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/**
* This class maintains a list of static geometry related utility methods.
*
*
* Copyright: i-Vis Research Group, Bilkent University, 2007 - present
*/
const Point = require('./Point');
function IGeometry() {
}
/**
* This method calculates *half* the amount in x and y directions of the two
* input rectangles needed to separate them keeping their respective
* positioning, and returns the result in the input array. An input
* separation buffer added to the amount in both directions. We assume that
* the two rectangles do intersect.
*/
IGeometry.calcSeparationAmount = function (rectA, rectB, overlapAmount, separationBuffer)
{
if (!rectA.intersects(rectB)) {
throw "assert failed";
}
let directions = new Array(2);
this.decideDirectionsForOverlappingNodes(rectA, rectB, directions);
overlapAmount[0] = Math.min(rectA.getRight(), rectB.getRight()) -
Math.max(rectA.x, rectB.x);
overlapAmount[1] = Math.min(rectA.getBottom(), rectB.getBottom()) -
Math.max(rectA.y, rectB.y);
// update the overlapping amounts for the following cases:
if ((rectA.getX() <= rectB.getX()) && (rectA.getRight() >= rectB.getRight()))
{
/* Case x.1:
*
* rectA
* | |
* | _________ |
* | | | |
* |________|_______|______|
* | |
* | |
* rectB
*/
overlapAmount[0] += Math.min((rectB.getX() - rectA.getX()),
(rectA.getRight() - rectB.getRight()));
}
else if ((rectB.getX() <= rectA.getX()) && (rectB.getRight() >= rectA.getRight()))
{
/* Case x.2:
*
* rectB
* | |
* | _________ |
* | | | |
* |________|_______|______|
* | |
* | |
* rectA
*/
overlapAmount[0] += Math.min((rectA.getX() - rectB.getX()),
(rectB.getRight() - rectA.getRight()));
}
if ((rectA.getY() <= rectB.getY()) && (rectA.getBottom() >= rectB.getBottom()))
{
/* Case y.1:
* ________ rectA
* |
* |
* ______|____ rectB
* | |
* | |
* ______|____|
* |
* |
* |________
*
*/
overlapAmount[1] += Math.min((rectB.getY() - rectA.getY()),
(rectA.getBottom() - rectB.getBottom()));
}
else if ((rectB.getY() <= rectA.getY()) && (rectB.getBottom() >= rectA.getBottom()))
{
/* Case y.2:
* ________ rectB
* |
* |
* ______|____ rectA
* | |
* | |
* ______|____|
* |
* |
* |________
*
*/
overlapAmount[1] += Math.min((rectA.getY() - rectB.getY()),
(rectB.getBottom() - rectA.getBottom()));
}
// find slope of the line passes two centers
let slope = Math.abs((rectB.getCenterY() - rectA.getCenterY()) /
(rectB.getCenterX() - rectA.getCenterX()));
// if centers are overlapped
if ((rectB.getCenterY() === rectA.getCenterY()) &&
(rectB.getCenterX() === rectA.getCenterX()))
{
// assume the slope is 1 (45 degree)
slope = 1.0;
}
let moveByY = slope * overlapAmount[0];
let moveByX = overlapAmount[1] / slope;
if (overlapAmount[0] < moveByX)
{
moveByX = overlapAmount[0];
}
else
{
moveByY = overlapAmount[1];
}
// return half the amount so that if each rectangle is moved by these
// amounts in opposite directions, overlap will be resolved
overlapAmount[0] = -1 * directions[0] * ((moveByX / 2) + separationBuffer);
overlapAmount[1] = -1 * directions[1] * ((moveByY / 2) + separationBuffer);
};
/**
* This method decides the separation direction of overlapping nodes
*
* if directions[0] = -1, then rectA goes left
* if directions[0] = 1, then rectA goes right
* if directions[1] = -1, then rectA goes up
* if directions[1] = 1, then rectA goes down
*/
IGeometry.decideDirectionsForOverlappingNodes = function (rectA, rectB, directions)
{
if (rectA.getCenterX() < rectB.getCenterX())
{
directions[0] = -1;
}
else
{
directions[0] = 1;
}
if (rectA.getCenterY() < rectB.getCenterY())
{
directions[1] = -1;
}
else
{
directions[1] = 1;
}
};
/**
* This method calculates the intersection (clipping) points of the two
* input rectangles with line segment defined by the centers of these two
* rectangles. The clipping points are saved in the input double array and
* whether or not the two rectangles overlap is returned.
