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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;
- });
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