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freesewing/packages/core/src/utils.mjs

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import { Bezier } from 'bezier-js'
import { Path } from './path.mjs'
import { Point } from './point.mjs'
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//////////////////////////////////////////////
// PUBLIC METHODS //
//////////////////////////////////////////////
/**
* Find the intersections between an endless line (beam) and a circle
*
* @param {Point} c - The center Point of the circle
* @param {float} r - The radius of the circle
* @param {Point} p1 - First Point on the line
* @param {Point} p2 - Second Point on the line
* @param {string} sort - Controls the sort of the resulting intersections
* @return {Array} intersections - An array with Point objects for the intersections
*/
export function beamIntersectsCircle(c, r, p1, p2, sort = 'x') {
let dx = p2.x - p1.x
let dy = p2.y - p1.y
let A = Math.pow(dx, 2) + Math.pow(dy, 2)
let B = 2 * (dx * (p1.x - c.x) + dy * (p1.y - c.y))
let C = Math.pow(p1.x - c.x, 2) + Math.pow(p1.y - c.y, 2) - Math.pow(r, 2)
let det = Math.pow(B, 2) - 4 * A * C
if (A <= 0.0000001 || det < 0) return false
// No real solutions
else if (det === 0) {
// One solution
let t = (-1 * B) / (2 * A)
let i1 = new Point(p1.x + t * dx, p1.y + t * dy)
return [i1]
} else {
// Two solutions
let t = (-1 * B + Math.sqrt(det)) / (2 * A)
let i1 = new Point(p1.x + t * dx, p1.y + t * dy)
t = (-1 * B - Math.sqrt(det)) / (2 * A)
let i2 = new Point(p1.x + t * dx, p1.y + t * dy)
if ((sort === 'x' && i1.x <= i2.x) || (sort === 'y' && i1.y <= i2.y)) return [i1, i2]
else return [i2, i1]
}
}
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/**
* Finds where an endless line intersects with a given X-value
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*
* @param {Point} from - First Point on the line
* @param {Point} to - Second Point on the line
* @param {float} x - X-value to check
* @return {Point} intersection - The Point at the intersection
*/
export function beamIntersectsX(from, to, x) {
if (from.x === to.x) return false // Vertical line
let top = new Point(x, -10)
let bottom = new Point(x, 10)
return beamsIntersect(from, to, top, bottom)
}
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/**
* Finds where an endless line intersects with a given Y-value
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*
* @param {Point} from - First Point 1 on the line
* @param {Point} to - Second Point on the line
* @param {float} y - Y-value to check
* @return {Point} intersection - The Point at the intersection
*/
export function beamIntersectsY(from, to, y) {
if (from.y === to.y) return false // Horizontal line
let left = new Point(-10, y)
let right = new Point(10, y)
return beamsIntersect(from, to, left, right)
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}
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/**
* Finds the intersection of two endless lines (beams)
*
* @param {Point} a1 - Point 1 of line A
* @param {Point} a2 - Point 2 of line A
* @param {Point} b1 - Point 1 of line B
* @param {Point} b2 - Point 2 of line B
* @return {Point} intersections - The Point at the intersection
*/
export function beamsIntersect(a1, a2, b1, b2) {
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let slopeA = a1.slope(a2)
let slopeB = b1.slope(b2)
if (slopeA === slopeB) return false // Parallel lines
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// Check for vertical line A
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if (Math.round(a1.x * 10000) === Math.round(a2.x * 10000))
return new Point(a1.x, slopeB * a1.x + (b1.y - slopeB * b1.x))
// Check for vertical line B
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else if (Math.round(b1.x * 10000) === Math.round(b2.x * 10000))
return new Point(b1.x, slopeA * b1.x + (a1.y - slopeA * a1.x))
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else {
// Swap points if line A or B goes from right to left
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if (a1.x > a2.x) a1 = a2.copy()
if (b1.x > b2.x) b1 = b2.copy()
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// Find y intercept
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let iA = a1.y - slopeA * a1.x
let iB = b1.y - slopeB * b1.x
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// Find intersection
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let x = (iB - iA) / (slopeA - slopeB)
let y = slopeA * x + iA
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return new Point(x, y)
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}
}
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/**
* Returns the string you pass with with the first character converted to uppercase
*
* @param {string} string - The string to capitalize
