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Add geometry.js library, to handle rectangles and points
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js/lib/geometry.js
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555
js/lib/geometry.js
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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// Geometry library.
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// (c) 2011-2013 client IO
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// Copied from https://github.com/DavidDurman/joint/blob/master/src/geometry.js
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define(function(require) {
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// Declare shorthands to the most used math functions.
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var math = Math;
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var abs = math.abs;
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var cos = math.cos;
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var sin = math.sin;
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var sqrt = math.sqrt;
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var mmin = math.min;
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var mmax = math.max;
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var atan = math.atan;
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var atan2 = math.atan2;
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var acos = math.acos;
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var round = math.round;
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var floor = math.floor;
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var PI = math.PI;
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var random = math.random;
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var toDeg = function(rad) { return (180*rad / PI) % 360; };
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var toRad = function(deg) { return (deg % 360) * PI / 180; };
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var snapToGrid = function(val, gridSize) { return gridSize * Math.round(val/gridSize); };
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var normalizeAngle = function(angle) { return (angle % 360) + (angle < 0 ? 360 : 0); };
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// Point
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// -----
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// Point is the most basic object consisting of x/y coordinate,.
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// Possible instantiations are:
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// * `point(10, 20)`
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// * `new point(10, 20)`
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// * `point('10 20')`
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// * `point(point(10, 20))`
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function point(x, y) {
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if (!(this instanceof point))
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return new point(x, y);
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var xy;
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if (y === undefined && Object(x) !== x) {
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xy = x.split(_.indexOf(x, "@") === -1 ? " " : "@");
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this.x = parseInt(xy[0], 10);
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this.y = parseInt(xy[1], 10);
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} else if (Object(x) === x) {
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this.x = x.x;
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this.y = x.y;
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} else {
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this.x = x;
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this.y = y;
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}
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}
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point.prototype = {
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toString: function() {
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return this.x + "@" + this.y;
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},
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// If point lies outside rectangle `r`, return the nearest point on the boundary of rect `r`,
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// otherwise return point itself.
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// (see Squeak Smalltalk, Point>>adhereTo:)
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adhereToRect: function(r) {
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if (r.containsPoint(this)){
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return this;
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}
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this.x = mmin(mmax(this.x, r.x), r.x + r.width);
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this.y = mmin(mmax(this.y, r.y), r.y + r.height);
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return this;
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},
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// Compute the angle between me and `p` and the x axis.
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// (cartesian-to-polar coordinates conversion)
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// Return theta angle in degrees.
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theta: function(p) {
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p = point(p);
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// Invert the y-axis.
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var y = -(p.y - this.y);
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var x = p.x - this.x;
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// Makes sure that the comparison with zero takes rounding errors into account.
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var PRECISION = 10;
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// Note that `atan2` is not defined for `x`, `y` both equal zero.
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var rad = (y.toFixed(PRECISION) == 0 && x.toFixed(PRECISION) == 0) ? 0 : atan2(y, x);
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// Correction for III. and IV. quadrant.
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if (rad < 0) {
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rad = 2*PI + rad;
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}
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return 180*rad / PI;
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},
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// Returns distance between me and point `p`.
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distance: function(p) {
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return line(this, p).length();
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},
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// Returns a manhattan (taxi-cab) distance between me and point `p`.
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manhattanDistance: function(p) {
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return abs(p.x - this.x) + abs(p.y - this.y);
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},
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// Offset me by the specified amount.
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offset: function(dx, dy) {
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this.x += dx || 0;
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this.y += dy || 0;
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return this;
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},
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magnitude: function() {
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return sqrt((this.x*this.x) + (this.y*this.y)) || 0.01;
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},
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update: function(x, y) {
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this.x = x || 0;
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this.y = y || 0;
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return this;
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},
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round: function(decimals) {
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this.x = decimals ? this.x.toFixed(decimals) : round(this.x);
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this.y = decimals ? this.y.toFixed(decimals) : round(this.y);
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return this;
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},
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// Scale the line segment between (0,0) and me to have a length of len.
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normalize: function(len) {
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var s = (len || 1) / this.magnitude();
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this.x = s * this.x;
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this.y = s * this.y;
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return this;
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},
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difference: function(p) {
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return point(this.x - p.x, this.y - p.y);
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},
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// Converts rectangular to polar coordinates.
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// An origin can be specified, otherwise it's 0@0.
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toPolar: function(o) {
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o = (o && point(o)) || point(0,0);
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var x = this.x;
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var y = this.y;
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this.x = sqrt((x-o.x)*(x-o.x) + (y-o.y)*(y-o.y)); // r
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this.y = toRad(o.theta(point(x,y)));
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return this;
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},
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// Rotate point by angle around origin o.
