geometry.js 11 KB

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  1. // ******* Region MANAGER ******** //
  2. $axure.internal(function($ax) {
  3. var _geometry = $ax.geometry = {};
  4. var regionMap = {};
  5. var regionList = [];
  6. var _unregister = function(label) {
  7. var regionIndex = regionList.indexOf(label);
  8. if(regionIndex != -1) {
  9. var end = $ax.splice(regionList, regionIndex + 1);
  10. $ax.splice(regionList, regionIndex, regionList.length - regionIndex);
  11. regionList = regionList.concat(end);
  12. }
  13. delete regionMap[label];
  14. };
  15. _geometry.unregister = _unregister;
  16. var clear = function() {
  17. regionMap = {};
  18. regionList = [];
  19. };
  20. var _polygonRegistered = function(label) {
  21. return Boolean(regionMap[label]);
  22. };
  23. _geometry.polygonRegistered = _polygonRegistered;
  24. // Must be counterclockwise, or enter/exit will be wrong
  25. var _registerPolygon = function(label, points, callback, info) {
  26. var regionIndex = regionList.indexOf(label);
  27. if(regionIndex == -1) regionList.push(label);
  28. regionMap[label] = { points: points, callback: callback, info: info };
  29. };
  30. _geometry.registerPolygon = _registerPolygon;
  31. var _getPolygonInfo = function(label) {
  32. if(!_polygonRegistered(label)) return undefined;
  33. return regionMap[label].info;
  34. };
  35. _geometry.getPolygonInfo = _getPolygonInfo;
  36. var _genRect = function(info, roundHalfPixel) {
  37. var x = info.pagex();
  38. var y = info.pagey();
  39. var w = info.width();
  40. var h = info.height();
  41. if(roundHalfPixel) {
  42. if(x % 1 != 0) {
  43. x = Math.floor(x);
  44. w++;
  45. }
  46. if(y % 1 != 0) {
  47. y = Math.floor(y);
  48. h++;
  49. }
  50. }
  51. var r = x + w;
  52. var b = y + h;
  53. var rect = {
  54. X: function() { return x; },
  55. Y: function() { return y; },
  56. Wigth: function() { return w; },
  57. Height: function() { return h; },
  58. Left: function() { return x; },
  59. Right: function() { return r; },
  60. Top: function() { return y; },
  61. Bottom: function() { return b; }
  62. };
  63. return rect;
  64. };
  65. _geometry.genRect = _genRect;
  66. var _genPoint = function(x, y) {
  67. return { x: x, y: y };
  68. };
  69. _geometry.genPoint = _genPoint;
  70. var oldPoint = _genPoint(0, 0);
  71. _geometry.tick = function(x, y, end) {
  72. var lastPoint = oldPoint;
  73. var nextPoint = oldPoint = _genPoint(x, y);
  74. var line = { p1: lastPoint, p2: nextPoint };
  75. if(!regionList.length) return;
  76. for(var i = 0; i < regionList.length; i++) {
  77. var region = regionMap[regionList[i]];
  78. var points = region.points;
  79. var intersects = false;
  80. for(var j = 0; j < points.length; j++) {
  81. var startSegment = points[j];
  82. var endSegment = points[(j + 1) % points.length];
  83. var intersectInfo = linesIntersect(line, { p1: startSegment, p2: endSegment });
  84. if(intersectInfo) {
  85. intersects = true;
  86. region.callback(intersectInfo);
  87. break;
  88. }
  89. }
  90. if (!intersects) {
  91. // If line not intersects region points then it is fully inside or outside of the region.
  92. // To check if line outside of the region it is enough to check any of the line point.