* @return {string} capitalized - The capitalized string
*/
export function capitalize(string) {
return string.charAt(0).toUpperCase() + string.slice(1)
}
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/**
* Find the intersections between two circles
*
* @param {Point} c1 - The center Point of the first circle
* @param {float} r1 - The radius of the first circle
* @param {Point} c2 - The center Point of the second circle
* @param {float} r2 - The radius of the second circle
* @param {string} sort - Controls the sort of the resulting intersections
* @return {Array} intersections - An array with Point objects for the intersections
*/
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export function circlesIntersect(c1, r1, c2, r2, sort = 'x') {
let dx = c1.dx(c2)
let dy = c1.dy(c2)
let dist = c1.dist(c2)
// Check for edge cases
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if (dist > parseFloat(r1) + parseFloat(r2)) return false // Circles do not intersect
if (dist < parseFloat(r2) - parseFloat(r1)) return false // One circle is contained in the other
if (dist === 0 && r1 === r2) return false // Two circles are identical
let chorddistance = (Math.pow(r1, 2) - Math.pow(r2, 2) + Math.pow(dist, 2)) / (2 * dist)
let halfchordlength = Math.sqrt(Math.pow(r1, 2) - Math.pow(chorddistance, 2))
let chordmidpointx = c1.x + (chorddistance * dx) / dist
let chordmidpointy = c1.y + (chorddistance * dy) / dist
let i1 = new Point(
chordmidpointx + (halfchordlength * dy) / dist,
chordmidpointy - (halfchordlength * dx) / dist
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)
let i2 = new Point(
chordmidpointx - (halfchordlength * dy) / dist,
chordmidpointy + (halfchordlength * dx) / dist
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)
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if ((sort === 'x' && i1.x <= i2.x) || (sort === 'y' && i1.y <= i2.y)) return [i1, i2]
else return [i2, i1]
}
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/**
* Finds the edge of a cubic Bezier curve
*
* @param {BezierJs} curve - A BezierJs curve instance
* @param {string} edge - The edge to find: top, bottom, right, or left
* @param {int} steps - The number of steps to divide the curve in while walking it
* @return {Point} edgepoint - A Point object located on the edge of the curve. Returns the first point found, if more than one lies on the edge.
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*/
export function curveEdge(curve, edge, steps = 500) {
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let x = Infinity
let y = Infinity
let p
if (edge === 'bottom') y = -Infinity
if (edge === 'right') x = -Infinity
for (let i = 0; i < steps; i++) {
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p = curve.get(i / steps)
if (
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(edge === 'top' && p.y < y) ||
(edge === 'bottom' && p.y > y) ||
(edge === 'right' && p.x > x) ||
(edge === 'left' && p.x < x)
) {
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x = p.x
y = p.y
}
}
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return new Point(x, y)
}
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/**
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* Find where a curve intersections with a given X-value
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*
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* @param {Point} from - Start Point of the curve
* @param {Point} cp1 - Control Point at the start of the curve
* @param {Point} cp2 - Control Point at the end of the curve
* @param {Point} to - End Point of the curve
* @param {float} x - X-value to check for intersections
* @return {Array} intersections - An Array of Point objects of all intersections
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*/
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export function curveIntersectsX(from, cp1, cp2, to, x) {
let start = new Point(x, -10000)
let end = new Point(x, 10000)
return lineIntersectsCurve(start, end, from, cp1, cp2, to)
}
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/**
* Find where a curve intersections with a given Y-value
*
* @param {Point} from - Start Point of the curve
* @param {Point} cp1 - Control Point at the start of the curve
* @param {Point} cp2 - Control Point at the end of the curve
* @param {Point} to - End Point of the curve
* @param {float} y - Y-value to check for intersections
* @return {Array} intersections - An Array of Point objects of all intersections
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*/
export function curveIntersectsY(from, cp1, cp2, to, y) {
let start = new Point(-10000, y)
let end = new Point(10000, y)
return lineIntersectsCurve(start, end, from, cp1, cp2, to)
}
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/**
* Find where a curve intersections with another curve
