utils.pointOnBeam()
The utils.pointOnBeam()
function returns true
if the point check
lies on
the endless line that goes through point1
and point2
.
Signature
bool utils.pointOnBeam(
Point point1,
Point point2,
Point check,
float precision = 1e6
)
The fourth parameter controls the precision. Lower numbers make the check less precise.
Example
- Preview
- Code
- X-Ray
({ Point, points, Path, paths, Snippet, snippets, getId, utils, part }) => {
points.from1 = new Point(10, 10)
points.to1 = new Point(90, 60)
points.from2 = new Point(10, 30)
points.to2 = new Point(90, 80)
points.b1 = new Point(170, 110)
points.b2 = new Point(170, 130)
const scatter = []
for (let i = 1; i < 36; i++) {
for (let j = 1; j < 27; j++) {
scatter.push(new Point(i * 10, j * 10))
}
}
let snippet
for (let point of scatter) {
if (utils.pointOnBeam(points.from1, points.to1, point)) snippet = "notch"
else snippet = "bnotch"
snippets[getId()] = new Snippet(snippet, point)
if (utils.pointOnBeam(points.from2, points.to2, point, 0.01)) {
snippet = "notch"
} else snippet = "bnotch"
snippets[getId()] = new Snippet(snippet, point)
}
paths.line1 = new Path()
.move(points.from1)
.line(points.to1)
.addClass("fabric stroke-lg")
paths.lne1 = new Path()
.move(points.to1)
.line(points.b1)
.addClass("fabric dashed")
paths.line2 = new Path()
.move(points.from2)
.line(points.to2)
.addClass("fabric stroke-lg")
paths.lne2 = new Path()
.move(points.to2)
.line(points.b2)
.addClass("fabric dashed")
return part
}
Notes
Typically, you don't need to worry about precision. But occasionally, you may get unexpected results because of floating point errors, rounding errors, or cubic Bézier juggling.
When that happens, you can lower the precision so you get what you expect.