*/
IGeometry.getIntersection2 = function(rectA, rectB, result)
{
//result[0-1] will contain clipPoint of rectA, result[2-3] will contain clipPoint of rectB
let p1x = rectA.getCenterX();
let p1y = rectA.getCenterY();
let p2x = rectB.getCenterX();
let p2y = rectB.getCenterY();
//if two rectangles intersect, then clipping points are centers
if (rectA.intersects(rectB))
{
result[0] = p1x;
result[1] = p1y;
result[2] = p2x;
result[3] = p2y;
return true;
}
//variables for rectA
let topLeftAx = rectA.getX();
let topLeftAy = rectA.getY();
let topRightAx = rectA.getRight();
let bottomLeftAx = rectA.getX();
let bottomLeftAy = rectA.getBottom();
let bottomRightAx = rectA.getRight();
let halfWidthA = rectA.getWidthHalf();
let halfHeightA = rectA.getHeightHalf();
//variables for rectB
let topLeftBx = rectB.getX();
let topLeftBy = rectB.getY();
let topRightBx = rectB.getRight();
let bottomLeftBx = rectB.getX();
let bottomLeftBy = rectB.getBottom();
let bottomRightBx = rectB.getRight();
let halfWidthB = rectB.getWidthHalf();
let halfHeightB = rectB.getHeightHalf();
//flag whether clipping points are found
let clipPointAFound = false;
let clipPointBFound = false;
// line is vertical
if (p1x === p2x)
{
if (p1y > p2y)
{
result[0] = p1x;
result[1] = topLeftAy;
result[2] = p2x;
result[3] = bottomLeftBy;
return false;
}
else if (p1y < p2y)
{
result[0] = p1x;
result[1] = bottomLeftAy;
result[2] = p2x;
result[3] = topLeftBy;
return false;
}
else
{
//not line, return null;
}
}
// line is horizontal
else if (p1y === p2y)
{
if (p1x > p2x)
{
result[0] = topLeftAx;
result[1] = p1y;
result[2] = topRightBx;
result[3] = p2y;
return false;
}
else if (p1x < p2x)
{
result[0] = topRightAx;
result[1] = p1y;
result[2] = topLeftBx;
result[3] = p2y;
return false;
}
else
{
//not valid line, return null;
}
}
else
{
//slopes of rectA's and rectB's diagonals
let slopeA = rectA.height / rectA.width;
let slopeB = rectB.height / rectB.width;
//slope of line between center of rectA and center of rectB
let slopePrime = (p2y - p1y) / (p2x - p1x);
let cardinalDirectionA;
let cardinalDirectionB;
let tempPointAx;
let tempPointAy;
let tempPointBx;
let tempPointBy;
//determine whether clipping point is the corner of nodeA
if ((-slopeA) === slopePrime)
{
if (p1x > p2x)
{
result[0] = bottomLeftAx;
result[1] = bottomLeftAy;
clipPointAFound = true;
}
else
{
result[0] = topRightAx;
result[1] = topLeftAy;
clipPointAFound = true;
}
}
else if (slopeA === slopePrime)
{
if (p1x > p2x)
{
result[0] = topLeftAx;
result[1] = topLeftAy;
clipPointAFound = true;
}
else
{
result[0] = bottomRightAx;
result[1] = bottomLeftAy;
clipPointAFound = true;
}
}
//determine whether clipping point is the corner of nodeB
if ((-slopeB) === slopePrime)
{
if (p2x > p1x)
{
result[2] = bottomLeftBx;
result[3] = bottomLeftBy;
clipPointBFound = true;
}
else
{
result[2] = topRightBx;
result[3] = topLeftBy;
clipPointBFound = true;
}
}
else if (slopeB === slopePrime)
{
if (p2x > p1x)
{
result[2] = topLeftBx;
result[3] = topLeftBy;
clipPointBFound = true;
}
else
{
result[2] = bottomRightBx;
result[3] = bottomLeftBy;
clipPointBFound = true;
}
}
//if both clipping points are corners
if (clipPointAFound && clipPointBFound)
{
return false;
}
//determine Cardinal Direction of rectangles
if (p1x > p2x)
{
if (p1y > p2y)
{
cardinalDirectionA = this.getCardinalDirection(slopeA, slopePrime, 4);
cardinalDirectionB = this.getCardinalDirection(slopeB, slopePrime, 2);
}
else
{
cardinalDirectionA = this.getCardinalDirection(-slopeA, slopePrime, 3);
cardinalDirectionB = this.getCardinalDirection(-slopeB, slopePrime, 1);
}
}
else
{
if (p1y > p2y)
{
cardinalDirectionA = this.getCardinalDirection(-slopeA, slopePrime, 1);
cardinalDirectionB = this.getCardinalDirection(-slopeB, slopePrime, 3);
}
else
{
cardinalDirectionA = this.getCardinalDirection(slopeA, slopePrime, 2);
cardinalDirectionB = this.getCardinalDirection(slopeB, slopePrime, 4);
