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freesewing/src/utils.js

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import Point from "./point";
import Bezier from "bezier-js";
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/** Returns internal hook name for a macro */
export function macroName(name) {
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return `_macro_${name}`;
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}
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/** Find intersection of two (endless) lines */
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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if (a1.x === a2.x)
return new Point(a1.x, slopeB * a1.x + (b1.y - slopeB * b1.x));
// Vertical line A
else if (b1.x === b2.x)
return new Point(b1.x, slopeA * b1.x + (a1.y - slopeA * a1.x));
// Vertical line B
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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
let iA = a1.y - slopeA * a1.x;
let iB = b1.y - slopeB * b1.x;
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// Find intersection
let x = (iB - iA) / (slopeA - slopeB);
let y = slopeA * x + iA;
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return new Point(x, y);
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}
}
/** Find intersection of two line segments */
export function linesIntersect(a1, a2, b1, b2) {
let p = beamsIntersect(a1, a2, b1, b2);
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if (!p) return false;
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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;
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else return false;
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}
/** Finds out whether a point lies on an endless line */
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);
if (Math.abs(Math.round(cross * precision) / precision) === 0) return true;
else return false;
}
/** Finds out whether a point lies on a line segment */
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;
}
/** Finds out whether a point lies on a curve */
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) return intersections.shift();
else return false;
}
/** Find where an (endless) line intersects with a certain X-value */
export function beamIntersectsX(from, to, x) {
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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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}
/** Find where an (endless) line intersects with a certain Y-value */
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);
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return beamsIntersect(from, to, left, right);
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}
/** Convert value in mm to cm or imperial units */
export function units(value, to = "metric") {
if (to === "imperial") return round(value / 25.4) + '"';
else return round(value / 10) + "cm";
}
/** Find where a curve intersects with line */
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;
}
/** Find where a curve intersects with another curve */
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 }
);
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));
}
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);
}
return unique;
}
}
/** Find the intersections between two circles */
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
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
);
let i2 = new Point(
chordmidpointx - (halfchordlength * dy) / dist,
chordmidpointy + (halfchordlength * dx) / dist
);
if ((sort === "x" && i1.x <= i2.x) || (sort === "y" && i1.y <= i2.y))
return [i1, i2];
else return [i2, i1];
}
/** Find the intersections between a beam and a circle */
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];
}
}
/** Find the intersections between a line and a circle */
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];
}
}
}
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export function curveEdge(curve, edge, steps = 500) {
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++) {
p = curve.get(i / steps);
if (
(edge === "top" && p.y < y) ||
(edge === "bottom" && p.y > y) ||
(edge === "right" && p.x > x) ||
(edge === "left" && p.x < x)
) {
x = p.x;
y = p.y;
}
}
return new Point(x, y);
}
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/**
* 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.
*/
export function stretchToScale(stretch) {
return 1 / (1 + parseFloat(stretch));
}
export function round(value) {
return Math.round(value * 1e2) / 1e2;
}