1, polygon2),
overlappingOnAllAxes = !find(axes, function (axis) {
return isPolygonsOverlappingOnAxis(axis, polygon1, polygon2);
});
return overlappingOnAllAxes;
};
var movePolygon = function (deltaX, deltaY, polygon) {
return map(polygon, function (point) {
return [
point[0] + deltaX,
point[1] + deltaY
];
});
};
var collision = {
getBoundingBoxFromPolygon: getBoundingBoxFromPolygon,
getPolygon: getPolygon,
isPolygonsColliding: isPolygonsColliding,
movePolygon: movePolygon,
rotate2DToOrigin: rotate2DToOrigin,
rotate2DToPoint: rotate2DToPoint
};
export default collision;