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rotate: function(o, angle) {
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angle = (angle + 360) % 360;
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this.toPolar(o);
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this.y += toRad(angle);
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var p = point.fromPolar(this.x, this.y, o);
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this.x = p.x;
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this.y = p.y;
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return this;
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},
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// Move point on line starting from ref ending at me by
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// distance distance.
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move: function(ref, distance) {
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var theta = toRad(point(ref).theta(this));
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return this.offset(cos(theta) * distance, -sin(theta) * distance);
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},
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// Returns change in angle from my previous position (-dx, -dy) to my new position
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// relative to ref point.
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changeInAngle: function(dx, dy, ref) {
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// Revert the translation and measure the change in angle around x-axis.
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return point(this).offset(-dx, -dy).theta(ref) - this.theta(ref);
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},
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equals: function(p) {
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return this.x === p.x && this.y === p.y;
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}
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};
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// Alternative constructor, from polar coordinates.
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// @param {number} r Distance.
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// @param {number} angle Angle in radians.
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// @param {point} [optional] o Origin.
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point.fromPolar = function(r, angle, o) {
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o = (o && point(o)) || point(0,0);
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var x = abs(r * cos(angle));
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var y = abs(r * sin(angle));
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var deg = normalizeAngle(toDeg(angle));
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if (deg < 90) y = -y;
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else if (deg < 180) { x = -x; y = -y; }
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else if (deg < 270) x = -x;
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return point(o.x + x, o.y + y);
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};
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// Create a point with random coordinates that fall into the range `[x1, x2]` and `[y1, y2]`.
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point.random = function(x1, x2, y1, y2) {
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return point(floor(random() * (x2 - x1 + 1) + x1), floor(random() * (y2 - y1 + 1) + y1));
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};
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// Line.
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// -----
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function line(p1, p2) {
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if (!(this instanceof line))
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return new line(p1, p2);
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this.start = point(p1);
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this.end = point(p2);
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}
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line.prototype = {
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toString: function() {
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return this.start.toString() + ' ' + this.end.toString();
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},
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// @return {double} length of the line
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length: function() {
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return sqrt(this.squaredLength());
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},
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// @return {integer} length without sqrt
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// @note for applications where the exact length is not necessary (e.g. compare only)
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squaredLength: function() {
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var x0 = this.start.x;
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var y0 = this.start.y;
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var x1 = this.end.x;
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var y1 = this.end.y;
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return (x0 -= x1)*x0 + (y0 -= y1)*y0;
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},
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// @return {point} my midpoint
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midpoint: function() {
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return point((this.start.x + this.end.x) / 2,
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(this.start.y + this.end.y) / 2);
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},
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// @return {point} Point where I'm intersecting l.
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// @see Squeak Smalltalk, LineSegment>>intersectionWith:
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intersection: function(l) {
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var pt1Dir = point(this.end.x - this.start.x, this.end.y - this.start.y);
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var pt2Dir = point(l.end.x - l.start.x, l.end.y - l.start.y);
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var det = (pt1Dir.x * pt2Dir.y) - (pt1Dir.y * pt2Dir.x);
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var deltaPt = point(l.start.x - this.start.x, l.start.y - this.start.y);
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var alpha = (deltaPt.x * pt2Dir.y) - (deltaPt.y * pt2Dir.x);
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var beta = (deltaPt.x * pt1Dir.y) - (deltaPt.y * pt1Dir.x);
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if (det === 0 ||
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alpha * det < 0 ||
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beta * det < 0) {
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// No intersection found.
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return null;
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}
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if (det > 0){
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if (alpha > det || beta > det){
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return null;
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}
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} else {
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if (alpha < det || beta < det){
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return null;
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}
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}
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return point(this.start.x + (alpha * pt1Dir.x / det),
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this.start.y + (alpha * pt1Dir.y / det));
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}
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};
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// Rectangle.
