mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2024-12-29 09:22:22 -05:00
Move private createPoint() to Point.create().
This commit is contained in:
parent
245c1e9b90
commit
04d2ed29c6
1 changed files with 292 additions and 291 deletions
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@ -1,320 +1,321 @@
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var Point = Base.extend(new function() {
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var Point = Base.extend({
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beans: true,
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/**
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* Provide a faster internal creator for Points out of two coordinates that
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* does not rely on Point#initialize at all. This speeds up all math
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* operations a lot.
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*/
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function createPoint(x, y) {
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var point = new Point(Point.dont);
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point.x = x;
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point.y = y;
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return point;
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}
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return {
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beans: true,
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initialize: function() {
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if (arguments.length == 2) {
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this.x = arguments[0];
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this.y = arguments[1];
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} else if (arguments.length == 1) {
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var arg = arguments[0];
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if (arg == null) {
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this.x = this.y = 0;
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} else if (arg.x !== undefined) {
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this.x = arg.x;
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this.y = arg.y;
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} else if (arg.width !== undefined) {
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this.x = arg.width;
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this.y = arg.height;
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} else if (Array.isArray(arg)) {
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this.x = arg[0];
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this.y = arg.length > 1 ? arg[1] : arg[0];
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} else if (typeof arg === 'number') {
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this.x = this.y = arg;
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} else {
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this.x = this.y = 0;
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}
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initialize: function() {
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if (arguments.length == 2) {
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this.x = arguments[0];
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this.y = arguments[1];
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} else if (arguments.length == 1) {
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var arg = arguments[0];
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if (arg == null) {
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this.x = this.y = 0;
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} else if (arg.x !== undefined) {
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this.x = arg.x;
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this.y = arg.y;
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} else if (arg.width !== undefined) {
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this.x = arg.width;
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this.y = arg.height;
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} else if (Array.isArray(arg)) {
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this.x = arg[0];
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this.y = arg.length > 1 ? arg[1] : arg[0];
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} else if (typeof arg === 'number') {
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this.x = this.y = arg;
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} else {
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this.x = this.y = 0;
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}
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},
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} else {
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this.x = this.y = 0;
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}
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},
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clone: function() {
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return createPoint(this.x, this.y);
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},
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clone: function() {
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return Point.create(this.x, this.y);
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},
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add: function() {
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var point = Point.read(arguments);
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return createPoint(this.x + point.x, this.y + point.y);
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},
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add: function() {
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var point = Point.read(arguments);
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return Point.create(this.x + point.x, this.y + point.y);
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},
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subtract: function() {
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var point = Point.read(arguments);
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return createPoint(this.x - point.x, this.y - point.y);
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},
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subtract: function() {
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var point = Point.read(arguments);
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return Point.create(this.x - point.x, this.y - point.y);
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},
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multiply: function() {
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var point = Point.read(arguments);
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return createPoint(this.x * point.x, this.y * point.y);
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},
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multiply: function() {
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var point = Point.read(arguments);
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return Point.create(this.x * point.x, this.y * point.y);
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},
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divide: function() {
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var point = Point.read(arguments);
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return createPoint(this.x / point.x, this.y / point.y);
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},
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divide: function() {
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var point = Point.read(arguments);
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return Point.create(this.x / point.x, this.y / point.y);
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},
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modulo: function() {
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var point = Point.read(arguments);
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return createPoint(this.x % point.x, this.y % point.y);
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},
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modulo: function() {
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var point = Point.read(arguments);
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return Point.create(this.x % point.x, this.y % point.y);
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},
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negate: function() {
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return createPoint(-this.x, -this.y);
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},
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negate: function() {
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return Point.create(-this.x, -this.y);
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},
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equals: function() {
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var point = Point.read(arguments);
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return this.x == point.x && this.y == point.y;
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},
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equals: function() {
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var point = Point.read(arguments);
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return this.x == point.x && this.y == point.y;
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},
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getDistance: function() {
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var point = Point.read(arguments);
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var px = point.x - this.x;
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var py = point.y - this.y;
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return Math.sqrt(px * px + py * py);
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},
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getDistance: function() {
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var point = Point.read(arguments);
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var px = point.x - this.x;
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var py = point.y - this.y;
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return Math.sqrt(px * px + py * py);
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},
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getDistanceSquared: function() {
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var point = Point.read(arguments);
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var px = point.x - this.x;
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var py = point.y - this.y;
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return px * px + py * py;
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},
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getDistanceSquared: function() {
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var point = Point.read(arguments);
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var px = point.x - this.x;
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var py = point.y - this.y;
