codecombat/app/lib/world/ellipse.coffee
2015-03-04 13:53:57 -08:00

174 lines
7.8 KiB
CoffeeScript

Vector = require './vector'
LineSegment = require './line_segment'
Rectangle = require './rectangle'
class Ellipse
@className: "Ellipse"
# TODO: add class methods for add, multiply, subtract, divide, rotate
isEllipse: true
apiProperties: ['x', 'y', 'width', 'height', 'rotation', 'distanceToPoint', 'distanceSquaredToPoint', 'distanceToRectangle', 'distanceSquaredToRectangle', 'distanceToEllipse', 'distanceSquaredToEllipse', 'distanceToShape', 'distanceSquaredToShape', 'containsPoint', 'intersectsLineSegment', 'intersectsRectangle', 'intersectsEllipse', 'getPos', 'containsPoint', 'copy']
constructor: (@x=0, @y=0, @width=0, @height=0, @rotation=0) ->
copy: ->
new Ellipse(@x, @y, @width, @height, @rotation)
getPos: ->
new Vector(@x, @y)
rectangle: ->
new Rectangle(@x, @y, @width, @height, @rotation)
axisAlignedBoundingBox: (rounded=true) ->
@rectangle().axisAlignedBoundingBox()
distanceToPoint: (p) ->
@rectangle().distanceToPoint p # TODO: actually implement ellipse ellipse-point distance
distanceSquaredToPoint: (p) ->
# Doesn't handle rotation; just supposed to be faster than distanceToPoint.
@rectangle().distanceSquaredToPoint p # TODO: actually implement ellipse-point distance
distanceToRectangle: (other) ->
Math.sqrt @distanceSquaredToRectangle other
distanceSquaredToRectangle: (other) ->
@rectangle().distanceSquaredToRectangle other # TODO: actually implement ellipse-rectangle distance
distanceToEllipse: (ellipse) ->
Math.sqrt @distanceSquaredToEllipse ellipse
distanceSquaredToEllipse: (ellipse) ->
@rectangle().distanceSquaredToEllipse ellipse # TODO: actually implement ellipse-ellipse distance
distanceToShape: (shape) ->
Math.sqrt @distanceSquaredToShape shape
distanceSquaredToShape: (shape) ->
if shape.isEllipse then @distanceSquaredToEllipse shape else @distanceSquaredToRectangle shape
containsPoint: (p, withRotation=true) ->
[a, b] = [@width / 2, @height / 2]
[h, k] = [@x, @y]
[x, y] = [p.x, p.y]
x2 = Math.pow(x, 2)
a2 = Math.pow(a, 2)
a4 = Math.pow(a, 4)
b2 = Math.pow(b, 2)
b4 = Math.pow(b, 4)
h2 = Math.pow(h, 2)
k2 = Math.pow(k, 2)
if withRotation and @rotation
sint = Math.sin(@rotation)
sin2t = Math.sin(2 * @rotation)
cost = Math.cos(@rotation)
cos2t = Math.cos(2 * @rotation)
numeratorLeft = (-a2 * h * sin2t) + (a2 * k * cos2t) + (a2 * k) + (a2 * x * sin2t)
numeratorMiddle = Math.SQRT2 * Math.sqrt((a4 * b2 * cos2t) + (a4 * b2) - (a2 * b4 * cos2t) + (a2 * b4) - (2 * a2 * b2 * h2) + (4 * a2 * b2 * h * x) - (2 * a2 * b2 * x2))
numeratorRight = (b2 * h * sin2t) - (b2 * k * cos2t) + (b2 * k) - (b2 * x * sin2t)
denominator = (a2 * cos2t) + a2 - (b2 * cos2t) + b2
solution1 = (numeratorLeft - numeratorMiddle + numeratorRight) / denominator
solution2 = (numeratorLeft + numeratorMiddle + numeratorRight) / denominator
if (not isNaN solution1) and (not isNaN solution2)
[bigSolution, littleSolution] = if solution1 > solution2 then [solution1, solution2] else [solution2, solution1]
if y > littleSolution and y < bigSolution
return true
else
return false
else
return false
else
numeratorLeft = a2 * k
numeratorRight = Math.sqrt((a4 * b2) - (a2 * b2 * h2) + (2 * a2 * b2 * h * x) - (a2 * b2 * x2))
denominator = a2
solution1 = (numeratorLeft + numeratorRight) / denominator
solution2 = (numeratorLeft - numeratorRight) / denominator
if (not isNaN solution1) and (not isNaN solution2)
[bigSolution, littleSolution] = if solution1 > solution2 then [solution1, solution2] else [solution2, solution1]
if y > littleSolution and y < bigSolution
return true
else
return false
else
return false
false