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// ----------
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function rect(x, y, w, h) {
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if (!(this instanceof rect))
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return new rect(x, y, w, h);
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if (y === undefined) {
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y = x.y;
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w = x.width;
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h = x.height;
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x = x.x;
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}
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this.x = x;
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this.y = y;
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this.width = w;
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this.height = h;
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}
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rect.prototype = {
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toString: function() {
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return this.origin().toString() + ' ' + this.corner().toString();
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},
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origin: function() {
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return point(this.x, this.y);
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},
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corner: function() {
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return point(this.x + this.width, this.y + this.height);
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},
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topRight: function() {
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return point(this.x + this.width, this.y);
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},
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bottomLeft: function() {
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return point(this.x, this.y + this.height);
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},
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center: function() {
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return point(this.x + this.width/2, this.y + this.height/2);
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},
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// @return {boolean} true if rectangles intersect
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intersect: function(r) {
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var myOrigin = this.origin();
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var myCorner = this.corner();
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var rOrigin = r.origin();
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var rCorner = r.corner();
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if (rCorner.x <= myOrigin.x ||
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rCorner.y <= myOrigin.y ||
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rOrigin.x >= myCorner.x ||
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rOrigin.y >= myCorner.y) return false;
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return true;
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},
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// @return {string} (left|right|top|bottom) side which is nearest to point
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// @see Squeak Smalltalk, Rectangle>>sideNearestTo:
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sideNearestToPoint: function(p) {
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p = point(p);
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var distToLeft = p.x - this.x;
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var distToRight = (this.x + this.width) - p.x;
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var distToTop = p.y - this.y;
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var distToBottom = (this.y + this.height) - p.y;
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var closest = distToLeft;
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var side = 'left';
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if (distToRight < closest) {
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closest = distToRight;
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side = 'right';
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}
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if (distToTop < closest) {
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closest = distToTop;
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side = 'top';
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}
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if (distToBottom < closest) {
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closest = distToBottom;
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side = 'bottom';
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}
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return side;
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},
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// @return {bool} true if point p is insight me
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containsPoint: function(p) {
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p = point(p);
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if (p.x > this.x && p.x < this.x + this.width &&
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p.y > this.y && p.y < this.y + this.height) {
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return true;
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}
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return false;
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},
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// @return {point} a point on my boundary nearest to p
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// @see Squeak Smalltalk, Rectangle>>pointNearestTo:
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pointNearestToPoint: function(p) {
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p = point(p);
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if (this.containsPoint(p)) {
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var side = this.sideNearestToPoint(p);
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switch (side){
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case "right": return point(this.x + this.width, p.y);
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case "left": return point(this.x, p.y);
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case "bottom": return point(p.x, this.y + this.height);
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case "top": return point(p.x, this.y);
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}
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}
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return p.adhereToRect(this);
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},
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// Find point on my boundary where line starting
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// from my center ending in point p intersects me.
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// @param {number} angle If angle is specified, intersection with rotated rectangle is computed.
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intersectionWithLineFromCenterToPoint: function(p, angle) {
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p = point(p);
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var center = point(this.x + this.width/2, this.y + this.height/2);
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var result;
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if (angle) p.rotate(center, angle);
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// (clockwise, starting from the top side)
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var sides = [
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line(this.origin(), this.topRight()),
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line(this.topRight(), this.corner()),
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line(this.corner(), this.bottomLeft()),
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line(this.bottomLeft(), this.origin())
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];
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var connector = line(center, p);
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for (var i = sides.length - 1; i >= 0; --i){
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var intersection = sides[i].intersection(connector);
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if (intersection !== null){
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result = intersection;
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break;
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}
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}
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if (result && angle) result.rotate(center, -angle);
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return result;
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},
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// Move and expand me.
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// @param r {rectangle} representing deltas
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moveAndExpand: function(r) {
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this.x += r.x;
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this.y += r.y;
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this.width += r.width;
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this.height += r.height;
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return this;
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},
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round: function(decimals) {
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this.x = decimals ? this.x.toFixed(decimals) : round(this.x);
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this.y = decimals ? this.y.toFixed(decimals) : round(this.y);
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this.width = decimals ? this.width.toFixed(decimals) : round(this.width);
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this.height = decimals ? this.height.toFixed(decimals) : round(this.height);
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return this;
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}
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};
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// Ellipse.
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// --------
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function ellipse(c, a, b) {
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if (!(this instanceof ellipse))
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return new ellipse(c, a, b);
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c = point(c);
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this.x = c.x;
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this.y = c.y;
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this.a = a;
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this.b = b;
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}
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ellipse.prototype = {
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toString: function() {
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return point(this.x, this.y).toString() + ' ' + this.a + ' ' + this.b;
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},
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bbox: function() {
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return rect(this.x - this.a, this.y - this.b, 2*this.a, 2*this.b);
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},
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// Find point on me where line from my center to
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// point p intersects my boundary.
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// @param {number} angle If angle is specified, intersection with rotated ellipse is computed.