*
* @param {Point} fromA - Start Point of the first curve
* @param {Point} cp1A - Control Point at the start of the first curve
* @param {Point} cp2A - Control Point at the end of the first curve
* @param {Point} toA - End Point of the first curve
* @param {Point} fromB - Start Point of the second curve
* @param {Point} cp1B - Control Point at the start of the second curve
* @param {Point} cp2B - Control Point at the end of the second curve
* @param {Point} toB - End Point of the fsecond curve
* @return {Array} intersections - An Array of Point objects of all intersections between the curves, when there are more than 1 intersection
* @return {Point} intersection - A Point object of the intersection when there is exactly 1 intersection
* @return {Boolean} - false when there are no intersections
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*/
export function curvesIntersect(fromA, cp1A, cp2A, toA, fromB, cp1B, cp2B, toB) {
let precision = 0.005 // See https://github.com/Pomax/bezierjs/issues/99
let intersections = []
let curveA = new Bezier(
{ x: fromA.x, y: fromA.y },
{ x: cp1A.x, y: cp1A.y },
{ x: cp2A.x, y: cp2A.y },
{ x: toA.x, y: toA.y }
)
let curveB = new Bezier(
{ x: fromB.x, y: fromB.y },
{ x: cp1B.x, y: cp1B.y },
{ x: cp2B.x, y: cp2B.y },
{ x: toB.x, y: toB.y }
)
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for (let tvalues of curveA.intersects(curveB, precision)) {
let intersection = curveA.get(tvalues.substr(0, tvalues.indexOf('/')))
intersections.push(new Point(intersection.x, intersection.y))
}
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if (intersections.length === 0) return false
else if (intersections.length === 1) return intersections.shift()
else {
let unique = []
for (let i of intersections) {
let dupe = false
for (let u of unique) {
if (i.sitsRoughlyOn(u)) dupe = true
}
if (!dupe) unique.push(i)
}
if (unique.length === 1) return unique[0]
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return unique
}
}
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/**
* Converts degrees to radians
*
* @param {float} degrees - The degrees to convert
* @return {float} radians - The provided degrees in radians
*/
export function deg2rad(degrees) {
return degrees * (Math.PI / 180)
}
/**
* Generates the transform attributes needed for a given stack
*
* @param {float} x - The translate value along the X-axis
* @param {float} y - The translate value along the Y-axis
* @param {float} rotate - The rotation
* @param {bool} flipX - Whether or not to flip/mirror along the X-axis
* @param {bool} flipY - Whether or not to flip/mirror along the Y-axis
* @param {Stack} stack - The Stack instance
* @return {string} transform - The SVG transform value
*/
export const generateStackTransform = (
x = 0,
y = 0,
rotate = 0,
flipX = false,
flipY = false,
stack
) => {
const transforms = []
let xTotal = x || 0
let yTotal = y || 0
let scaleX = 1
let scaleY = 1
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// move the part an additional offset so it ends up in the correct spot after flipping.
// it will scale around the part's 0, 0, which isn't always the top left, so we need to move it over so that 0,0 lines up with topRight + topLeft
if (flipX) {
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xTotal += stack.topLeft.x
xTotal += stack.bottomRight.x
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// reverse the x scale
scaleX = -1
}
if (flipY) {
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yTotal += stack.topLeft.y
yTotal += stack.bottomRight.y
scaleY = -1
}
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// add the scaling to the transforms
if (scaleX + scaleY < 2) {
transforms.push(`scale(${scaleX} ${scaleY})`)
}
if (rotate) {
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// we can put the center as the rotation origin, so get the center
const center = {
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x: stack.topLeft.x + stack.width / 2,
y: stack.topLeft.y + stack.height / 2,
}
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// add the rotation around the center to the transforms
transforms.push(`rotate(${rotate} ${center.x} ${center.y})`)
}
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// put the translation before any other transforms to avoid having to make complex calculations once the matrix has been rotated or scaled
if (xTotal !== 0 || yTotal !== 0) transforms.unshift(`translate(${xTotal} ${yTotal})`)
return {
transform: transforms.join(' '),
// 'transform-origin': `${center.x} ${center.y}`
}
}
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/**
* Find the intersections between a line segment and a circle
*
* @param {Point} c - The center Point of the circle
* @param {float} r - The radius of the circle
* @param {Point} p1 - Start Point of the line segment