  93. if (!_checkInside(points, line.p1))
  94. region.callback({ outside: true });
  95. }
  96. }
  97. if(end) clear();
  98. };
  99. // Info if the one line touches the other (even barely), false otherwise
  100. // Info includes point, if l1 is entering or exiting l2, and any ties that happened, or parallel info
  101. var linesIntersect = function(l1, l2) {
  102. var retval = {};
  103. var ties = {};
  104. var l1p1 = l1.p1.x < l1.p2.x || (l1.p1.x == l1.p2.x && l1.p1.y < l1.p2.y) ? l1.p1 : l1.p2;
  105. var l1p2 = l1.p1.x < l1.p2.x || (l1.p1.x == l1.p2.x && l1.p1.y < l1.p2.y) ? l1.p2 : l1.p1;
  106. var m1 = (l1p2.y - l1p1.y) / (l1p2.x - l1p1.x);
  107. var l2p1 = l2.p1.x < l2.p2.x || (l2.p1.x == l2.p2.x && l2.p1.y < l2.p2.y) ? l2.p1 : l2.p2;
  108. var l2p2 = l2.p1.x < l2.p2.x || (l2.p1.x == l2.p2.x && l2.p1.y < l2.p2.y) ? l2.p2 : l2.p1;
  109. var m2 = (l2p2.y - l2p1.y) / (l2p2.x - l2p1.x);
  110. var l1Vert = l1.p1.x == l1.p2.x;
  111. var l2Vert = l2.p1.x == l2.p2.x;
  112. if(l1Vert || l2Vert) {
  113. if(l1Vert && l2Vert) {
  114. // If the lines don't follow the same path, return
  115. if(l1p1.x != l2p1.x) return false;
  116. // if they never meet, return
  117. if(l1p2.y < l2p1.y || l1p1.y > l2p2.y) return false;
  118. var firstVert = l1p1.y >= l2p1.y ? l1p1 : l2p1;
  119. var secondVert = l1p2.y <= l2p2.y ? l1p2 : l2p2;
  120. // First is from the perspective of l1
  121. retval.parallel = {
  122. first: l1p1 == l1.p1 ? firstVert : secondVert,
  123. second: l1p2 == l1.p2 ? secondVert : firstVert,
  124. sameDirection: (l1p1 == l1.p1) == (l2p1 == l2.p1)
  125. };
  126. return retval;
  127. }
  128. var x1 = l2Vert ? l1p1.x : l2p1.x;
  129. var x2 = l2Vert ? l1p2.x : l2p2.x;
  130. var xVert = l2Vert ? l2p1.x : l1p1.x;
  131. var y = l2Vert ? l1p1.y + (xVert - x1) * m1 : l2p1.y + (xVert - x1) * m2;
  132. var y1 = l2Vert ? l2p1.y : l1p1.y;
  133. var y2 = l2Vert ? l2p2.y : l1p2.y;
  134. if(xVert >= x1 && xVert <= x2 && y >= y1 && y <= y2) {
  135. retval.point = { x: xVert, y: y };
  136. retval.exiting = l2Vert == (y1 == (l2Vert ? l2.p1.y : l1.p1.y)) == (x1 == (l2Vert ? l1.p1.x : l2.p1.x));
  137. retval.entering = !retval.exiting;
  138. // Calculate ties
  139. if(x1 == xVert) {
  140. ties[l2Vert ? 'l1' : 'l2'] = (x1 == (l2Vert ? l1.p1.x : l2.p1.x)) ? 'start' : 'end';
  141. retval.ties = ties;
  142. } else if(x2 == xVert) {
  143. ties[l2Vert ? 'l1' : 'l2'] = (x2 == (l2Vert ? l1.p2.x : l2.p2.x)) ? 'end' : 'start';
  144. retval.ties = ties;
  145. }
  146. if(y1 == y) {
  147. ties[l2Vert ? 'l2' : 'l1'] = (y1 == (l2Vert ? l2.p1.y : l1.p1.y)) ? 'start' : 'end';
  148. retval.ties = ties;
  149. } else if(y2 == y) {
  150. ties[l2Vert ? 'l2' : 'l1'] = (y2 == (l2Vert ? l2.p2.y : l1.p2.y)) ? 'end' : 'start';
  151. retval.ties = ties;
  152. }
  153. return retval;
  154. }
  155. return false;
  156. }
  157. // If here, no vertical lines
  158. if(m1 == m2) {
  159. // If the lines don't follow the same path, return
  160. if(l1p1.y != (l2p1.y + (l1p1.x - l2p1.x) * m1)) return false;
  161. // if they never meet, return
  162. if(l1p2.x < l2p1.x || l1p1.x > l2p2.x) return false;
  163. var first = l1p1.x >= l2p1.x ? l1p1 : l2p1;
  164. var second = l1p2.x <= l2p2.x ? l1p2 : l2p2;
  165. // First is from the perspective of l1
  166. retval.parallel = {
  167. first: l1p1 == l1.p1 ? first : second,
  168. second: l1p2 == l1.p2 ? second : first,
  169. sameDirection: (l1p1 == l1.p1) == (l2p1 == l2.p1)
  170. };
  171. return retval;
  172. }
  173. var x = (l2p1.y - l2p1.x * m2 - l1p1.y + l1p1.x * m1) / (m1 - m2);