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intersectionWithLineFromCenterToPoint: function(p, angle) {
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p = point(p);
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if (angle) p.rotate(point(this.x, this.y), angle);
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var dx = p.x - this.x;
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var dy = p.y - this.y;
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var result;
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if (dx === 0) {
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result = this.bbox().pointNearestToPoint(p);
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if (angle) return result.rotate(point(this.x, this.y), -angle);
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return result;
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}
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var m = dy / dx;
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var mSquared = m * m;
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var aSquared = this.a * this.a;
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var bSquared = this.b * this.b;
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var x = sqrt(1 / ((1 / aSquared) + (mSquared / bSquared)));
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x = dx < 0 ? -x : x;
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var y = m * x;
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result = point(this.x + x, this.y + y);
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if (angle) return result.rotate(point(this.x, this.y), -angle);
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return result;
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}
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};
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// Bezier curve.
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// -------------
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var bezier = {
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// Cubic Bezier curve path through points.
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// Ported from C# implementation by Oleg V. Polikarpotchkin and Peter Lee (http://www.codeproject.com/KB/graphics/BezierSpline.aspx).
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// @param {array} points Array of points through which the smooth line will go.
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// @return {array} SVG Path commands as an array
|
||||
curveThroughPoints: function(points) {
|
||||
var controlPoints = this.getCurveControlPoints(points);
|
||||
var path = ['M', points[0].x, points[0].y];
|
||||
|
||||
for (var i = 0; i < controlPoints[0].length; i++) {
|
||||
path.push('C', controlPoints[0][i].x, controlPoints[0][i].y, controlPoints[1][i].x, controlPoints[1][i].y, points[i+1].x, points[i+1].y);
|
||||
}
|
||||
return path;
|
||||
},
|
||||
|
||||
// Get open-ended Bezier Spline Control Points.
|
||||
// @param knots Input Knot Bezier spline points (At least two points!).
|
||||
// @param firstControlPoints Output First Control points. Array of knots.length - 1 length.
|
||||
// @param secondControlPoints Output Second Control points. Array of knots.length - 1 length.
|
||||
getCurveControlPoints: function(knots) {
|
||||
var firstControlPoints = [];
|
||||
var secondControlPoints = [];
|
||||
var n = knots.length - 1;
|
||||
var i;
|
||||
|
||||
// Special case: Bezier curve should be a straight line.
|
||||
if (n == 1) {
|
||||
// 3P1 = 2P0 + P3
|
||||
firstControlPoints[0] = point((2 * knots[0].x + knots[1].x) / 3,
|
||||
(2 * knots[0].y + knots[1].y) / 3);
|
||||
// P2 = 2P1 – P0
|
||||
secondControlPoints[0] = point(2 * firstControlPoints[0].x - knots[0].x,
|
||||
2 * firstControlPoints[0].y - knots[0].y);
|
||||
return [firstControlPoints, secondControlPoints];
|
||||
}
|
||||
|
||||
// Calculate first Bezier control points.
|
||||
// Right hand side vector.
|
||||
var rhs = [];
|
||||
|
||||
// Set right hand side X values.
|
||||
for (i = 1; i < n - 1; i++) {
|
||||
rhs[i] = 4 * knots[i].x + 2 * knots[i + 1].x;
|
||||
}
|
||||
rhs[0] = knots[0].x + 2 * knots[1].x;
|
||||
rhs[n - 1] = (8 * knots[n - 1].x + knots[n].x) / 2.0;
|
||||
// Get first control points X-values.
|
||||
var x = this.getFirstControlPoints(rhs);
|
||||
|
||||
// Set right hand side Y values.
|
||||
for (i = 1; i < n - 1; ++i) {
|
||||
rhs[i] = 4 * knots[i].y + 2 * knots[i + 1].y;
|
||||
}
|
||||
rhs[0] = knots[0].y + 2 * knots[1].y;
|
||||
rhs[n - 1] = (8 * knots[n - 1].y + knots[n].y) / 2.0;
|
||||
// Get first control points Y-values.
|
||||
var y = this.getFirstControlPoints(rhs);
|
||||
|
||||
// Fill output arrays.
|
||||
for (i = 0; i < n; i++) {
|
||||
// First control point.
|
||||
firstControlPoints.push(point(x[i], y[i]));
|
||||
// Second control point.
|
||||
if (i < n - 1) {
|
||||
secondControlPoints.push(point(2 * knots [i + 1].x - x[i + 1],
|
||||
2 * knots[i + 1].y - y[i + 1]));
|
||||
} else {
|
||||
secondControlPoints.push(point((knots[n].x + x[n - 1]) / 2,
|
||||
(knots[n].y + y[n - 1]) / 2));
|
||||
}
|
||||
}
|
||||
return [firstControlPoints, secondControlPoints];
|
||||
},
|
||||
|
||||
// Solves a tridiagonal system for one of coordinates (x or y) of first Bezier control points.
