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-rw-r--r--resources/scripts/axure/geometry.js301
1 files changed, 301 insertions, 0 deletions
diff --git a/resources/scripts/axure/geometry.js b/resources/scripts/axure/geometry.js
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--- /dev/null
+++ b/resources/scripts/axure/geometry.js
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+// ******* Region MANAGER ******** //
+$axure.internal(function($ax) {
+ var _geometry = $ax.geometry = {};
+ var regionMap = {};
+ var regionList = [];
+
+ var _unregister = function(label) {
+ var regionIndex = regionList.indexOf(label);
+ if(regionIndex != -1) {
+ var end = $ax.splice(regionList, regionIndex + 1);
+ $ax.splice(regionList, regionIndex, regionList.length - regionIndex);
+ regionList = regionList.concat(end);
+ }
+ delete regionMap[label];
+ };
+ _geometry.unregister = _unregister;
+
+ var clear = function() {
+ regionMap = {};
+ regionList = [];
+ };
+
+ var _polygonRegistered = function(label) {
+ return Boolean(regionMap[label]);
+ };
+ _geometry.polygonRegistered = _polygonRegistered;
+
+ // Must be counterclockwise, or enter/exit will be wrong
+ var _registerPolygon = function(label, points, callback, info) {
+ var regionIndex = regionList.indexOf(label);
+ if(regionIndex == -1) regionList.push(label);
+ regionMap[label] = { points: points, callback: callback, info: info };
+ };
+ _geometry.registerPolygon = _registerPolygon;
+
+ var _getPolygonInfo = function(label) {
+ if(!_polygonRegistered(label)) return undefined;
+ return regionMap[label].info;
+ };
+ _geometry.getPolygonInfo = _getPolygonInfo;
+
+
+
+ var _genRect = function(info, roundHalfPixel) {
+ var x = info.pagex();
+ var y = info.pagey();
+ var w = info.width();
+ var h = info.height();
+
+ if(roundHalfPixel) {
+ if(x % 1 != 0) {
+ x = Math.floor(x);
+ w++;
+ }
+ if(y % 1 != 0) {
+ y = Math.floor(y);
+ h++;
+ }
+ }
+
+ var r = x + w;
+ var b = y + h;
+
+ var rect = {
+ X: function() { return x; },
+ Y: function() { return y; },
+ Wigth: function() { return w; },
+ Height: function() { return h; },
+ Left: function() { return x; },
+ Right: function() { return r; },
+ Top: function() { return y; },
+ Bottom: function() { return b; }
+ };
+ return rect;
+ };
+ _geometry.genRect = _genRect;
+
+ var _genPoint = function(x, y) {
+ return { x: x, y: y };
+ };
+ _geometry.genPoint = _genPoint;
+
+ var oldPoint = _genPoint(0, 0);
+ _geometry.tick = function(x, y, end) {
+ var lastPoint = oldPoint;
+ var nextPoint = oldPoint = _genPoint(x, y);
+ var line = { p1: lastPoint, p2: nextPoint };
+ if(!regionList.length) return;
+
+ for(var i = 0; i < regionList.length; i++) {
+ var region = regionMap[regionList[i]];
+ var points = region.points;
+ if(!region.checked) {
+ if(!_checkInside(points, $ax.mouseLocation)) {
+ region.callback({ outside: true });
+ continue;
+ }
+ region.checked = true;
+ }
+ for(var j = 0; j < points.length; j++) {
+ var startSegment = points[j];
+ var endSegment = points[(j + 1) % points.length];
+ var intersectInfo = linesIntersect(line, { p1: startSegment, p2: endSegment });
+ if(intersectInfo) {
