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https://github.com/codeninjasllc/codecombat.git
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404afd7f3d
Update ellipse.coffee
142 lines
6.4 KiB
CoffeeScript
142 lines
6.4 KiB
CoffeeScript
Vector = require './vector'
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LineSegment = require './line_segment'
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Rectangle = require './rectangle'
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class Ellipse
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@className: "Ellipse"
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# TODO: add class methods for add, multiply, subtract, divide, rotate
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isEllipse: true
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apiProperties: ['x', 'y', 'width', 'height', 'rotation', 'distanceToPoint', 'distanceSquaredToPoint', 'distanceToRectangle', 'distanceSquaredToRectangle', 'distanceToEllipse', 'distanceSquaredToEllipse', 'distanceToShape', 'distanceSquaredToShape', 'containsPoint', 'intersectsLineSegment', 'intersectsRectangle', 'intersectsEllipse', 'getPos', 'containsPoint', 'copy']
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constructor: (@x=0, @y=0, @width=0, @height=0, @rotation=0) ->
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copy: ->
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new Ellipse(@x, @y, @width, @height, @rotation)
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getPos: ->
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new Vector(@x, @y)
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rectangle: ->
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new Rectangle(@x, @y, @width, @height, @rotation)
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axisAlignedBoundingBox: (rounded=true) ->
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@rectangle().axisAlignedBoundingBox()
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distanceToPoint: (p) ->
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@rectangle().distanceToPoint p # TODO: actually implement ellipse ellipse-point distance
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distanceSquaredToPoint: (p) ->
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# Doesn't handle rotation; just supposed to be faster than distanceToPoint.
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@rectangle().distanceSquaredToPoint p # TODO: actually implement ellipse-point distance
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distanceToRectangle: (other) ->
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Math.sqrt @distanceSquaredToRectangle other
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distanceSquaredToRectangle: (other) ->
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@rectangle().distanceSquaredToRectangle other # TODO: actually implement ellipse-rectangle distance
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distanceToEllipse: (ellipse) ->
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Math.sqrt @distanceSquaredToEllipse ellipse
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distanceSquaredToEllipse: (ellipse) ->
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@rectangle().distanceSquaredToEllipse ellipse # TODO: actually implement ellipse-ellipse distance
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distanceToShape: (shape) ->
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Math.sqrt @distanceSquaredToShape shape
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distanceSquaredToShape: (shape) ->
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if shape.isEllipse then @distanceSquaredToEllipse shape else @distanceSquaredToRectangle shape
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containsPoint: (p, withRotation=true) ->
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# "ellipse space" is the cartesian space
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# where the ellipse becomes the unit
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# circle centered at (0, 0)
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[x, y] = [p.x - @x, p.y - @y] # translate point into ellipse space
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if withRotation and @rotation # optionally rotate point into ellipse space
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c = Math.cos(@rotation)
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s = Math.sin(@rotation)
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[x, y] = [x*c + y*s, y*c - x*s]
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x = x / @width * 2 # scale point into ellipse space
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y = y / @height * 2
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x*x + y*y <= 1 #if the resulting point falls on/in the unit circle at 0, 0
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intersectsLineSegment: (p1, p2) ->
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[px1, py1, px2, py2] = [p1.x, p1.y, p2.x, p2.y]
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m = (py1 - py2) / (px1 - px2)
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m2 = Math.pow(m, 2)
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c = py1 - (m * px1)
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c2 = Math.pow(c, 2)
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[a, b] = [@width / 2, @height / 2]
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[h, k] = [@x, @y]
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a2 = Math.pow(a, 2)
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a4 = Math.pow(a, 2)
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b2 = Math.pow(b, 2)
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b4 = Math.pow(b, 4)
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h2 = Math.pow(h, 2)
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k2 = Math.pow(k, 2)
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sint = Math.sin(@rotation)
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sin2t = Math.sin(2 * @rotation)
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cost = Math.cos(@rotation)
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cos2t = Math.cos(2 * @rotation)
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if (not isNaN m) and m != Infinity and m != -Infinity
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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)
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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))
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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)
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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
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solution1 = (-numeratorLeft - numeratorMiddle + numeratorRight) / denominator
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solution2 = (-numeratorLeft + numeratorMiddle + numeratorRight) / denominator
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if (not isNaN solution1) and (not isNaN solution2)
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[littleX, bigX] = if px1 < px2 then [px1, px2] else [px2, px1]
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if (littleX <= solution1 and bigX >= solution1) or (littleX <= solution2 and bigX >= solution2)
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return true
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if (not isNaN solution1) or (not isNaN solution2)
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solution = if not isNaN solution1 then solution1 else solution2
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[littleX, bigX] = if px1 < px2 then [px1, px2] else [px2, px1]
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if littleX <= solution and bigX >= solution
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return true
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else
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return false
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else
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x = px1
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x2 = Math.pow(x, 2)
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numeratorLeft = (-a2 * h * sin2t) + (a2 * k * cos2t) + (a2 * k) + (a2 * x * sin2t)
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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))
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numeratorRight = (b2 * h * sin2t) - (b2 * k * cos2t) + (b2 * k) - (b2 * x * sin2t)
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denominator = (a2 * cos2t) + a2 - (b2 * cos2t) + b2
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solution1 = (numeratorLeft - numeratorMiddle + numeratorRight) / denominator
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solution2 = (numeratorLeft + numeratorMiddle + numeratorRight) / denominator
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if (not isNaN solution1) or (not isNaN solution2)
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solution = if not isNaN solution1 then solution1 else solution2
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[littleY, bigY] = if py1 < py2 then [py1, py2] else [py2, py1]
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if littleY <= solution and bigY >= solution
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return true
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else
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return false
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false
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intersectsRectangle: (rectangle) ->
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rectangle.intersectsEllipse @
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intersectsEllipse: (ellipse) ->
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@rectangle().intersectsEllipse ellipse # TODO: actually implement ellipse-ellipse intersection
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#return true if @containsPoint ellipse.getPos()
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intersectsShape: (shape) ->
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if shape.isEllipse then @intersectsEllipse shape else @intersectsRectangle shape
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toString: ->
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return "{x: #{@x.toFixed(0)}, y: #{@y.toFixed(0)}, w: #{@width.toFixed(0)}, h: #{@height.toFixed(0)}, rot: #{@rotation.toFixed(3)}}"
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serialize: ->
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{CN: @constructor.className, x: @x, y: @y, w: @width, h: @height, r: @rotation}
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@deserialize: (o, world, classMap) ->
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new Ellipse o.x, o.y, o.w, o.h, o.r
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serializeForAether: -> @serialize()
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@deserializeFromAether: (o) -> @deserialize o
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module.exports = Ellipse
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