|
||||
// @param rhs Right hand side vector.
|
||||
// @return Solution vector.
|
||||
getFirstControlPoints: function(rhs) {
|
||||
var n = rhs.length;
|
||||
// `x` is a solution vector.
|
||||
var x = [];
|
||||
var tmp = [];
|
||||
var b = 2.0;
|
||||
|
||||
x[0] = rhs[0] / b;
|
||||
// Decomposition and forward substitution.
|
||||
for (var i = 1; i < n; i++) {
|
||||
tmp[i] = 1 / b;
|
||||
b = (i < n - 1 ? 4.0 : 3.5) - tmp[i];
|
||||
x[i] = (rhs[i] - x[i - 1]) / b;
|
||||
}
|
||||
for (i = 1; i < n; i++) {
|
||||
// Backsubstitution.
|
||||
x[n - i - 1] -= tmp[n - i] * x[n - i];
|
||||
}
|
||||
return x;
|
||||
}
|
||||
};
|
||||
|
||||
return {
|
||||
|
||||
toDeg: toDeg,
|
||||
toRad: toRad,
|
||||
snapToGrid: snapToGrid,
|
||||
normalizeAngle: normalizeAngle,
|
||||
point: point,
|
||||
line: line,
|
||||
rect: rect,
|
||||
ellipse: ellipse,
|
||||
bezier: bezier
|
||||
};
|
||||
});
|
@ -24,6 +24,7 @@ define(function(require) {
|
||||
var $ = require('jquery');
|
||||
var evopediaTitle = require('title');
|
||||
var evopediaArchive = require('archive');
|
||||
var geometry = require('geometry');
|
||||
|
||||
// Due to security restrictions in the browsers,
|
||||
// we can not read directly the files and run the unit tests
|
||||
@ -177,5 +178,39 @@ define(function(require) {
|
||||
|
||||
localArchive.loadMathImage("edb3069b82c68d270f6642c171cc6293", callbackFunction);
|
||||
});
|
||||
|
||||
module("geometry");
|
||||
test("check rectangle intersection", function() {
|
||||
var rect1 = new geometry.rect(0,0,2,2);
|
||||
var rect2 = new geometry.rect(1,1,2,2);
|
||||
var rect3 = new geometry.rect(2,2,2,2);
|
||||
var rect4 = new geometry.rect(1,1,1,1);
|
||||
var rect5 = new geometry.rect(3,3,2,2);
|
||||
var rect6 = new geometry.rect(2,0,1,10);
|
||||
ok(rect1.intersect(rect2), "rect1 intersects rect2");
|
||||
ok(rect2.intersect(rect1), "rect2 intersects rect1");
|
||||
ok(rect2.intersect(rect3), "rect1 intersects rect3");
|
||||
ok(!rect1.intersect(rect3), "rect1 does not intersect rect3");
|
||||
ok(!rect4.intersect(rect3), "rect4 does not intersect rect3");
|
||||
ok(rect4.intersect(rect2), "rect4 intersects rect2");
|
||||
ok(!rect5.intersect(rect1), "rect5 does not intersect rect1");
|
||||
ok(!rect1.intersect(rect5), "rect1 does not intersect rect5");
|
||||
ok(rect6.intersect(rect2), "rect6 intersects rect2");
|
||||
ok(rect6.intersect(rect3), "rect6 intersects rect3");
|
||||
ok(!rect6.intersect(rect5), "rect6 intersects rect5");
|
||||
});
|
||||
test("check rectangle contains a point", function() {
|
||||
var rect1 = new geometry.rect(2,3,4,5);
|
||||
var point1 = new geometry.point(1,1);
|
||||
var point2 = new geometry.point(2,3);
|
||||
var point3 = new geometry.point(4,4);
|
||||
var point4 = new geometry.point(7,9);
|
||||
var point5 = new geometry.point(4,6);
|
||||
ok(!rect1.containsPoint(point1), "rect1 does not contain point1");
|
||||
ok(!rect1.containsPoint(point2), "rect1 does not contain point2");
|
||||
ok(rect1.containsPoint(point3), "rect1 contains point3");
|
||||
ok(!rect1.containsPoint(point4), "rect1 does not contain point4");
|
||||
ok(rect1.containsPoint(point5), "rect1 contains point5");
|
||||
});
|
||||
};
|
||||
});
|
||||
|
Loading…
x
Reference in New Issue
Block a user