import * as Intersection from '../algorithms/intersection' import Errors from '../utils/errors' import * as Distance from '../algorithms/distance' import * as Utils from '../utils/utils' import * as geom from './index' import type { Matrix } from './Matrix' import { Shape, ShapeTag } from './Shape' import { Point } from './Point' import { Vector, vector } from './Vector' /** * Class representing a line * @type {Line} */ export class Line extends Shape { /** * Point a line passes through */ pt: Point /** * Normal vector to a line
* Vector is normalized (length == 1)
* Direction of the vector is chosen to satisfy inequality norm * p >= 0 */ norm: Vector /** * Line may be constructed by point and normal vector or by two points that a line passes through * @param {Point} pt - point that a line passes through * @param {Vector|Point} norm - normal vector to a line or second point a line passes through */ constructor(...args) { super() this.pt = new Point() this.norm = new Vector(0, 1) if (args.length === 0) { return } if (args.length === 1 && args[0] instanceof Object && args[0].name === 'line') { let { pt, norm } = args[0] this.pt = new Point(pt) this.norm = new Vector(norm) return } if (args.length === 2) { let a1 = args[0] let a2 = args[1] if (a1 instanceof Point && a2 instanceof Point) { this.pt = a1 this.norm = Line.points2norm(a1, a2) if (this.norm.dot(vector(this.pt.x, this.pt.y)) >= 0) { this.norm.invert() } return } if (a1 instanceof Point && a2 instanceof Vector) { if (Utils.EQ_0(a2.x) && Utils.EQ_0(a2.y)) { throw Errors.ILLEGAL_PARAMETERS } this.pt = a1.clone() this.norm = a2.clone() this.norm = this.norm.normalize() if (this.norm.dot(vector(this.pt.x, this.pt.y)) >= 0) { this.norm.invert() } return } if (a1 instanceof Vector && a2 instanceof Point) { if (Utils.EQ_0(a1.x) && Utils.EQ_0(a1.y)) { throw Errors.ILLEGAL_PARAMETERS } this.pt = a2.clone() this.norm = a1.clone() this.norm = this.norm.normalize() if (this.norm.dot(vector(this.pt.x, this.pt.y)) >= 0) { this.norm.invert() } return } } throw Errors.ILLEGAL_PARAMETERS } /** * Return new cloned instance of line */ clone() { return new Line(this.pt, this.norm) } get tag() { return ShapeTag.Line } get center() { return this.pt } /* The following methods need for implementation of Edge interface /** * Line has no start point */ get start() { return undefined } /** * Line has no end point */ get end() { return undefined } /** * Return positive infinity number as length */ get length() { return Number.POSITIVE_INFINITY } /** * Returns infinite box */ get box() { return new geom.Box( Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY, Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY, ) } /** * Middle point is undefined */ get middle() { return undefined } /** * Slope of the line - angle in radians between line and axe x from 0 to 2PI */ get slope() { return new Vector(this.norm.y, -this.norm.x).slope } /** * Get coefficients [A,B,C] of a standard line equation in the form Ax + By = C * @code [A, B, C] = line.standard */ get standard() { const A = this.norm.x const B = this.norm.y const C = this.norm.dot(vector(this.pt.x, this.pt.y)) return [A, B, C] as const } /** * Return true if parallel or incident to other line * @param {Line} other_line - line to check * @returns {boolean} */ parallelTo(other_line) { return Utils.EQ_0(this.norm.cross(other_line.norm)) } /** * Returns true if incident to other line * @param {Line} other_line - line to check * @returns {boolean} */ incidentTo(other_line) { return this.parallelTo(other_line) && this.pt.on(other_line) } /** * Returns true if point belongs to line * @param {Point} pt Query point * @returns {boolean} */ contains(pt) { if (this.pt.equalTo(pt)) { return true } /* Line contains point if vector to point is orthogonal to the line normal vector */ let vec = new Vector(this.pt, pt) return Utils.EQ_0(this.norm.dot(vec)) } /** * Return coordinate of the point that lies on the line in the transformed * coordinate system where center is the projection of the point(0,0) to * the line and axe y is collinear to the normal vector.