+ region.callback(intersectInfo);
+ break;
+ }
+ }
+ }
+
+ if(end) clear();
+ };
+
+ // Info if the one line touches the other (even barely), false otherwise
+ // Info includes point, if l1 is entering or exiting l2, and any ties that happened, or parallel info
+ var linesIntersect = function(l1, l2) {
+ var retval = {};
+ var ties = {};
+
+ var l1p1 = l1.p1.x < l1.p2.x || (l1.p1.x == l1.p2.x && l1.p1.y < l1.p2.y) ? l1.p1 : l1.p2;
+ var l1p2 = l1.p1.x < l1.p2.x || (l1.p1.x == l1.p2.x && l1.p1.y < l1.p2.y) ? l1.p2 : l1.p1;
+ var m1 = (l1p2.y - l1p1.y) / (l1p2.x - l1p1.x);
+
+ var l2p1 = l2.p1.x < l2.p2.x || (l2.p1.x == l2.p2.x && l2.p1.y < l2.p2.y) ? l2.p1 : l2.p2;
+ var l2p2 = l2.p1.x < l2.p2.x || (l2.p1.x == l2.p2.x && l2.p1.y < l2.p2.y) ? l2.p2 : l2.p1;
+ var m2 = (l2p2.y - l2p1.y) / (l2p2.x - l2p1.x);
+
+ var l1Vert = l1.p1.x == l1.p2.x;
+ var l2Vert = l2.p1.x == l2.p2.x;
+ if(l1Vert || l2Vert) {
+ if(l1Vert && l2Vert) {
+ // If the lines don't follow the same path, return
+ if(l1p1.x != l2p1.x) return false;
+ // if they never meet, return
+ if(l1p2.y < l2p1.y || l1p1.y > l2p2.y) return false;
+ var firstVert = l1p1.y >= l2p1.y ? l1p1 : l2p1;
+ var secondVert = l1p2.y <= l2p2.y ? l1p2 : l2p2;
+ // First is from the perspective of l1
+ retval.parallel = {
+ first: l1p1 == l1.p1 ? firstVert : secondVert,
+ second: l1p2 == l1.p2 ? secondVert : firstVert,
+ sameDirection: (l1p1 == l1.p1) == (l2p1 == l2.p1)
+ };
+
+ return retval;
+ }
+
+ var x1 = l2Vert ? l1p1.x : l2p1.x;
+ var x2 = l2Vert ? l1p2.x : l2p2.x;
+ var xVert = l2Vert ? l2p1.x : l1p1.x;
+
+ var y = l2Vert ? l1p1.y + (xVert - x1) * m1 : l2p1.y + (xVert - x1) * m2;
+ var y1 = l2Vert ? l2p1.y : l1p1.y;
+ var y2 = l2Vert ? l2p2.y : l1p2.y;
+ if(xVert >= x1 && xVert <= x2 && y >= y1 && y <= y2) {
+ retval.point = { x: xVert, y: y };
+ retval.exiting = l2Vert == (y1 == (l2Vert ? l2.p1.y : l1.p1.y)) == (x1 == (l2Vert ? l1.p1.x : l2.p1.x));
+ retval.entering = !retval.exiting;
+
+ // Calculate ties
+ if(x1 == xVert) {
+ ties[l2Vert ? 'l1' : 'l2'] = (x1 == (l2Vert ? l1.p1.x : l2.p1.x)) ? 'start' : 'end';
+ retval.ties = ties;
+ } else if(x2 == xVert) {
+ ties[l2Vert ? 'l1' : 'l2'] = (x2 == (l2Vert ? l1.p2.x : l2.p2.x)) ? 'end' : 'start';
+ retval.ties = ties;
+ }
+ if(y1 == y) {
+ ties[l2Vert ? 'l2' : 'l1'] = (y1 == (l2Vert ? l2.p1.y : l1.p1.y)) ? 'start' : 'end';
+ retval.ties = ties;
+ } else if(y2 == y) {
+ ties[l2Vert ? 'l2' : 'l1'] = (y2 == (l2Vert ? l2.p2.y : l1.p2.y)) ? 'end' : 'start';
+ retval.ties = ties;
+ }
+
+ return retval;
+ }
+ return false;
+ }
+ // If here, no vertical lines
+
+ if(m1 == m2) {
+ // If the lines don't follow the same path, return
+ if(l1p1.y != (l2p1.y + (l1p1.x - l2p1.x) * m1)) return false;
+ // if they never meet, return
+ if(l1p2.x < l2p1.x || l1p1.x > l2p2.x) return false;
+ var first = l1p1.x >= l2p1.x ? l1p1 : l2p1;
+ var second = l1p2.x <= l2p2.x ? l1p2 : l2p2;
+ // First is from the perspective of l1
+ retval.parallel = {
+ first: l1p1 == l1.p1 ? first : second,
+ second: l1p2 == l1.p2 ? second : first,
+ sameDirection: (l1p1 == l1.p1) == (l2p1 == l2.p1)
+ };
+
+ return retval;
+ }
+