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return px * px + py * py;
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},
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getLength: function() {
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var point = Point.read(arguments);
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return Math.sqrt(this.x * this.x + this.y * this.y);
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},
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getLength: function() {
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var point = Point.read(arguments);
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return Math.sqrt(this.x * this.x + this.y * this.y);
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},
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setLength: function(length) {
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if (this.isZero()) {
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if (this._angle != null) {
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var a = this._angle;
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this.x = Math.cos(a) * length;
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this.y = Math.sin(a) * length;
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} else {
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// Assume angle = 0
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this.x = length;
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// y is already 0
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}
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setLength: function(length) {
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if (this.isZero()) {
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if (this._angle != null) {
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var a = this._angle;
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this.x = Math.cos(a) * length;
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this.y = Math.sin(a) * length;
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} else {
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var scale = length / this.length;
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if (scale == 0.0) {
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// Calculate angle now, so it will be preserved even when
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// x and y are 0
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this.getAngle();
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}
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this.x *= scale;
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this.y *= scale;
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// Assume angle = 0
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this.x = length;
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// y is already 0
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}
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},
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} else {
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var scale = length / this.length;
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if (scale == 0.0) {
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// Calculate angle now, so it will be preserved even when
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// x and y are 0
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this.getAngle();
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}
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this.x *= scale;
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this.y *= scale;
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}
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},
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normalize: function(length) {
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if (length === null)
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length = 1;
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var len = this.length;
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var scale = len != 0 ? length / len : 0;
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var res = createPoint(this.x * scale, this.y * scale);
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// Preserve angle.
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res._angle = this._angle;
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return res;
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},
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normalize: function(length) {
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if (length === null)
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length = 1;
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var len = this.length;
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var scale = len != 0 ? length / len : 0;
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var res = Point.create(this.x * scale, this.y * scale);
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// Preserve angle.
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res._angle = this._angle;
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return res;
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},
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getAngleInRadians: function() {
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return Math.atan2(this.y, this.x);
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},
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getAngleInRadians: function() {
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// TODO: Not sur we want this one, but if so, just rely on
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// this.getAngle(), which caches values internally?
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return Math.atan2(this.y, this.x);
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},
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getAngleInDegrees: function() {
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return Math.atan2(this.y, this.x) * 180 / Math.PI;
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},
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getAngleInDegrees: function() {
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// TODO: Not sur we want this one, but if so, just rely on
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// this.getAngle(), which caches values internally?
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return Math.atan2(this.y, this.x) * 180 / Math.PI;
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},
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getQuadrant: function() {
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if (this.x >= 0) {
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if (this.y >= 0) {
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return 1;
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} else {
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return 4;
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}
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getQuadrant: function() {
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if (this.x >= 0) {
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if (this.y >= 0) {
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return 1;
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} else {
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if (this.y >= 0) {
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return 2;
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} else {
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return 3;
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}
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return 4;
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}
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},
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setAngle: function(angle) {
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angle = this._angle = angle * Math.PI / 180;
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if (!this.isZero()) {
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var length = this.length;
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this.x = Math.cos(angle) * length;
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this.y = Math.sin(angle) * length;
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}
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},
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getAngle: function() {
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var angle;
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if (arguments.length) {
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var point = Point.read(arguments);
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var div = this.length * point.length;
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if (div == 0) {
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return NaN;
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} else {
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angle = Math.acos(this.dot(point) / div);
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}
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} else {
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if (this.y >= 0) {
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return 2;
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} else {
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if (this._angle == null)
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this._angle = Math.atan2(this.y, this.x);
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angle = this._angle;
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}
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return angle * 180 / Math.PI;
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},
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getDirectedAngle: function() {
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var point = Point.read(arguments);
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var angle = this.angle - point.angle;
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var bounds = 180;
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if (angle < - bounds) {
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return angle + bounds * 2;
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} else if (angle > bounds) {
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return angle - bounds * 2;
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} else {
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return angle;
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}
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},
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rotate: function(angle) {
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angle = angle * Math.PI / 180;
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var s = Math.sin(angle);
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var c = Math.cos(angle);
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return createPoint(
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this.x * c - this.y * s,
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this.y * c + this.x * s
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);
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},
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// TODO: Shouldn't center just be the optional 2nd argument to rotate()?