* This method assumes that point lies on the line and does not check it * @param {Point} pt - point on a line * @returns {number} */ coord(pt) { return vector(pt.x, pt.y).cross(this.norm) } /** * Returns array of intersection points * @param {Shape} shape - shape to intersect with * @returns {Point[]} */ intersect(shape) { if (shape instanceof geom.Point) { return this.contains(shape) ? [shape] : [] } if (shape instanceof geom.Line) { return Intersection.intersectLine2Line(this, shape) } if (shape instanceof geom.Ray) { return Intersection.intersectRay2Line(shape, this) } if (shape instanceof geom.Circle) { return Intersection.intersectLine2Circle(this, shape) } if (shape instanceof geom.Box) { return Intersection.intersectLine2Box(this, shape) } if (shape instanceof geom.Segment) { return Intersection.intersectSegment2Line(shape, this) } if (shape instanceof geom.Arc) { return Intersection.intersectLine2Arc(this, shape) } if (shape instanceof geom.Polygon) { return Intersection.intersectLine2Polygon(this, shape) } } /** * Calculate distance and shortest segment from line to shape and returns array [distance, shortest_segment] * @param shape Shape of the one of the types Point, Circle, Segment, Arc, Polygon */ distanceTo(shape: geom.Shape): [number, geom.Segment] { if (shape instanceof geom.Point) { let [distance, shortest_segment] = Distance.point2line(shape, this) shortest_segment = shortest_segment.reverse() return [distance, shortest_segment] } if (shape instanceof geom.Circle) { let [distance, shortest_segment] = Distance.circle2line(shape, this) shortest_segment = shortest_segment.reverse() return [distance, shortest_segment] } if (shape instanceof geom.Segment) { let [distance, shortest_segment] = Distance.segment2line(shape, this) return [distance, shortest_segment.reverse()] } if (shape instanceof geom.Arc) { let [distance, shortest_segment] = Distance.arc2line(shape, this) return [distance, shortest_segment.reverse()] } if (shape instanceof geom.Polygon) { let [distance, shortest_segment] = Distance.shape2polygon(this, shape) return [distance, shortest_segment] } } /** * Split line with a point or array of points and return array of shapes * Assumed (but not checked) that all points lay on the line * @param {Point | Point[]} pt * @returns {MultilineShapes} */ split(pt) { if (pt instanceof Point) { return [new geom.Ray(pt, this.norm.invert()), new geom.Ray(pt, this.norm)] } else { let multiline = new geom.Multiline([this]) let sorted_points = this.sortPoints(pt) multiline.split(sorted_points) return multiline.toShapes() } } /** * Return new line rotated by angle * @param {number} angle - angle in radians * @param {Point} center - center of rotation */ rotate(angle, center = new Point()) { return new Line(this.pt.rotate(angle, center), this.norm.rotate(angle)) } /** * Return new line transformed by affine transformation matrix * @param m - affine transformation matrix (a,b,c,d,tx,ty) */ transform(m: Matrix) { return new Line(this.pt.transform(m), this.norm.clone()) } /** * Sort given array of points that lay on a line with respect to coordinate on a line * The method assumes that points lay on the line and does not check this * @param {Point[]} pts - array of points * @returns {Point[]} new array sorted */ sortPoints(pts) { return pts.slice().sort((pt1, pt2) => { if (this.coord(pt1) < this.coord(pt2)) { return -1 } if (this.coord(pt1) > this.coord(pt2)) { return 1 } return 0 }) } get name() { return 'line' } static points2norm(pt1, pt2) { if (pt1.equalTo(pt2)) { throw Errors.ILLEGAL_PARAMETERS } let vec = new Vector(pt1, pt2) let unit = vec.normalize() return unit.rotate90CW() } } /** * Function to create line equivalent to "new" constructor * @param args */ export const line = (...args) => new Line(...args)