intersectsLineSegment: (p1, p2) ->
[px1, py1, px2, py2] = [p1.x, p1.y, p2.x, p2.y]
m = (py1 - py2) / (px1 - px2)
m2 = Math.pow(m, 2)
c = py1 - (m * px1)
c2 = Math.pow(c, 2)
[a, b] = [@width / 2, @height / 2]
[h, k] = [@x, @y]
a2 = Math.pow(a, 2)
a4 = Math.pow(a, 2)
b2 = Math.pow(b, 2)
b4 = Math.pow(b, 4)
h2 = Math.pow(h, 2)
k2 = Math.pow(k, 2)
sint = Math.sin(@rotation)
sin2t = Math.sin(2 * @rotation)
cost = Math.cos(@rotation)
cos2t = Math.cos(2 * @rotation)
if (not isNaN m) and m != Infinity and m != -Infinity
numeratorLeft = (-a2 * c * m * cos2t) - (a2 * c * m) + (a2 * c * sin2t) - (a2 * h * m * sin2t) - (a2 * h * cos2t) + (a2 * h) + (a2 * k * m * cos2t) + (a2 * k * m) - (a2 * k * sin2t)
numeratorMiddle = Math.SQRT2 * Math.sqrt((a4 * b2 * m2 * cos2t) + (a4 * b2 * m2) - (2 * a4 * b2 * m * sin2t) - (a4 * b2 * cos2t) + (a4 * b2) - (a2 * b4 * m2 * cos2t) + (a2 * b4 * m2) + (2 * a2 * b4 * m * sin2t) + (a2 * b4 * cos2t) + (a2 * b4) - (2 * a2 * b2 * c2) - (4 * a2 * b2 * c * h * m) + (4 * a2 * b2 * c * k) - (2 * a2 * b2 * h2 * m2) + (4 * a2 * b2 * h * k * m) - (2 * a2 * b2 * k2))
numeratorRight = (b2 * c * m * cos2t) - (b2 * c * m) - (b2 * c * sin2t) + (b2 * h * m * sin2t) + (b2 * h * cos2t) + (b2 * h) - (b2 * k * m * cos2t) + (b2 * k * m) + (b2 * k * sin2t)
denominator = (a2 * m2 * cos2t) + (a2 * m2) - (2 * a2 * m * sin2t) - (a2 * cos2t) + a2 - (b2 * m2 * cos2t) + (b2 * m2) + (2 * b2 * m * sin2t) + (b2 * cos2t) + b2
solution1 = (-numeratorLeft - numeratorMiddle + numeratorRight) / denominator
solution2 = (-numeratorLeft + numeratorMiddle + numeratorRight) / denominator
if (not isNaN solution1) and (not isNaN solution2)
[littleX, bigX] = if px1 < px2 then [px1, px2] else [px2, px1]
if (littleX <= solution1 and bigX >= solution1) or (littleX <= solution2 and bigX >= solution2)
return true
if (not isNaN solution1) or (not isNaN solution2)
solution = if not isNaN solution1 then solution1 else solution2
[littleX, bigX] = if px1 < px2 then [px1, px2] else [px2, px1]
if littleX <= solution and bigX >= solution
return true
else
return false
else
x = px1
x2 = Math.pow(x, 2)
numeratorLeft = (-a2 * h * sin2t) + (a2 * k * cos2t) + (a2 * k) + (a2 * x * sin2t)
numeratorMiddle = Math.SQRT2 * Math.sqrt((a4 * b2 * cos2t) + (a4 * b2) - (a2 * b4 * cos2t) + (a2 * b4) - (2 * a2 * b2 * h2) + (4 * a2 * b2 * h * x) - (2 * a2 * b2 * x2))
numeratorRight = (b2 * h * sin2t) - (b2 * k * cos2t) + (b2 * k) - (b2 * x * sin2t)
denominator = (a2 * cos2t) + a2 - (b2 * cos2t) + b2
solution1 = (numeratorLeft - numeratorMiddle + numeratorRight) / denominator
solution2 = (numeratorLeft + numeratorMiddle + numeratorRight) / denominator
if (not isNaN solution1) or (not isNaN solution2)
solution = if not isNaN solution1 then solution1 else solution2
[littleY, bigY] = if py1 < py2 then [py1, py2] else [py2, py1]
if littleY <= solution and bigY >= solution
return true
else
return false
false
intersectsRectangle: (rectangle) ->
rectangle.intersectsEllipse @
intersectsEllipse: (ellipse) ->
@rectangle().intersectsEllipse ellipse # TODO: actually implement ellipse-ellipse intersection
#return true if @containsPoint ellipse.getPos()
intersectsShape: (shape) ->
if shape.isEllipse then @intersectsEllipse shape else @intersectsRectangle shape
toString: ->
return "{x: #{@x.toFixed(0)}, y: #{@y.toFixed(0)}, w: #{@width.toFixed(0)}, h: #{@height.toFixed(0)}, rot: #{@rotation.toFixed(3)}}"
serialize: ->
{CN: @constructor.className, x: @x, y: @y, w: @width, h: @height, r: @rotation}
@deserialize: (o, world, classMap) ->
new Ellipse o.x, o.y, o.w, o.h, o.r
serializeForAether: -> @serialize()
@deserializeFromAether: (o) -> @deserialize o
module.exports = Ellipse