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rotateAround: function(angle, center) {
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center = new Point(center);
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return this.subtract(center).rotate(angle).add(this);
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},
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interpolate: function(point, t) {
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return createPoint(
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this.x * (1 - t) + point.x * t,
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this.y * (1 - t) + point.y * t
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);
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},
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// TODO: Need to adapt Rectangle.java first
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// isInside: function(rect) {
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// return rect.contains(this);
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// },
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isClose: function(point, tolerance) {
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point = new Point(point);
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return this.getDistance(point) < tolerance;
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},
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isParallel: function(point) {
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return Math.abs(this.x / point.x - this.y / point.y) < 0.00001;
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},
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isZero: function() {
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return this.x == 0 && this.y == 0;
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},
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isNaN: function() {
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return isNaN(this.x) || isNaN(this.y);
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},
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round: function() {
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return createPoint(Math.round(this.x), Math.round(this.y));
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},
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ceil: function() {
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return createPoint(Math.ceil(this.x), Math.ceil(this.y));
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},
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floor: function() {
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return createPoint(Math.floor(this.x), Math.floor(this.y));
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},
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abs: function() {
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return createPoint(Math.abs(this.x), Math.abs(this.y));
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},
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dot: function() {
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var point = Point.read(arguments);
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return this.x * point.x + this.y * point.y;
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},
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cross: function() {
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var point = Point.read(arguments);
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return this.x * point.y - this.y - point.x;
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},
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project: function() {
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var point = Point.read(arguments);
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if (point.isZero()) {
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return createPoint(0, 0);
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} else {
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var scale = this.dot(point) / point.dot(point);
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return createPoint(
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point.x * scale,
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point.y * scale
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);
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}
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},
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toString: function() {
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return '{ x: ' + this.x + ', y: ' + this.y + ' }';
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},
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statics: {
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read: function(args, index) {
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var index = index || 0, length = args.length - index;
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if (length == 1 && args[index] instanceof Point) {
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return args[index];
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} else if (length != 0) {
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var point = new Point(Point.dont);
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point.initialize.apply(point, index > 0
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? Array.prototype.slice.call(args, index) : args);
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return point;
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}
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return null;
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},
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min: function(point1, point2) {
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return createPoint(
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Math.min(point1.x, point2.x),
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Math.min(point1.y, point2.y));
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},
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max: function(point1, point2) {
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return createPoint(
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Math.max(point1.x, point2.x),
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Math.max(point1.y, point2.y));
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},
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random: function() {
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return createPoint(Math.random(), Math.random());
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return 3;
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}
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}
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};
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},
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setAngle: function(angle) {
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angle = this._angle = angle * Math.PI / 180;
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if (!this.isZero()) {
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var length = this.length;
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this.x = Math.cos(angle) * length;
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this.y = Math.sin(angle) * length;
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}
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},
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getAngle: function() {
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var angle;
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if (arguments.length) {
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var point = Point.read(arguments);
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var div = this.length * point.length;
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if (div == 0) {
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return NaN;
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} else {
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angle = Math.acos(this.dot(point) / div);
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}
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} else {
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if (this._angle == null)
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this._angle = Math.atan2(this.y, this.x);
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angle = this._angle;
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}
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return angle * 180 / Math.PI;
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},
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getDirectedAngle: function() {
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var point = Point.read(arguments);
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var angle = this.angle - point.angle;
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var bounds = 180;
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if (angle < - bounds) {
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return angle + bounds * 2;
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} else if (angle > bounds) {
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return angle - bounds * 2;
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} else {
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return angle;
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}
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},
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rotate: function(angle) {
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angle = angle * Math.PI / 180;
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var s = Math.sin(angle);
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var c = Math.cos(angle);
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return Point.create(
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this.x * c - this.y * s,
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this.y * c + this.x * s
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);
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},
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// TODO: Shouldn't center just be the optional 2nd argument to rotate()?
