StackGenVis: Alignment of Data, Algorithms, and Models for Stacking Ensemble Learning Using Performance Metrics https://doi.org/10.1109/TVCG.2020.3030352
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StackGenVis/frontend/node_modules/sylvester-es6/target/Plane.js

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13 KiB

"use strict";
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.Plane = undefined;
var _createClass = function () { function defineProperties(target, props) { for (var i = 0; i < props.length; i++) { var descriptor = props[i]; descriptor.enumerable = descriptor.enumerable || false; descriptor.configurable = true; if ("value" in descriptor) descriptor.writable = true; Object.defineProperty(target, descriptor.key, descriptor); } } return function (Constructor, protoProps, staticProps) { if (protoProps) defineProperties(Constructor.prototype, protoProps); if (staticProps) defineProperties(Constructor, staticProps); return Constructor; }; }();
var _PRECISION = require("./PRECISION");
var _Matrix = require("./Matrix");
var _Vector = require("./Vector");
var _Line = require("./Line");
function _classCallCheck(instance, Constructor) { if (!(instance instanceof Constructor)) { throw new TypeError("Cannot call a class as a function"); } }
var Plane = exports.Plane = function () {
function Plane(anchor, v1, v2) {
_classCallCheck(this, Plane);
this.setVectors(anchor, v1, v2);
}
_createClass(Plane, [{
key: "eql",
value: function eql(plane) {
return this.contains(plane.anchor) && this.isParallelTo(plane);
}
}, {
key: "dup",
value: function dup() {
return new Plane(this.anchor, this.normal);
}
}, {
key: "translate",
value: function translate(vector) {
var V = vector.elements || vector;
return new Plane([this.anchor.elements[0] + V[0], this.anchor.elements[1] + V[1], this.anchor.elements[2] + (V[2] || 0)], this.normal);
}
}, {
key: "isParallelTo",
value: function isParallelTo(obj) {
var theta;
if (obj.normal) {
// obj is a plane
theta = this.normal.angleFrom(obj.normal);
return Math.abs(theta) <= _PRECISION.PRECISION || Math.abs(Math.PI - theta) <= _PRECISION.PRECISION;
} else if (obj.direction) {
// obj is a line
return this.normal.isPerpendicularTo(obj.direction);
}
return null;
}
}, {
key: "isPerpendicularTo",
value: function isPerpendicularTo(plane) {
var theta = this.normal.angleFrom(plane.normal);
return Math.abs(Math.PI / 2 - theta) <= _PRECISION.PRECISION;
}
}, {
key: "distanceFrom",
value: function distanceFrom(obj) {
if (this.intersects(obj) || this.contains(obj)) {
return 0;
}
if (obj.anchor) {
// obj is a plane or line
var A = this.anchor.elements,
B = obj.anchor.elements,
N = this.normal.elements;
return Math.abs((A[0] - B[0]) * N[0] + (A[1] - B[1]) * N[1] + (A[2] - B[2]) * N[2]);
} else {
// obj is a point
var P = obj.elements || obj;
var A = this.anchor.elements,
N = this.normal.elements;
return Math.abs((A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2]);
}
}
}, {
key: "contains",
value: function contains(obj) {
if (obj.normal) {
return null;
}
if (obj.direction) {
return this.contains(obj.anchor) && this.contains(obj.anchor.add(obj.direction));
} else {
var P = obj.elements || obj;
var A = this.anchor.elements,
N = this.normal.elements;
var diff = Math.abs(N[0] * (A[0] - P[0]) + N[1] * (A[1] - P[1]) + N[2] * (A[2] - (P[2] || 0)));
return diff <= _PRECISION.PRECISION;
}
}
}, {
key: "intersects",
value: function intersects(obj) {
if (typeof obj.direction === 'undefined' && typeof obj.normal === 'undefined') {
return null;
}
return !this.isParallelTo(obj);
}
}, {
key: "intersectionWith",
value: function intersectionWith(obj) {
if (!this.intersects(obj)) {
return null;
}
if (obj.direction) {
// obj is a line
var A = obj.anchor.elements,
D = obj.direction.elements,
P = this.anchor.elements,
N = this.normal.elements;
var multiplier = (N[0] * (P[0] - A[0]) + N[1] * (P[1] - A[1]) + N[2] * (P[2] - A[2])) / (N[0] * D[0] + N[1] * D[1] + N[2] * D[2]);
return new _Vector.Vector([A[0] + D[0] * multiplier, A[1] + D[1] * multiplier, A[2] + D[2] * multiplier]);
} else if (obj.normal) {
// obj is a plane
