import { Bounds } from 'types' import Vector, { Point } from './vector' export default class Utils { static getRayRayIntersection(p0: Vector, n0: Vector, p1: Vector, n1: Vector) { const p0e = Vector.add(p0, n0), p1e = Vector.add(p1, n1), m0 = (p0e.y - p0.y) / (p0e.x - p0.x), m1 = (p1e.y - p1.y) / (p1e.x - p1.x), b0 = p0.y - m0 * p0.x, b1 = p1.y - m1 * p1.x, x = (b1 - b0) / (m0 - m1), y = m0 * x + b0 return new Vector({ x, y }) } static getCircleTangentToPoint( A: Point | Vector, r0: number, P: Point | Vector, side: number ) { const v0 = Vector.cast(A) const v1 = Vector.cast(P) const B = Vector.lrp(v0, v1, 0.5), r1 = Vector.dist(v0, B), delta = Vector.sub(B, v0), d = Vector.len(delta) if (!(d <= r0 + r1 && d >= Math.abs(r0 - r1))) { return } const a = (r0 * r0 - r1 * r1 + d * d) / (2.0 * d), n = 1 / d, p = Vector.add(v0, Vector.mul(delta, a * n)), h = Math.sqrt(r0 * r0 - a * a), k = Vector.mul(Vector.per(delta), h * n) return side === 0 ? p.add(k) : p.sub(k) } static shortAngleDist(a: number, b: number) { const max = Math.PI * 2 const da = (b - a) % max return ((2 * da) % max) - da } static getSweep(C: Vector, A: Vector, B: Vector) { return Utils.shortAngleDist(Vector.ang(C, A), Vector.ang(C, B)) } static bez1d(a: number, b: number, c: number, d: number, t: number) { return ( a * (1 - t) * (1 - t) * (1 - t) + 3 * b * t * (1 - t) * (1 - t) + 3 * c * t * t * (1 - t) + d * t * t * t ) } static getCubicBezierBounds( p0: Point | Vector, c0: Point | Vector, c1: Point | Vector, p1: Point | Vector ): Bounds { // solve for x let a = 3 * p1[0] - 9 * c1[0] + 9 * c0[0] - 3 * p0[0] let b = 6 * p0[0] - 12 * c0[0] + 6 * c1[0] let c = 3 * c0[0] - 3 * p0[0] let disc = b * b - 4 * a * c let xl = p0[0] let xh = p0[0] if (p1[0] < xl) xl = p1[0] if (p1[0] > xh) xh = p1[0] if (disc >= 0) { const t1 = (-b + Math.sqrt(disc)) / (2 * a) if (t1 > 0 && t1 < 1) { const x1 = Utils.bez1d(p0[0], c0[0], c1[0], p1[0], t1) if (x1 < xl) xl = x1 if (x1 > xh) xh = x1 } const t2 = (-b - Math.sqrt(disc)) / (2 * a) if (t2 > 0 && t2 < 1) { const x2 = Utils.bez1d(p0[0], c0[0], c1[0], p1[0], t2) if (x2 < xl) xl = x2 if (x2 > xh) xh = x2 } } // Solve for y a = 3 * p1[1] - 9 * c1[1] + 9 * c0[1] - 3 * p0[1] b = 6 * p0[1] - 12 * c0[1] + 6 * c1[1] c = 3 * c0[1] - 3 * p0[1] disc = b * b - 4 * a * c let yl = p0[1] let yh = p0[1] if (p1[1] < yl) yl = p1[1] if (p1[1] > yh) yh = p1[1] if (disc >= 0) { const t1 = (-b + Math.sqrt(disc)) / (2 * a) if (t1 > 0 && t1 < 1) { const y1 = Utils.bez1d(p0[1], c0[1], c1[1], p1[1], t1) if (y1 < yl) yl = y1 if (y1 > yh) yh = y1 } const t2 = (-b - Math.sqrt(disc)) / (2 * a) if (t2 > 0 && t2 < 1) { const y2 = Utils.bez1d(p0[1], c0[1], c1[1], p1[1], t2) if (y2 < yl) yl = y2 if (y2 > yh) yh = y2 } } return { minX: xl, minY: yl, maxX: xh, maxY: yh, width: Math.abs(xl - xh), height: Math.abs(yl - yh), } } static getExpandedBounds(a: Bounds, b: Bounds) { const minX = Math.min(a.minX, b.minX), minY = Math.min(a.minY, b.minY), maxX = Math.max(a.maxX, b.maxX), maxY = Math.max(a.maxY, b.maxY), width = Math.abs(maxX - minX), height = Math.abs(maxY - minY) return { minX, minY, maxX, maxY, width, height } } static getCommonBounds(...b: Bounds[]) { if (b.length < 2) return b[0] let bounds = b[0] for (let i = 1; i < b.length; i++) { bounds = Utils.getExpandedBounds(bounds, b[i]) } return bounds } }