247 lines
6.4 KiB
TypeScript
247 lines
6.4 KiB
TypeScript
import { axisAlignedBoundingBox } from "../collision/aa.ts";
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import { Point, Vector } from "./vector.ts";
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export class SplineSegment {
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points: [Vector, Vector, Vector, Vector];
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length: number;
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constructor(points: [Vector, Vector, Vector, Vector]) {
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this.points = points;
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this.length = this.calculateApproxLength(100);
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}
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draw(color?: string) {
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const [a, b, c, d] = this.points;
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doodler.drawBezier(a, b, c, d, {
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strokeColor: color || "#ffffff50",
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});
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}
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getPointAtT(t: number) {
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const [a, b, c, d] = this.points;
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const res = a.copy();
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res.add(Vector.add(a.copy().mult(-3), b.copy().mult(3)).mult(t));
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res.add(
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Vector.add(
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Vector.add(a.copy().mult(3), b.copy().mult(-6)),
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c.copy().mult(3),
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).mult(Math.pow(t, 2)),
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);
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res.add(
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Vector.add(
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Vector.add(a.copy().mult(-1), b.copy().mult(3)),
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Vector.add(c.copy().mult(-3), d.copy()),
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).mult(Math.pow(t, 3)),
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);
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return res;
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}
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getClosestPoint(v: Vector): [Vector, number, number] {
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const samples = 25;
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const resolution = 1 / samples;
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let closest = this.points[0];
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let closestDistance = this.points[0].dist(v);
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let closestT = 0;
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for (let i = 0; i < samples; i++) {
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const point = this.getPointAtT(i * resolution);
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const distance = v.dist(point);
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if (distance < closestDistance) {
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closest = point;
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closestDistance = distance;
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closestT = i * resolution;
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}
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}
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return [closest, closestDistance, closestT];
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}
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getPointsWithinRadius(v: Vector, r: number) {
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const points: [number, SplineSegment][] = [];
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const samples = 25;
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const resolution = 1 / samples;
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for (let i = 0; i < samples + 1; i++) {
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const point = this.getPointAtT(i * resolution);
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const distance = v.dist(point);
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if (distance < r) {
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points.push([i * resolution, this]);
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}
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}
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return points;
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}
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tangent(t: number) {
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// dP(t) / dt = -3(1-t)^2 * P0 + 3(1-t)^2 * P1 - 6t(1-t) * P1 - 3t^2 * P2 + 6t(1-t) * P2 + 3t^2 * P3
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const [a, b, c, d] = this.points;
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const res = Vector.sub(b, a).mult(3 * Math.pow(1 - t, 2));
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res.add(
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Vector.add(
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Vector.sub(c, b).mult(6 * (1 - t) * t),
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Vector.sub(d, c).mult(3 * Math.pow(t, 2)),
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),
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);
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return res;
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}
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doesIntersectCircle(x: number, y: number, r: number) {
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const v = new Vector(x, y);
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const samples = 25;
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const resolution = 1 / samples;
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let distance = Infinity;
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let t;
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for (let i = 0; i < samples - 1; i++) {
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const a = this.getPointAtT(i * resolution);
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const b = this.getPointAtT((i + 1) * resolution);
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const ac = Vector.sub(v, a);
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const ab = Vector.sub(b, a);
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const d = Vector.add(Vector.vectorProjection(ac, ab), a);
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const ad = Vector.sub(d, a);
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const k = Math.abs(ab.x) > Math.abs(ab.y) ? ad.x / ab.x : ad.y / ab.y;
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let dist;
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if (k <= 0.0) {
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dist = Vector.hypot2(v, a);
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} else if (k >= 1.0) {
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dist = Vector.hypot2(v, b);
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}
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dist = Vector.hypot2(v, d);
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if (dist < distance) {
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distance = dist;
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t = i * resolution;
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}
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}
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if (distance < r) return t;
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return false;
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}
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intersectsCircle(circleCenter: Point, radius: number): boolean {
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const numSegments = 100; // Initial number of segments
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const minResolution = 10; // Minimum resolution to ensure accuracy
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for (let i = 0; i < numSegments; i++) {
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const t1 = i / numSegments;
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const t2 = (i + 1) / numSegments;
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const segmentStart = this.getPointAtT(t1);
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const segmentEnd = this.getPointAtT(t2);
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const segmentLength = Math.sqrt(
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(segmentEnd.x - segmentStart.x) ** 2 +
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(segmentEnd.y - segmentStart.y) ** 2,
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);
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// Dynamically adjust resolution based on segment length
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const resolution = Math.max(
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minResolution,
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Math.ceil(numSegments * (segmentLength / radius)),
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);
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for (let j = 0; j <= resolution; j++) {
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const t = j / resolution;
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const point = this.getPointAtT(t);
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const distance = Math.sqrt(
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(point.x - circleCenter.x) ** 2 + (point.y - circleCenter.y) ** 2,
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);
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if (distance <= radius) {
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return true; // Intersection detected
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}
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}
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}
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return false; // No intersection found
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}
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calculateApproxLength(resolution = 25) {
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const stepSize = 1 / resolution;
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const points: Vector[] = [];
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for (let i = 0; i <= resolution; i++) {
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const current = stepSize * i;
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points.push(this.getPointAtT(current));
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}
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this.length =
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points.reduce((acc: { prev?: Vector; length: number }, cur) => {
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const prev = acc.prev;
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acc.prev = cur;
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if (!prev) return acc;
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acc.length += cur.dist(prev);
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return acc;
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}, { prev: undefined, length: 0 }).length;
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return this.length;
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}
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calculateEvenlySpacedPoints(spacing: number, resolution = 1) {
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const points: Vector[] = [];
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points.push(this.points[0]);
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let prev = points[0];
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let distSinceLastEvenPoint = 0;
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let t = 0;
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const div = Math.ceil(this.length * resolution * 10);
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while (t < 1) {
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t += 1 / div;
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const point = this.getPointAtT(t);
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distSinceLastEvenPoint += prev.dist(point);
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if (distSinceLastEvenPoint >= spacing) {
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const overshoot = distSinceLastEvenPoint - spacing;
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const evenPoint = Vector.add(
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point,
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Vector.sub(point, prev).normalize().mult(overshoot),
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);
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distSinceLastEvenPoint = overshoot;
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points.push(evenPoint);
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prev = evenPoint;
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}
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prev = point;
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}
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return points;
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}
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private _aabb?: axisAlignedBoundingBox;
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get AABB() {
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if (!this._aabb) {
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this._aabb = this.recalculateAABB();
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}
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return this._aabb;
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}
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recalculateAABB(): axisAlignedBoundingBox {
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const numPoints = 100; // You can adjust the number of points based on your needs
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let minX = Infinity;
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let minY = Infinity;
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let maxX = -Infinity;
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let maxY = -Infinity;
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for (let i = 0; i < numPoints; i++) {
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const t = i / numPoints;
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const point = this.getPointAtT(t);
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minX = Math.min(minX, point.x);
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minY = Math.min(minY, point.y);
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maxX = Math.max(maxX, point.x);
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maxY = Math.max(maxY, point.y);
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}
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return { x: minX, y: minY, w: maxX - minX, h: maxY - minY };
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}
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}
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