mirror of https://github.com/koreader/koreader
geometry abstraction
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--[[
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2D Geometry utilities
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all of these apply to full rectangles { x = ..., y = ..., w = ..., h = ... }
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some behaviour is defined for points { x = ..., y = ... }
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some behaviour is defined for dimensions { w = ..., h = ... }
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just use it on simple tables that have x, y and/or w, h
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or define your own types using this as a metatable
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]]--
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Geom = {
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x = 0,
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y = 0,
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w = 0,
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h = 0
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}
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function Geom:new(o)
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local o = o or {}
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setmetatable(o, self)
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self.__index = self
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return o
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end
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function Geom:copy(o)
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local n = self:new()
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n.x = o.x
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n.y = o.y
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n.w = o.w
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n.h = o.h
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return n
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end
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function Geom:__tostring()
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return self.w.."x"..self.h.."+"..self.x.."+"..self.y
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end
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--[[
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offset rectangle or point by relative values
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]]--
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function Geom:offsetBy(dx, dy)
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self.x = self.x + dx
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self.y = self.y + dy
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end
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--[[
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offset rectangle or point to certain coordinates
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]]--
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function Geom:offsetTo(x, y)
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self.x = x
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self.y = y
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end
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--[[
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scale rectangle (grow to bottom and to the right) or dimension
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if a single factor is given, it is applied to both width and height
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]]--
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function Geom:scaleBy(zx, zy)
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self.w = self.w * zx
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self.h = self.h * (zy or zx)
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end
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--[[
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return the outer rectangle that contains both us and a given rectangle
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works for rectangles, dimensions and points
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]]--
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function Geom:combine(rect_b)
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local combined = Geom:new(self)
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if combined.x > rect_b.x then
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combined.x = rect_b.x
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end
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if combined.y > rect_b.y then
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combined.y = rect_b.y
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end
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if self.x + self.w > rect_b.x + rect_b.w then
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combined.w = self.x + self.w - combined.x
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else
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combined.w = rect_b.x + rect_b.w - combined.x
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end
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if self.y + self.h > rect_b.y + rect_b.h then
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combined.h = self.y + self.h - combined.y
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else
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combined.h = rect_b.y + rect_b.h - combined.y
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end
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return combined
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end
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--[[
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returns a rectangle for the part that we and a given rectangle share
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TODO: what happens if there is no rectangle shared? currently behaviour is undefined.
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]]--
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function Geom:intersect(rect_b)
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local intersected = Geom:new(self)
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if self.x < rect_b.x then
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intersected.x = rect_b.x
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end
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if self.y < rect_b.y then
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intersected.y = rect_b.y
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end
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if self.x + self.w < rect_b.x + rect_b.w then
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intersected.w = self.x + self.w - intersected.x
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else
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intersected.w = rect_b.x + rect_b.w - intersected.x
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end
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if self.y + self.h < rect_b.y + rect_b.h then
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intersected.h = self.y + self.h - intersected.y
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else
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intersected.h = rect_b.y + rect_b.h - intersected.y
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end
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return intersected
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end
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--[[
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set size of dimension or rectangle to size of given dimension/rectangle
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]]--
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function Geom:setSizeTo(rect_b)
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if self.w == rect_b.w and self.h == rect_b.h then
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return false
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end
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self.w = rect_b.w
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self.h = rect_b.h
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return true
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end
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--[[
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check whether rect_b is within current rectangle
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works for dimensions, too
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for points, it is basically an equality check
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]]--
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function Geom:contains(rect_b)
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if self.x <= rect_b.x
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and self.y <= rect_b.y
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and self.x + self.w <= rect_b.x + rect_b.w
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and self.y + self.h <= rect_b.y + rect_b.h
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then
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return true
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end
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return false
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end
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--[[
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check for equality
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works for rectangles, points, dimensions
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]]--
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function Geom:__eq(rect_b)
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if self.x == rect_b.x
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and self.y == rect_b.y
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and self:equalSize(rect_b)
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then
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return true
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end
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return false
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end
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--[[
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check size of dimension/rectangle for equality
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]]--
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function Geom:equalSize(rect_b)
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if self.w == rect_b.w
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and self.h == rect_b.h
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then
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return true
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end
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return false
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end
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--[[
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check if our size is smaller than the size of the given dimension/rectangle
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]]--
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function Geom:__lt(rect_b)
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debug("lt:",self,rect_b)
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if self.w < rect_b.w and self.h < rect_b.h then
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debug("lt+")
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return true
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end
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debug("lt-")
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return false
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end
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--[[
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check if our size is smaller or equal the size of the given dimension/rectangle
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]]--
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function Geom:__le(rect_b)
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if self.w <= rect_b.w and self.h <= rect_b.h then
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return true
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end
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return false
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end
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--[[
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offset the current rectangle by dx, dy while fitting it into the space
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of a given rectangle
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this can also be called with dx=0 and dy=0, which will fit the current
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rectangle into the given rectangle
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]]--
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function Geom:offsetWithin(rect_b, dx, dy)
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-- check size constraints and shrink us when we're too big
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if self.w > rect_b.w then
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self.w = rect_b.w
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end
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if self.h > rect_b.h then
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self.h = rect_b.h
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end
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-- offset
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self.x = self.x + dx
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self.y = self.y + dy
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-- check offsets
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if self.x < rect_b.x then
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self.x = rect_b.x
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end
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if self.y < rect_b.y then
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self.y = rect_b.y
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end
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if self.x + self.w > rect_b.x + rect_b.w then
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self.x = rect_b.x + rect_b.w - self.w
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end
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if self.y + self.h > rect_b.y + rect_b.h then
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self.y = rect_b.y + rect_b.h - self.h
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end
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end
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