+ var x = (l2p1.y - l2p1.x * m2 - l1p1.y + l1p1.x * m1) / (m1 - m2);
+
+ // Check if x is out of bounds
+ if(x >= l1p1.x && x <= l1p2.x && x >= l2p1.x && x <= l2p2.x) {
+ var y = l1p1.y + (x - l1p1.x) * m1;
+ retval.point = { x: x, y: y };
+ retval.entering = m1 > m2 == (l1p1 == l1.p1) == (l2p1 == l2.p1);
+ retval.exiting = !retval.entering;
+
+ // Calculate ties
+ if(l1.p1.x == x) {
+ ties.l1 = 'start';
+ retval.ties = ties;
+ } else if(l1.p2.x == x) {
+ ties.l1 = 'end';
+ retval.ties = ties;
+ }
+ if(l2.p1.x == x) {
+ ties.l2 = 'start';
+ retval.ties = ties;
+ } else if(l2.p2.x == x) {
+ ties.l2 = 'end';
+ retval.ties = ties;
+ }
+
+ return retval;
+ }
+ return false;
+ };
+
+ var _checkInsideRegion = function(label, point) {
+ if(!_polygonRegistered(label)) return false;
+
+ return _checkInside(regionMap[label].points, point || $ax.mouseLocation);
+ };
+ _geometry.checkInsideRegion = _checkInsideRegion;
+
+ // Returns true if point is inside the polygon, including ties
+ var _checkInside = function(polygon, point) {
+ // Make horizontal line wider than the polygon, with the y of point to test location
+ var firstX = polygon[0].x;
+ var secondX = firstX;
+ var i;
+ for(i = 1; i < polygon.length; i++) {
+ var polyX = polygon[i].x;
+ firstX = Math.min(firstX, polyX);
+ secondX = Math.max(secondX, polyX);
+ }
+ var line = {
+ p1: _genPoint(--firstX, point.y),
+ p2: _genPoint(++secondX, point.y)
+ };
+
+ // If entered true, with closest intersection says you are inside the polygon.
+ var entered = false;
+ // Closest is the closest intersection to the left of the point
+ var closest = line.p1.x;
+ // This is for if intersections hit the same point, to find out which is correct
+ var cos = -2;
+
+ var getCos = function(line) {
+ var x = line.p2.x - line.p1.x;
+ var y = line.p2.y - line.p1.y;
+ return x / Math.sqrt(x * x + y * y);
+ };
+
+ for(i = 0; i < polygon.length; i++) {
+ var polyLine = { p1: polygon[i], p2: polygon[(i + 1) % polygon.length] };
+ var intersectInfo = linesIntersect(line, polyLine);
+ if(!intersectInfo) continue;
+
+ if(intersectInfo.parallel) {
+ // Only really care about this if it actually touches the point
+ if(intersectInfo.parallel.first.x <= point.x && intersectInfo.parallel.second.x >= point.x) return true;
+ continue;
+ }
+
+ var intersectionX = intersectInfo.point.x;
+ if(intersectionX > point.x || intersectionX < closest) continue;
+ if(intersectionX == point.x) return true;
+
+ // If closer than last time, reset cosine.
+ if(intersectionX != closest) cos = -2;
+
+ // For getting cosine, need to possibly reverse the direction of polyLine.
+ if(intersectInfo.ties) {
+ // 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.
+ if(intersectInfo.ties.l2 == 'end') polyLine = { p1: polyLine.p2, p2: polyLine.p1 };
+ } else {
+ // It is on both side, so you can take the larger one
+ if(polyLine.p1.x > polyLine.p2.x) polyLine = { p1: polyLine.p2, p2: polyLine.p1 };
+ }
+ var currCos = getCos(polyLine);
+ if(currCos > cos) {
+ cos = currCos;
+ closest = intersectionX;
+ entered = intersectInfo.entering;
+ }
+ }
+ return entered;
+ };
+ _geometry.checkInside = _checkInside;
+}); \ No newline at end of file