* @param {Point} p2 - End Point of the line segment
* @param {string} sort - Controls the sort of the resulting intersections
* @return {Array} intersections - An array with Point objects for the intersections
*/
export function lineIntersectsCircle(c, r, p1, p2, sort = 'x') {
let intersections = beamIntersectsCircle(c, r, p1, p2, sort)
if (intersections === false) return false
else {
if (intersections.length === 1) {
if (pointOnLine(p1, p2, intersections[0])) return intersections
else return false
} else {
let i1 = intersections[0]
let i2 = intersections[1]
if (!pointOnLine(p1, p2, i1, 5) && !pointOnLine(p1, p2, i2, 5)) return false
else if (pointOnLine(p1, p2, i1, 5) && pointOnLine(p1, p2, i2, 5)) {
if ((sort === 'x' && i1.x <= i2.x) || (sort === 'y' && i1.y <= i2.y)) return [i1, i2]
else return [i2, i1]
} else if (pointOnLine(p1, p2, i1, 5)) return [i1]
else if (pointOnLine(p1, p2, i2, 5)) return [i2]
}
}
}
/**
* Finds the intersection of two line segments
*
* @param {Point} a1 - Point 1 of line A
* @param {Point} a2 - Point 2 of line A
* @param {Point} b1 - Point 1 of line B
* @param {Point} b2 - Point 2 of line B
* @return {Point} intersection - The Point at the intersection
*/
export function linesIntersect(a1, a2, b1, b2) {
let p = beamsIntersect(a1, a2, b1, b2)
if (!p) return false
let lenA = a1.dist(a2)
let lenB = b1.dist(b2)
let lenC = a1.dist(p) + p.dist(a2)
let lenD = b1.dist(p) + p.dist(b2)
if (Math.round(lenA) == Math.round(lenC) && Math.round(lenB) == Math.round(lenD)) return p
else return false
}
/**
* Finds the intersections of a line and a curve
*
* @param {Point} start - Start Point of the line
* @param {Point} end - End Point of the line
* @param {Point} from - Start Point of the curve
* @param {Point} cp1 - Control Point at the start of the curve
* @param {Point} cp2 - Control Point at the end of the curve
* @param {Point} to - End Point of the curve
* @return {Array} intersections - An array of Points at the intersections
*/
export function lineIntersectsCurve(start, end, from, cp1, cp2, to) {
let intersections = []
let bz = new Bezier(
{ x: from.x, y: from.y },
{ x: cp1.x, y: cp1.y },
{ x: cp2.x, y: cp2.y },
{ x: to.x, y: to.y }
)
let line = {
p1: { x: start.x, y: start.y },
p2: { x: end.x, y: end.y },
}
for (let t of bz.intersects(line)) {
let isect = bz.get(t)
intersections.push(new Point(isect.x, isect.y))
}
if (intersections.length === 0) return false
else if (intersections.length === 1) return intersections[0]
else return intersections
}
/**
* Helper method to calculate abolute option value based on a measurement
*
* @param {string} measurement - The measurement to base the calculation on
* @return {object} result - An object with the toAbs() and fromAbs() methods
*/
export function pctBasedOn(measurement) {
return {
toAbs: (val, { measurements }) => measurements[measurement] * val,
fromAbs: (val, { measurements }) =>
Math.round((10000 * val) / measurements[measurement]) / 10000,
}
}
/**
* Finds out whether a Point lies on an endless line (beam)
*
* @param {Point} from - First Point on the line
* @param {Point} to - Second Point on the line
* @param {Point} check - Point to check
* @param {float} preciesion - How precise we should check
* @return {bool} result - True of the Point is on the line, false when not
*/
export function pointOnBeam(from, to, check, precision = 1e6) {
if (from.sitsOn(check)) return true
if (to.sitsOn(check)) return true
let cross = check.dx(from) * to.dy(from) - check.dy(from) * to.dx(from)
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if (Math.abs(Math.round(cross * precision) / precision) === 0) return true
else return false
}
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/**
* Finds out whether a Point lies on a (cubic) Bezier curve
*
* @param {Point} from - Start of the curve
* @param {Point} cp1 - Control point at the start of the curve
* @param {Point} cp1 - Control point at the end of the curve
* @param {Point} end - End of the curve
* @param {Point} check - Point to check
* @return {bool} result - True of the Point is on the curve, false when not
*/
export function pointOnCurve(start, cp1, cp2, end, check) {
if (start.sitsOn(check)) return true
if (end.sitsOn(check)) return true
let curve = new Bezier(
{ x: start.x, y: start.y },
{ x: cp1.x, y: cp1.y },
{ x: cp2.x, y: cp2.y },
{ x: end.x, y: end.y }
)
let intersections = curve.intersects({
p1: { x: check.x - 1, y: check.y },
p2: { x: check.x + 1, y: check.y },
})
if (intersections.length === 0) {
// Handle edge case of a curve that's a perfect horizontal line
intersections = curve.intersects({
p1: { x: check.x, y: check.y - 1 },
p2: { x: check.x, y: check.y + 1 },
})
}
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if (intersections.length > 0) return intersections.shift()
else return false
}
/**
* Finds out whether a Point lies on a line segment
