/* * 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( $ ){ /** * @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. * * @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 ) { /** * The vector component 'x'. * @member {Number} x * @memberof OpenSeadragon.Point# */ this.x = typeof ( x ) == "number" ? x : 0; /** * The vector component 'y'. * @member {Number} y * @memberof OpenSeadragon.Point# */ this.y = typeof ( y ) == "number" ? y : 0; }; $.Point.prototype = /** @lends OpenSeadragon.Point.prototype */{ /** * 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 ); }, /** * 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 */ minus: function( point ) { return new $.Point( this.x - point.x, this.y - point.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 */ times: function( factor ) { return new $.Point( this.x * factor, this.y * factor ); }, /** * 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 */ divide: function( factor ) { return new $.Point( this.x / factor, this.y / factor ); }, /** * 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 */ negate: 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 */ distanceTo: function( point ) { return Math.sqrt( Math.pow( this.x - point.x, 2 ) + Math.pow( this.y - point.y, 2 ) ); }, /** * 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 */ apply: function( func ) { return new $.Point( func( this.x ), func( 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 */ 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 Point about which to rotate. * @returns {OpenSeadragon.Point}. A new point representing the point rotated around the specified pivot */ rotate: function ( degrees, pivot ) { var angle = degrees * Math.PI / 180.0, x = Math.cos( angle ) * ( this.x - pivot.x ) - Math.sin( angle ) * ( this.y - pivot.y ) + pivot.x, y = Math.sin( angle ) * ( this.x - pivot.x ) + Math.cos( angle ) * ( this.y - pivot.y ) + pivot.y; return new $.Point( x, 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 */ toString: function() { return "(" + Math.round(this.x) + "," + Math.round(this.y) + ")"; } }; }( OpenSeadragon ));