import { mat2, vec2 } from 'gl-matrix'; const rot90 = mat2.fromRotation(mat2.create(), Math.PI / 2); export function normal(out: vec2, a: vec2): vec2 { return vec2.transformMat2(out, a, rot90); } export function crossz(a: vec2, b: vec2): number { return a[0] * b[1] - a[1] * b[0]; } export class Line { constructor( public readonly p: vec2, public readonly v: vec2, ) {} public projectPointDistance(p2: vec2): number { const v2 = vec2.sub(vec2.create(), p2, this.p); return vec2.dot(this.v, v2); } public projectPoint(out: vec2, p2: vec2): vec2 { const d = this.projectPointDistance(p2); return vec2.scaleAndAdd(out, this.p, this.v, d); } public distancePoint(p2: vec2): number { const v2 = vec2.sub(vec2.create(), p2, this.p); return crossz(this.v, v2); } public intersectLine(out: vec2, l2: Line): vec2 { const vp = vec2.sub(vec2.create(), l2.p, this.p); const d = crossz(vp, this.v); const d2 = d / crossz(this.v, l2.v); return vec2.scaleAndAdd(out, l2.p, l2.v, d2); } } export class Movement { public readonly v: vec2; constructor( public readonly p1: vec2, public readonly p2: vec2, ) { this.v = vec2.sub(vec2.create(), p2, p1); } public intersectLine(out: vec2, l: Line): vec2 { const vp = vec2.sub(vec2.create(), l.p, this.p1); const d = crossz(vp, this.v); const d2 = d / crossz(this.v, l.v); return vec2.scaleAndAdd(out, l.p, l.v, d2); } } export class LineSegment extends Line { public static fromPoints(p1: vec2, p2: vec2): LineSegment { const d = vec2.dist(p1, p2); const v = vec2.sub(vec2.create(), p2, p1); vec2.scale(v, v, 1 / d); return new LineSegment(p1, v, d); } constructor( p: vec2, v: vec2, public readonly l: number, ) { super(p, v); } public getP2(out: vec2): vec2 { return vec2.scaleAndAdd(out, this.p, this.v, this.l); } public collidesPoint(p2: vec2): boolean { const d = this.projectPointDistance(p2); return (d >= 0 && d <= this.l); } public collidesMove(out: vec2, move: Movement): boolean { if (this.distancePoint(move.p1) < 0) return false; if (this.distancePoint(move.p2) >= 0) return false; const x = move.intersectLine(vec2.create(), this); if (!this.collidesPoint(x)) return false; this.projectPoint(out, move.p2); return true; } }