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rotateAround: function(angle, center) {
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center = new Point(center);
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return this.subtract(center).rotate(angle).add(this);
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},
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interpolate: function(point, t) {
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return Point.create(
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this.x * (1 - t) + point.x * t,
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this.y * (1 - t) + point.y * t
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);
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},
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// TODO: Need to adapt Rectangle.java first
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// isInside: function(rect) {
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// return rect.contains(this);
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// },
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isClose: function(point, tolerance) {
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point = new Point(point);
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return this.getDistance(point) < tolerance;
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},
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isParallel: function(point) {
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return Math.abs(this.x / point.x - this.y / point.y) < 0.00001;
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},
|
||||
|
||||
isZero: function() {
|
||||
return this.x == 0 && this.y == 0;
|
||||
},
|
||||
|
||||
isNaN: function() {
|
||||
return isNaN(this.x) || isNaN(this.y);
|
||||
},
|
||||
|
||||
round: function() {
|
||||
return Point.create(Math.round(this.x), Math.round(this.y));
|
||||
},
|
||||
|
||||
ceil: function() {
|
||||
return Point.create(Math.ceil(this.x), Math.ceil(this.y));
|
||||
},
|
||||
|
||||
floor: function() {
|
||||
return Point.create(Math.floor(this.x), Math.floor(this.y));
|
||||
},
|
||||
|
||||
abs: function() {
|
||||
return Point.create(Math.abs(this.x), Math.abs(this.y));
|
||||
},
|
||||
|
||||
dot: function() {
|
||||
var point = Point.read(arguments);
|
||||
return this.x * point.x + this.y * point.y;
|
||||
},
|
||||
|
||||
cross: function() {
|
||||
var point = Point.read(arguments);
|
||||
return this.x * point.y - this.y - point.x;
|
||||
},
|
||||
|
||||
project: function() {
|
||||
var point = Point.read(arguments);
|
||||
if (point.isZero()) {
|
||||
return Point.create(0, 0);
|
||||
} else {
|
||||
var scale = this.dot(point) / point.dot(point);
|
||||
return Point.create(
|
||||
point.x * scale,
|
||||
point.y * scale
|
||||
);
|
||||
}
|
||||
},
|
||||
|
||||
toString: function() {
|
||||
return '{ x: ' + this.x + ', y: ' + this.y + ' }';
|
||||
},
|
||||
|
||||
statics: {
|
||||
/**
|
||||
* Provide a faster creator for Points out of two coordinates that
|
||||
* does not rely on Point#initialize at all. This speeds up all math
|
||||
* operations a lot.
|
||||
*/
|
||||
create: function(x, y) {
|
||||
var point = new Point(Point.dont);
|
||||
point.x = x;
|
||||
point.y = y;
|
||||
return point;
|
||||
},
|
||||
|
||||
read: function(args, index) {
|
||||
var index = index || 0, length = args.length - index;
|
||||
if (length == 1 && args[index] instanceof Point) {
|
||||
return args[index];
|
||||
} else if (length != 0) {
|
||||
var point = new Point(Point.dont);
|
||||
point.initialize.apply(point, index > 0
|
||||
? Array.prototype.slice.call(args, index) : args);
|
||||
return point;
|
||||
}
|
||||
return null;
|
||||
},
|
||||
|
||||
min: function(point1, point2) {
|
||||
return Point.create(
|
||||
Math.min(point1.x, point2.x),
|
||||
Math.min(point1.y, point2.y));
|
||||
},
|
||||
|
||||
max: function(point1, point2) {
|
||||
return Point.create(
|
||||
Math.max(point1.x, point2.x),
|
||||
Math.max(point1.y, point2.y));
|
||||
},
|
||||
|
||||
random: function() {
|
||||
return Point.create(Math.random(), Math.random());
|
||||
}
|
||||
}
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue