early shadows
This commit is contained in:
parent
9eba227ec3
commit
b5f3d9e4eb
5
package-lock.json
generated
5
package-lock.json
generated
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@ -5609,6 +5609,11 @@
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"invert-kv": "^1.0.0"
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}
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},
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"line-intersect": {
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"version": "2.2.1",
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"resolved": "https://registry.npmjs.org/line-intersect/-/line-intersect-2.2.1.tgz",
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"integrity": "sha512-uOPErCqtEnHYsnesl56XmKm9nWF27kOqZCuibJEkyAJ23FHsKmOHo8FPT6SRAp2h3wzvyXJNjbPsq9FF5x29vw=="
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},
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"load-json-file": {
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"version": "1.1.0",
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"resolved": "https://registry.npmjs.org/load-json-file/-/load-json-file-1.1.0.tgz",
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@ -40,6 +40,7 @@
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"dependencies": {
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"@eix-js/utils": "0.0.6",
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"deepmerge": "^4.0.0",
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"line-intersect": "^2.2.1",
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"mainloop.js": "^1.0.4",
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"react": "^16.8.6",
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"react-dom": "^16.8.6",
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@ -1,6 +1,7 @@
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import { Singleton } from '@eix-js/utils'
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import { Observable, fromEvent, BehaviorSubject } from 'rxjs'
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import { map } from 'rxjs/operators'
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import { multiply } from '../../vector2/helpers/basic'
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@Singleton
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export class Screen {
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@ -25,4 +26,8 @@ export class Screen {
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public get y() {
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return this.height.value
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}
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public get center() {
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return multiply([this.x, this.y], 0.5)
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}
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}
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@ -1,10 +1,9 @@
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import { Transform, vector2 } from './Transform'
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import { Transform } from './Transform'
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export class Gate {
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public static lastId = 0
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public transform = new Transform()
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public id = Gate.lastId++
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public shadow: vector2 = [0, 0]
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public constructor(public color = 'blue') {}
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}
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@ -5,26 +5,17 @@ import { MouseEventInfo } from '../../core/components/FluidCanvas'
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import { pointInSquare } from '../helpers/pointInSquare'
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import { vector2 } from './Transform'
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import merge from 'deepmerge'
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import { smoothStep } from '../../vector2/helpers/smoothStep'
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import { renderGate } from '../helpers/renderGate'
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import { renderGateShadow } from '../helpers/renderGateShadow'
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import { Gate } from './Gate'
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import { MouseManager } from './MouseManager'
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import { Screen } from '../../core/classes/Screen'
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import {
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add,
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invert,
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ofLength,
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length,
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multiply
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} from '../../vector2/helpers/basic'
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export interface SimulationRendererOptions {
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shadows: {
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enabled: boolean
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color: string
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offset: number
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speed: number
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lightHeight: number
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gateHeight: number
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}
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dnd: {
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rotation: number
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@ -35,8 +26,8 @@ export const defaultSimulationRendererOptions: SimulationRendererOptions = {
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shadows: {
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enabled: true,
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color: 'rgba(0,0,0,0.3)',
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offset: 15,
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speed: 1
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gateHeight: 10,
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lightHeight: 50
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},
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dnd: {
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rotation: Math.PI / 12 // 7.5 degrees
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@ -133,13 +124,22 @@ export class SimulationRenderer {
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public render(ctx: CanvasRenderingContext2D) {
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this.clear(ctx)
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const center = this.screen.center
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// render gates
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for (const gate of this.simulation.gates) {
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renderGate(ctx, gate)
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if (this.options.shadows.enabled) {
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renderGateShadow(ctx, this.options.shadows.color, gate)
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renderGateShadow(
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ctx,
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this.options.shadows.color,
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gate,
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this.options.shadows.gateHeight,
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[center[0], center[1], this.options.shadows.lightHeight]
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)
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}
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renderGate(ctx, gate)
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// renderGate(ctx, gate)
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}
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}
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@ -152,32 +152,7 @@ export class SimulationRenderer {
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return this.simulation.gates.get(id)
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}
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public getOptimalShadow(gate: Gate) {
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const center = multiply([this.screen.x, this.screen.y] as vector2, 0.5)
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const difference = add(center, invert(gate.transform.position))
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return add(
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add(difference, center),
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ofLength(difference, this.options.shadows.offset)
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)
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}
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public getShadowPosition(gate: Gate) {
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return gate.transform.position.map(
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(value, index) => value - this.getOptimalShadow(gate)[index]
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) as vector2
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}
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public update(delta: number) {
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for (const gate of this.simulation.gates) {
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gate.shadow = smoothStep(
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this.options.shadows.speed,
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gate.shadow,
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this.getShadowPosition(gate)
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)
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}
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const selected = this.getSelected()
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if (selected && this.movedSelection) {
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@ -187,6 +162,10 @@ export class SimulationRenderer {
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} else {
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this.mouseManager.update()
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}
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// for (const gate of this.simulation.gates) {
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// gate.transform.rotation += 0.01
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// }
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}
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public getSelected() {
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@ -1,7 +1,20 @@
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import { BehaviorSubject } from 'rxjs'
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import { allCombinations } from '../helpers/allCombinations'
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import { rotateAroundVector } from '../../vector2/helpers/rotate'
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export type vector2 = [number, number]
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export type vector3 = [number, number, number]
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export type vector4 = [number, number, number, number]
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export type vector8 = [
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number,
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number,
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number,
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number,
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number,
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number,
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number,
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number
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]
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export class Transform {
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public constructor(
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return [...this.position, ...this.scale] as vector4
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}
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public getPoints() {
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const combinations = Array.from(allCombinations([0, 1], [0, 1]))
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// those are not in the right order
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const points = combinations.map(combination => [
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this.x + this.height * combination[0],
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this.y + this.width * combination[1]
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])
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const pointsInTheRightOrder = [
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points[0],
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points[1],
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points[3],
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points[2]
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] as vector2[]
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const result = pointsInTheRightOrder.map(point =>
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rotateAroundVector(point, this.center, this.rotation)
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) as vector2[]
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return result
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}
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public getEdges() {
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const points = this.getPoints()
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const edges = []
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for (let index = 0; index < points.length; index++) {
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edges.push([points[index], points[(index + 1) % points.length]])
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}
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return edges as [vector2, vector2][]
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}
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/** Short forms for random stuff */
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get x() {
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return this.y + this.height
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}
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get center() {
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return [this.x + this.width / 2, this.y + this.height / 2] as vector2
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}
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set x(value: number) {
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this.position = [value, this.y]
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}
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8
src/modules/simulation/helpers/allCombinations.ts
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8
src/modules/simulation/helpers/allCombinations.ts
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export function* allCombinations<T>(first: T[], second: T[]): Iterable<[T, T]> {
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for (const item of first) {
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// TODO: change name
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for (const element of second) {
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yield [item, element]
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}
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}
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}
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23
src/modules/simulation/helpers/drawPolygon.ts
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23
src/modules/simulation/helpers/drawPolygon.ts
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import { vector2 } from '../classes/Transform'
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export const drawPolygon = (
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ctx: CanvasRenderingContext2D,
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points: vector2[],
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fill = true,
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stroke = false
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) => {
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ctx.beginPath()
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for (const point of points) {
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ctx.lineTo(...point)
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}
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ctx.closePath()
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if (fill) {
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ctx.fill()
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}
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if (stroke) {
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ctx.stroke()
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}
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}
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@ -2,30 +2,16 @@ import { Transform } from '../classes/Transform'
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export const drawRotatedSquare = (
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ctx: CanvasRenderingContext2D,
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{ position, scale, rotation }: Transform,
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rotationMode = 0
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{ position, scale, rotation }: Transform
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) => {
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ctx.save()
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ctx.translate(...position)
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if (rotationMode === 0) {
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ctx.translate(scale[0] / 2, scale[1] / 2)
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} else if (rotationMode === 1) {
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ctx.translate(scale[0], scale[1])
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} else if (rotationMode === 1) {
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ctx.translate(0, scale[1])
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}
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ctx.translate(scale[0] / 2, scale[1] / 2)
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ctx.rotate(rotation)
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if (rotationMode === 0) {
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ctx.fillRect(scale[0] / -2, scale[1] / -2, ...scale)
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} else if (rotationMode === 1) {
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ctx.fillRect(-scale[0], -scale[1], ...scale)
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} else if (rotationMode === -1) {
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ctx.fillRect(0, 0, ...scale)
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}
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ctx.fillRect(scale[0] / -2, scale[1] / -2, ...scale)
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ctx.restore()
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}
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8
src/modules/simulation/helpers/projectPoint.ts
Normal file
8
src/modules/simulation/helpers/projectPoint.ts
Normal file
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import { vector3, vector2 } from '../classes/Transform'
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export const projectPointOnPlane = (point: vector3, light: vector3) =>
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point.slice(0, 2).map((position, index) => {
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const delta = light[index] - position
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return light[index] - (delta + (point[2] * delta) / light[2])
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}) as vector2
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@ -1,13 +1,7 @@
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import { Gate } from '../classes/Gate'
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import { drawRotatedSquare } from './drawRotatedSquare'
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import { MouseManager } from '../classes/MouseManager'
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export const renderGate = (ctx: CanvasRenderingContext2D, gate: Gate) => {
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let mode = 0
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if (gate.transform.rotation > 0) mode = 1
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else if (gate.transform.rotation < 0) mode = -1
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ctx.fillStyle = gate.color
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drawRotatedSquare(ctx, gate.transform, mode)
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drawRotatedSquare(ctx, gate.transform)
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}
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@ -1,19 +1,110 @@
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import { Gate } from '../classes/Gate'
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import { vector2, Transform } from '../classes/Transform'
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import { clamp } from './clamp'
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import { drawRotatedSquare } from './drawRotatedSquare'
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import { projectPointOnPlane } from './projectPoint'
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import { drawPolygon } from './drawPolygon'
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import { vector3, vector2, vector4, vector8 } from '../classes/Transform'
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import { checkIntersection } from 'line-intersect'
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import { reverseArray } from './reverseArray'
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import { length, add, invert } from '../../vector2/helpers/basic'
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export const pointRecivesLight = (
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points: vector2[], //this needs to have an even length
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light: vector3,
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index: number,
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ctx: CanvasRenderingContext2D
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) => {
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const point = points[index]
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const oposittePoint = points[(index + points.length / 2) % points.length]
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const edgesToCheck = [
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[oposittePoint, points[(index + 1) % points.length]],
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[oposittePoint, points[index === 0 ? points.length - 1 : index - 1]]
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].map(points => points.flat() as vector4)
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for (const edge of edgesToCheck) {
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const intersectionCheckParameters = [
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[light[0], light[1]],
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point,
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edge
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].flat() as vector8
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const result = checkIntersection(...intersectionCheckParameters).type
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if (result === 'intersecting') {
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return false
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}
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}
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return true
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}
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export const renderGateShadow = (
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ctx: CanvasRenderingContext2D,
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color: string,
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gate: Gate
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gate: Gate,
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gateHeight: number,
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light: vector3
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) => {
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const scale = gate.transform.scale
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ctx.fillStyle = color
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drawRotatedSquare(
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ctx,
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new Transform(gate.shadow, scale, gate.transform.rotation)
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const points = gate.transform.getPoints()
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const exposedPoints = points.filter((point, index) =>
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pointRecivesLight(points, light, index, ctx)
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)
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let includedPoints = [...points]
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if (exposedPoints.length === 3) {
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let min = Infinity
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let current: null | vector2 = null
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for (const point of exposedPoints) {
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const size = length(
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add(point, invert(light.slice(0, 2) as vector2))
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)
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if (size < min) {
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min = size
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current = point
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}
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}
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if (current) {
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includedPoints.splice(includedPoints.indexOf(current), 1)
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}
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if (
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includedPoints[0][1] < light[1] &&
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includedPoints[1][1] < light[1] &&
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!(includedPoints[2][1] > light[1])
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) {
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const temporary = includedPoints[0]
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includedPoints[0] = includedPoints[1]
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includedPoints[1] = temporary
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}
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}
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if (exposedPoints.length === 2) {
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includedPoints = points.filter(
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point => exposedPoints.indexOf(point) === -1
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)
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}
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const projections = includedPoints.map(point =>
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// ts doesnt let me do [...point, gateHeight]
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projectPointOnPlane([point[0], point[1], gateHeight], light)
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)
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const polygon = [includedPoints, reverseArray(projections)].flat()
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drawPolygon(ctx, polygon)
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ctx.fillStyle = 'red'
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for (const point of [...includedPoints, ...projections, light]) {
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ctx.beginPath()
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ctx.ellipse(point[0], point[1], 10, 10, 0, 0, Math.PI * 2)
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ctx.fill()
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}
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ctx.strokeStyle = 'yellow'
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drawPolygon(ctx, points, false, true)
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}
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|
|
10
src/modules/simulation/helpers/reverseArray.ts
Normal file
10
src/modules/simulation/helpers/reverseArray.ts
Normal file
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@ -0,0 +1,10 @@
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export const reverseArray = <T>(array: T[]) => {
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const arr: T[] = []
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for (let index = array.length - 1; index >= 0; index--) {
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const element = array[index]
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arr.push(element)
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}
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return arr
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}
|
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@ -2,8 +2,15 @@ import { vector2 } from '../../simulation/classes/Transform'
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// Basic stuff for arrays
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export const add = (first: vector2, second: vector2) =>
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first.map((value, index) => value + second[index]) as vector2
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// If i don't say vector2 as the type adnotation
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// ts will throw some errors (because this is recursive)
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export const add = (...vectors: vector2[]): vector2 => {
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const first = vectors[0]
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const others = vectors.slice(1)
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const othersSum = others.length > 1 ? add(...others) : others[0]
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return first.map((value, index) => value + othersSum[index]) as vector2
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}
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export const invert = (vector: vector2) => vector.map(val => -val) as vector2
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|
|
22
src/modules/vector2/helpers/rotate.ts
Normal file
22
src/modules/vector2/helpers/rotate.ts
Normal file
|
@ -0,0 +1,22 @@
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import { vector2 } from '../../simulation/classes/Transform'
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import { add, invert } from './basic'
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const { cos, sin } = Math
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export const rotate = (vector: vector2, angle: number): vector2 => {
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const x = cos(angle) * vector[0] - sin(angle) * vector[1]
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const y = sin(angle) * vector[0] + cos(angle) * vector[1]
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return [x, y]
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}
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export const rotateAroundVector = (
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vector: vector2,
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around: vector2,
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angle: number
|
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) => {
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const translated = add(vector, invert(around))
|
||||
const rotated = rotate(translated, angle)
|
||||
|
||||
return add(rotated, around)
|
||||
}
|
|
@ -1,5 +1,7 @@
|
|||
{
|
||||
"compilerOptions": {
|
||||
"baseUrl": ".",
|
||||
"paths": { "*": ["types/*"] },
|
||||
"moduleResolution": "node",
|
||||
"esModuleInterop": true,
|
||||
"jsx": "preserve",
|
||||
|
|
13
types/line-intersect.d.ts
vendored
Normal file
13
types/line-intersect.d.ts
vendored
Normal file
|
@ -0,0 +1,13 @@
|
|||
export const checkIntersection: (
|
||||
x1: number,
|
||||
y1: number,
|
||||
x2: number,
|
||||
y2: number,
|
||||
x3: number,
|
||||
y3: number,
|
||||
x4: number,
|
||||
y4: number
|
||||
) => {
|
||||
type: 'colinear' | 'parallel' | 'none' | 'intersecting'
|
||||
}
|
||||
export const colinearPointWithinSegment: any
|
Loading…
Reference in a new issue