*
* @param {Point} from - Start of the line segment
* @param {Point} to - End of the line segment
* @param {Point} check - Point to check
* @param {float} preciesion - How precise we should check
* @return {bool} result - True of the Point is on the line segment, false when not
*/
export function pointOnLine(from, to, check, precision = 1e6) {
if (!pointOnBeam(from, to, check, precision)) return false
let lenA = from.dist(to)
let lenB = from.dist(check) + check.dist(to)
if (Math.round(lenA) == Math.round(lenB)) return true
else return false
}
/**
* Converts radians to degrees
*
* @param {float} radians - The radiand to convert
* @return {float} degrees - The provided radians in degrees
*/
export function rad2deg(radians) {
return (radians / Math.PI) * 180
}
/**
* Rounds a value to 2 digits
*
* @param {float} value - The value to round
* @return {float} rounded - The rounded value
*/
export function round(value) {
return Math.round(value * 1e2) / 1e2
}
/**
* Splits curve on a Point
*
* @param {Point} from - Start of the curve
* @param {Point} cp1 - Control point at the start of the curve
* @param {Point} cp1 - Control point at the end of the curve
* @param {Point} end - End of the curve
* @param {Point} split - Point to split the curve on
* @return {Array} halves - An array with the two halves of the Path
*/
export function splitCurve(start, cp1, cp2, end, split) {
let [c1, c2] = new Path().move(start).curve(cp1, cp2, end).split(split)
return [
{
start: c1.ops[0].to,
cp1: c1.ops[1].cp1,
cp2: c1.ops[1].cp2,
end: c1.ops[1].to,
},
{
start: c2.ops[0].to,
cp1: c2.ops[1].cp1,
cp2: c2.ops[1].cp2,
end: c2.ops[1].to,
},
]
}
/**
* Calculates scale factor based on stretch factor
*
* The way people measure stretch intuitively is
* different from the way we handle stretch in code.
* When people say '25% stretch' they mean that
* 10cm fabric should get stretched to 12.5cm fabric.
* In our code, that means we need to scale things by 80%.
* This method does that calculation.
*
* @param {float} stretch - Strech factor
* @return {float} scale - The scale for the provided stretch factor
*/
export function stretchToScale(stretch) {
return 1 / (1 + parseFloat(stretch))
}
/**
* Convert value in mm to cm or imperial units
*
* @param {float} value - Value in millimeter
* @param {astring} to - Either 'metric' or 'imperial'
* @return {string} formatted - The value formatted according to the units
*/
export function units(value, to = 'metric') {
if (to === 'imperial') return round(value / 25.4) + '&quot;'
else return round(value / 10) + 'cm'
}
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//////////////////////////////////////////////
// PRIVATE METHODS //
//////////////////////////////////////////////
/**
* Adds a non-enumerable property to an object
*
* @private
* @param {Object} obj - The object to add the property to
* @param {string} name - The name of the property
* @param {mixed} value - The value of the property
* @return {object} obj - The mutated object
*/
export function __addNonEnumProp(obj, name, value) {
Object.defineProperty(obj, name, {
enumerable: false,
configurable: false,
writable: true,
value,
})
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return obj
}
/**
* Makes sure a passed argument is a number if it can be cast
* Will log warnings/errors accordingly
*
* @private
* @param {mixed} value - The value to check
* @param {string} param - The name of the parameter to use in the logs
* @param {string} method - The name of the method to use in the logs
* @param {object} log - A logging object
* @return {bool} result - True if it is a valid coordinate, false when not
*/
export function __asNumber(value, param, method, log) {
if (typeof value === 'number') return value
if (typeof value === 'string') {
log.warning(
`Called \`${method}(${param})\` but \`${param}\` is not a number. Will attempt to cast to Number`
)
try {
value = Number(value)
return value
} catch {
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log.error(
`Called \`${method}(${param})\` but \`${param}\` is not a number nor can it be cast to one`
)
}
} else log.error(`Called \`${method}(${param})\` but \`${param}\` is not a number`)
return value
}
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/**
* Checks whether the paramater passed to it is a valid coordinate (x and y attribute)
*
* @private
* @param {object} value - The object to check
* @return {bool} result - True if it is a valid coordinate, false when not
*/
export function __isCoord(value) {
return value === value // NaN does not equal itself
? typeof value === 'number'
: false
}
/**
* Returns the internal hook name for a macro
*
* @private
* @param {string} name - The macro name
* @return {string} macroName - The inernal macroName
*/
export function __macroName(name) {
return `__macro_${name}`
}