  174. // Check if x is out of bounds
  175. if(x >= l1p1.x && x <= l1p2.x && x >= l2p1.x && x <= l2p2.x) {
  176. var y = l1p1.y + (x - l1p1.x) * m1;
  177. retval.point = { x: x, y: y };
  178. retval.entering = m1 > m2 == (l1p1 == l1.p1) == (l2p1 == l2.p1);
  179. retval.exiting = !retval.entering;
  180. // Calculate ties
  181. if(l1.p1.x == x) {
  182. ties.l1 = 'start';
  183. retval.ties = ties;
  184. } else if(l1.p2.x == x) {
  185. ties.l1 = 'end';
  186. retval.ties = ties;
  187. }
  188. if(l2.p1.x == x) {
  189. ties.l2 = 'start';
  190. retval.ties = ties;
  191. } else if(l2.p2.x == x) {
  192. ties.l2 = 'end';
  193. retval.ties = ties;
  194. }
  195. return retval;
  196. }
  197. return false;
  198. };
  199. var _checkInsideRegion = function(label, point) {
  200. if(!_polygonRegistered(label)) return false;
  201. return _checkInside(regionMap[label].points, point || $ax.mouseLocation);
  202. };
  203. _geometry.checkInsideRegion = _checkInsideRegion;
  204. // Returns true if point is inside the polygon, including ties
  205. var _checkInside = function(polygon, point) {
  206. // Make horizontal line wider than the polygon, with the y of point to test location
  207. var firstX = polygon[0].x;
  208. var secondX = firstX;
  209. var i;
  210. for(i = 1; i < polygon.length; i++) {
  211. var polyX = polygon[i].x;
  212. firstX = Math.min(firstX, polyX);
  213. secondX = Math.max(secondX, polyX);
  214. }
  215. var line = {
  216. p1: _genPoint(--firstX, point.y),
  217. p2: _genPoint(++secondX, point.y)
  218. };
  219. // If entered true, with closest intersection says you are inside the polygon.
  220. var entered = false;
  221. // Closest is the closest intersection to the left of the point
  222. var closest = line.p1.x;
  223. // This is for if intersections hit the same point, to find out which is correct
  224. var cos = -2;
  225. var getCos = function(line) {
  226. var x = line.p2.x - line.p1.x;
  227. var y = line.p2.y - line.p1.y;
  228. return x / Math.sqrt(x * x + y * y);
  229. };
  230. for(i = 0; i < polygon.length; i++) {
  231. var polyLine = { p1: polygon[i], p2: polygon[(i + 1) % polygon.length] };
  232. var intersectInfo = linesIntersect(line, polyLine);
  233. if(!intersectInfo) continue;
  234. if(intersectInfo.parallel) {
  235. // Only really care about this if it actually touches the point
  236. if(intersectInfo.parallel.first.x <= point.x && intersectInfo.parallel.second.x >= point.x) return true;
  237. continue;
  238. }
  239. var intersectionX = intersectInfo.point.x;
  240. if(intersectionX > point.x || intersectionX < closest) continue;
  241. if(intersectionX == point.x) return true;
  242. // If closer than last time, reset cosine.
  243. if(intersectionX != closest) cos = -2;
  244. // For getting cosine, need to possibly reverse the direction of polyLine.
  245. if(intersectInfo.ties) {
  246. // Tie must be on l2, if the ties is end, reverse so cosine indicates how close the angle is to that of 'point' from here.
  247. if(intersectInfo.ties.l2 == 'end') polyLine = { p1: polyLine.p2, p2: polyLine.p1 };
  248. } else {
  249. // It is on both side, so you can take the larger one
  250. if(polyLine.p1.x > polyLine.p2.x) polyLine = { p1: polyLine.p2, p2: polyLine.p1 };
  251. }
  252. var currCos = getCos(polyLine);
  253. if(currCos > cos) {
  254. cos = currCos;
  255. closest = intersectionX;
  256. entered = intersectInfo.entering;
  257. }
  258. }
  259. return entered;
  260. };
  261. _geometry.checkInside = _checkInside;
  262. });