chore(markdown): Updated utils docs for v3
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---
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title: pointOnBeam()
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title: utils.pointOnBeam()
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---
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The `utils.pointOnBeam()` function returns `true` if the point `check` lies on
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the endless line that goes through `point1` and `point2`.
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## Signature
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```js
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bool utils.pointOnBeam(
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Point point1,
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@ -11,73 +17,64 @@ bool utils.pointOnBeam(
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)
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```
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Returns `true` if the point `check` lies on the endless line that goes through `point1` and `point2`.
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The fourth parameter controls the precision. Lower numbers make the check less precise.
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<Note>
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## Example
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###### Tweak precision only when needed
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<Example caption="A Utils.pointOnBeam() example">
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```js
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({ Point, points, Path, paths, Snippet, snippets, getId, utils, part }) => {
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Typically, you don't need to worry about precision. But occasionally, you may get
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unexpected results because of floating point errors, rounding errors, or
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points.from1 = new Point(10, 10)
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points.to1 = new Point(90, 60)
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points.from2 = new Point(10, 30)
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points.to2 = new Point(90, 80)
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points.b1 = new Point(170, 110)
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points.b2 = new Point(170, 130)
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const scatter = []
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for (let i = 1; i < 36; i++) {
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for (let j = 1; j < 27; j++) {
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scatter.push(new Point(i * 10, j * 10))
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}
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}
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let snippet
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for (let point of scatter) {
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if (utils.pointOnBeam(points.from1, points.to1, point)) snippet = "notch"
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else snippet = "bnotch"
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snippets[getId()] = new Snippet(snippet, point)
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if (utils.pointOnBeam(points.from2, points.to2, point, 0.01)) {
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snippet = "notch"
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} else snippet = "bnotch"
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snippets[getId()] = new Snippet(snippet, point)
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}
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paths.line1 = new Path()
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.move(points.from1)
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.line(points.to1)
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.addClass("fabric stroke-lg")
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paths.lne1 = new Path()
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.move(points.to1)
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.line(points.b1)
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.addClass("fabric dashed")
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paths.line2 = new Path()
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.move(points.from2)
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.line(points.to2)
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.addClass("fabric stroke-lg")
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paths.lne2 = new Path()
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.move(points.to2)
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.line(points.b2)
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.addClass("fabric dashed")
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return part
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}
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```
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</Example>
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## Notes
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Typically, you don't need to worry about precision. But occasionally, you may
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get unexpected results because of floating point errors, rounding errors, or
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cubic bezier juggling.
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When that happens, you can lower the precision so you get what you expect.
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</Note>
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<Example part="utils_pointonbeam">
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A Utils.pointOnBeam() example
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</Example>
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```js
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let {
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Point,
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points,
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Path,
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paths,
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Snippet,
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snippets,
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utils
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} = part.shorthand();
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points.from1 = new Point(10, 10);
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points.to1 = new Point(90, 60);
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points.from2 = new Point(10, 30);
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points.to2 = new Point(90, 80);
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points.b1 = new Point(170, 110);
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points.b2 = new Point(170, 130);
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let scatter = [];
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for (let i = 1; i < 36; i++) {
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for (let j = 1; j < 27; j++) {
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scatter.push(new Point(i * 10, j * 10));
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}
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}
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let snippet;
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for (let point of scatter) {
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if (utils.pointOnBeam(points.from1, points.to1, point)) snippet = "notch";
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else snippet = "bnotch";
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snippets[part.getId()] = new Snippet(snippet, point);
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if (utils.pointOnBeam(points.from2, points.to2, point, 0.01)) {
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snippet = "notch";
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} else snippet = "bnotch";
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snippets[part.getId()] = new Snippet(snippet, point);
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}
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paths.line1 = new Path()
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.move(points.from1)
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.line(points.to1)
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.attr("class", "fabric stroke-lg");
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paths.lne1 = new Path()
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.move(points.to1)
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.line(points.b1)
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.attr("class", "fabric dashed");
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paths.line2 = new Path()
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.move(points.from2)
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.line(points.to2)
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.attr("class", "fabric stroke-lg");
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paths.lne2 = new Path()
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.move(points.to2)
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.line(points.b2)
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.attr("class", "fabric dashed");
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```
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