openseadragon/src/point.js

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/*
* OpenSeadragon - Point
*
* Copyright (C) 2009 CodePlex Foundation
* Copyright (C) 2010-2013 OpenSeadragon contributors
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* - Redistributions of source code must retain the above copyright notice,
* this list of conditions and the following disclaimer.
*
* - Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* - Neither the name of CodePlex Foundation nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED
* TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF
* LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
* NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS
* SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
(function( $ ){
/**
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* @class Point
* @classdesc A Point is really used as a 2-dimensional vector, equally useful for
* representing a point on a plane, or the height and width of a plane
* not requiring any other frame of reference.
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*
* @memberof OpenSeadragon
* @param {Number} [x] The vector component 'x'. Defaults to the origin at 0.
* @param {Number} [y] The vector component 'y'. Defaults to the origin at 0.
*/
$.Point = function( x, y ) {
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/**
* The vector component 'x'.
* @member {Number} x
* @memberof OpenSeadragon.Point#
*/
this.x = typeof ( x ) == "number" ? x : 0;
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/**
* The vector component 'y'.
* @member {Number} y
* @memberof OpenSeadragon.Point#
*/
this.y = typeof ( y ) == "number" ? y : 0;
};
/** @lends OpenSeadragon.Point.prototype */
$.Point.prototype = {
/**
* @function
* @returns {OpenSeadragon.Point} a duplicate of this Point
*/
clone: function() {
return new $.Point(this.x, this.y);
},
/**
* Add another Point to this point and return a new Point.
* @function
* @param {OpenSeadragon.Point} point The point to add vector components.
* @returns {OpenSeadragon.Point} A new point representing the sum of the
* vector components
*/
plus: function( point ) {
return new $.Point(
this.x + point.x,
this.y + point.y
);
},
/**
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* Substract another Point to this point and return a new Point.
* @function
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* @param {OpenSeadragon.Point} point The point to substract vector components.
* @returns {OpenSeadragon.Point} A new point representing the substraction of the
* vector components
*/
minus: function( point ) {
return new $.Point(
this.x - point.x,
this.y - point.y
);
},
/**
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* Multiply this point by a factor and return a new Point.
* @function
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* @param {Number} factor The factor to multiply vector components.
* @returns {OpenSeadragon.Point} A new point representing the multiplication
* of the vector components by the factor
*/
times: function( factor ) {
return new $.Point(
this.x * factor,
this.y * factor
);
},
/**
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* Divide this point by a factor and return a new Point.
* @function
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* @param {Number} factor The factor to divide vector components.
* @returns {OpenSeadragon.Point} A new point representing the division of the
* vector components by the factor
*/
divide: function( factor ) {
return new $.Point(
this.x / factor,
this.y / factor
);
},
/**
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* Compute the opposite of this point and return a new Point.
* @function
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* @returns {OpenSeadragon.Point} A new point representing the opposite of the
* vector components
*/
negate: function() {
return new $.Point( -this.x, -this.y );
},
/**
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* Compute the distance between this point and another point.
* @function
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* @param {OpenSeadragon.Point} point The point to compute the distance with.
* @returns {Number} The distance between the 2 points
*/
distanceTo: function( point ) {
return Math.sqrt(
Math.pow( this.x - point.x, 2 ) +
Math.pow( this.y - point.y, 2 )
);
},
/**
* Compute the squared distance between this point and another point.
* Useful for optimizing things like comparing distances.
* @function
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* @param {OpenSeadragon.Point} point The point to compute the squared distance with.
* @returns {Number} The squared distance between the 2 points
*/
squaredDistanceTo: function( point ) {
return Math.pow( this.x - point.x, 2 ) +
Math.pow( this.y - point.y, 2 );
},
/**
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* Apply a function to each coordinate of this point and return a new point.
* @function
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* @param {function} func The function to apply to each coordinate.
* @returns {OpenSeadragon.Point} A new point with the coordinates computed
* by the specified function
*/
apply: function( func ) {
return new $.Point( func( this.x ), func( this.y ) );
},
/**
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* Check if this point is equal to another one.
* @function
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* @param {OpenSeadragon.Point} point The point to compare this point with.
* @returns {Boolean} true if they are equal, false otherwise.
*/
equals: function( point ) {
return (
point instanceof $.Point
) && (
this.x === point.x
) && (
this.y === point.y
);
},
/**
* Rotates the point around the specified pivot
* From http://stackoverflow.com/questions/4465931/rotate-rectangle-around-a-point
* @function
* @param {Number} degress to rotate around the pivot.
* @param {OpenSeadragon.Point} [pivot=(0,0)] Point around which to rotate.
* Defaults to the origin.
* @returns {OpenSeadragon.Point}. A new point representing the point rotated around the specified pivot
*/
rotate: function (degrees, pivot) {
pivot = pivot || new $.Point(0, 0);
var cos;
var sin;
// Avoid float computations when possible
if (degrees % 90 === 0) {
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var d = $.positiveModulo(degrees, 360);
switch (d) {
case 0:
cos = 1;
sin = 0;
break;
case 90:
cos = 0;
sin = 1;
break;
case 180:
cos = -1;
sin = 0;
break;
case 270:
cos = 0;
sin = -1;
break;
}
} else {
var angle = degrees * Math.PI / 180.0;
cos = Math.cos(angle);
sin = Math.sin(angle);
}
var x = cos * (this.x - pivot.x) - sin * (this.y - pivot.y) + pivot.x;
var y = sin * (this.x - pivot.x) + cos * (this.y - pivot.y) + pivot.y;
return new $.Point(x, y);
},
/**
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* Convert this point to a string in the format (x,y) where x and y are
* rounded to the nearest integer.
* @function
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* @returns {String} A string representation of this point.
*/
toString: function() {
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return "(" + (Math.round(this.x * 100) / 100) + "," + (Math.round(this.y * 100) / 100) + ")";
}
};
}( OpenSeadragon ));