}
}
//calculate clipping Point if it is not found before
if (!clipPointAFound)
{
switch (cardinalDirectionA)
{
case 1:
tempPointAy = topLeftAy;
tempPointAx = p1x + (-halfHeightA) / slopePrime;
result[0] = tempPointAx;
result[1] = tempPointAy;
break;
case 2:
tempPointAx = bottomRightAx;
tempPointAy = p1y + halfWidthA * slopePrime;
result[0] = tempPointAx;
result[1] = tempPointAy;
break;
case 3:
tempPointAy = bottomLeftAy;
tempPointAx = p1x + halfHeightA / slopePrime;
result[0] = tempPointAx;
result[1] = tempPointAy;
break;
case 4:
tempPointAx = bottomLeftAx;
tempPointAy = p1y + (-halfWidthA) * slopePrime;
result[0] = tempPointAx;
result[1] = tempPointAy;
break;
}
}
if (!clipPointBFound)
{
switch (cardinalDirectionB)
{
case 1:
tempPointBy = topLeftBy;
tempPointBx = p2x + (-halfHeightB) / slopePrime;
result[2] = tempPointBx;
result[3] = tempPointBy;
break;
case 2:
tempPointBx = bottomRightBx;
tempPointBy = p2y + halfWidthB * slopePrime;
result[2] = tempPointBx;
result[3] = tempPointBy;
break;
case 3:
tempPointBy = bottomLeftBy;
tempPointBx = p2x + halfHeightB / slopePrime;
result[2] = tempPointBx;
result[3] = tempPointBy;
break;
case 4:
tempPointBx = bottomLeftBx;
tempPointBy = p2y + (-halfWidthB) * slopePrime;
result[2] = tempPointBx;
result[3] = tempPointBy;
break;
}
}
}
return false;
};
/**
* This method returns in which cardinal direction does input point stays
* 1: North
* 2: East
* 3: South
* 4: West
*/
IGeometry.getCardinalDirection = function (slope, slopePrime, line)
{
if (slope > slopePrime)
{
return line;
}
else
{
return 1 + line % 4;
}
};
/**
* This method calculates the intersection of the two lines defined by
* point pairs (s1,s2) and (f1,f2).
*/
IGeometry.getIntersection = function(s1, s2, f1, f2)
{
if (f2 == null) {
return this.getIntersection2(s1, s2, f1);
}
let x1 = s1.x;
let y1 = s1.y;
let x2 = s2.x;
let y2 = s2.y;
let x3 = f1.x;
let y3 = f1.y;
let x4 = f2.x;
let y4 = f2.y;
let x, y; // intersection point
let a1, a2, b1, b2, c1, c2; // coefficients of line eqns.
let denom;
a1 = y2 - y1;
b1 = x1 - x2;
c1 = x2 * y1 - x1 * y2; // { a1*x + b1*y + c1 = 0 is line 1 }
a2 = y4 - y3;
b2 = x3 - x4;
c2 = x4 * y3 - x3 * y4; // { a2*x + b2*y + c2 = 0 is line 2 }
denom = a1 * b2 - a2 * b1;
if (denom === 0)
{
return null;
}
x = (b1 * c2 - b2 * c1) / denom;
y = (a2 * c1 - a1 * c2) / denom;
return new Point(x, y);
};
/**
* This method finds and returns the angle of the vector from the + x-axis
* in clockwise direction (compatible w/ Java coordinate system!).
*/
IGeometry.angleOfVector = function(Cx, Cy, Nx, Ny)
{
let C_angle;
if (Cx !== Nx)
{
C_angle = Math.atan((Ny - Cy) / (Nx - Cx));
if (Nx < Cx)
{
C_angle += Math.PI;
}
else if (Ny < Cy)
{
C_angle += this.TWO_PI;
}
}
else if (Ny < Cy)
{
C_angle = this.ONE_AND_HALF_PI; // 270 degrees
}
else
{
C_angle = this.HALF_PI; // 90 degrees
}
return C_angle;
};
/**
* This method checks whether the given two line segments (one with point
* p1 and p2, the other with point p3 and p4) intersect at a point other
* than these points.
*/
IGeometry.doIntersect = function(p1, p2, p3, p4){
let a = p1.x;
let b = p1.y;
let c = p2.x;
let d = p2.y;
let p = p3.x;
let q = p3.y;
let r = p4.x;
let s = p4.y;
let det = (c - a) * (s - q) - (r - p) * (d - b);
if (det === 0) {
return false;
} else {
let lambda = ((s - q) * (r - a) + (p - r) * (s - b)) / det;
let gamma = ((b - d) * (r - a) + (c - a) * (s - b)) / det;
return (0 < lambda && lambda < 1) && (0 < gamma && gamma < 1);
}
};
// -----------------------------------------------------------------------------
// Section: Class Constants
// -----------------------------------------------------------------------------
/**
* Some useful pre-calculated constants
*/
IGeometry.HALF_PI = 0.5 * Math.PI;
IGeometry.ONE_AND_HALF_PI = 1.5 * Math.PI;
IGeometry.TWO_PI = 2.0 * Math.PI;
IGeometry.THREE_PI = 3.0 * Math.PI;
module.exports = IGeometry;