var direction = this.normal.cross(obj.normal).toUnitVector();
// To find an anchor point, we find one co-ordinate that has a value of
// zero somewhere on the intersection, and remember which one we picked
var N = this.normal.elements,
A = this.anchor.elements,
O = obj.normal.elements,
B = obj.anchor.elements;
var solver = _Matrix.Matrix.Zero(2, 2),
i = 0;
while (solver.isSingular()) {
i++;
solver = new _Matrix.Matrix([[N[i % 3], N[(i + 1) % 3]], [O[i % 3], O[(i + 1) % 3]]]);
}
// Then we solve the simultaneous equations in the remaining dimensions
var inverse = solver.inverse().elements;
var x = N[0] * A[0] + N[1] * A[1] + N[2] * A[2];
var y = O[0] * B[0] + O[1] * B[1] + O[2] * B[2];
var intersection = [inverse[0][0] * x + inverse[0][1] * y, inverse[1][0] * x + inverse[1][1] * y];
var anchor = [];
for (var j = 1; j <= 3; j++) {
// This formula picks the right element from intersection by cycling
// depending on which element we set to zero above
anchor.push(i === j ? 0 : intersection[(j + (5 - i) % 3) % 3]);
}
return new _Line.Line(anchor, direction);
}
}
}, {
key: "pointClosestTo",
value: function pointClosestTo(point) {
var P = point.elements || point;
var A = this.anchor.elements,
N = this.normal.elements;
var dot = (A[0] - P[0]) * N[0] + (A[1] - P[1]) * N[1] + (A[2] - (P[2] || 0)) * N[2];
return new _Vector.Vector([P[0] + N[0] * dot, P[1] + N[1] * dot, (P[2] || 0) + N[2] * dot]);
}
}, {
key: "rotate",
value: function rotate(t, line) {
var R = t.determinant ? t.elements : _Matrix.Matrix.Rotation(t, line.direction).elements;
var C = line.pointClosestTo(this.anchor).elements;
var A = this.anchor.elements,
N = this.normal.elements;
var C1 = C[0],
C2 = C[1],
C3 = C[2],
A1 = A[0],
A2 = A[1],
A3 = A[2];
var x = A1 - C1,
y = A2 - C2,
z = A3 - C3;
return new Plane([C1 + R[0][0] * x + R[0][1] * y + R[0][2] * z, C2 + R[1][0] * x + R[1][1] * y + R[1][2] * z, C3 + R[2][0] * x + R[2][1] * y + R[2][2] * z], [R[0][0] * N[0] + R[0][1] * N[1] + R[0][2] * N[2], R[1][0] * N[0] + R[1][1] * N[1] + R[1][2] * N[2], R[2][0] * N[0] + R[2][1] * N[1] + R[2][2] * N[2]]);
}
}, {
key: "reflectionIn",
value: function reflectionIn(obj) {
if (obj.normal) {
// obj is a plane
var A = this.anchor.elements,
N = this.normal.elements;
var A1 = A[0],
A2 = A[1],
A3 = A[2],
N1 = N[0],
N2 = N[1],
N3 = N[2];
var newA = this.anchor.reflectionIn(obj).elements;
// Add the plane's normal to its anchor, then mirror that in the other plane
var AN1 = A1 + N1,
AN2 = A2 + N2,
AN3 = A3 + N3;
var Q = obj.pointClosestTo([AN1, AN2, AN3]).elements;
var newN = [Q[0] + (Q[0] - AN1) - newA[0], Q[1] + (Q[1] - AN2) - newA[1], Q[2] + (Q[2] - AN3) - newA[2]];
return new Plane(newA, newN);
} else if (obj.direction) {
// obj is a line
return this.rotate(Math.PI, obj);
} else {
// obj is a point
var P = obj.elements || obj;
return new Plane(this.anchor.reflectionIn([P[0], P[1], P[2] || 0]), this.normal);
}
}
}, {
key: "setVectors",
value: function setVectors(anchor, v1, v2) {
anchor = new _Vector.Vector(anchor);
anchor = anchor.to3D();if (anchor === null) {
return null;
}
v1 = new _Vector.Vector(v1);
v1 = v1.to3D();if (v1 === null) {
return null;
}
if (typeof v2 === 'undefined') {
v2 = null;
} else {
v2 = new _Vector.Vector(v2);
v2 = v2.to3D();
if (v2 === null) {
return null;
}
}
var A1 = anchor.elements[0],
A2 = anchor.elements[1],
A3 = anchor.elements[2];
var v11 = v1.elements[0],
v12 = v1.elements[1],
v13 = v1.elements[2];
var normal, mod;
if (v2 !== null) {
var v21 = v2.elements[0],
v22 = v2.elements[1],
v23 = v2.elements[2];
normal = new _Vector.Vector([(v12 - A2) * (v23 - A3) - (v13 - A3) * (v22 - A2), (v13 - A3) * (v21 - A1) - (v11 - A1) * (v23 - A3), (v11 - A1) * (v22 - A2) - (v12 - A2) * (v21 - A1)]);
mod = normal.modulus();
if (mod === 0) {
return null;
}
normal = new _Vector.Vector([normal.elements[0] / mod, normal.elements[1] / mod, normal.elements[2] / mod]);
} else {
mod = Math.sqrt(v11 * v11 + v12 * v12 + v13 * v13);
if (mod === 0) {
return null;
}
normal = new _Vector.Vector([v1.elements[0] / mod, v1.elements[1] / mod, v1.elements[2] / mod]);
}
this.anchor = anchor;
this.normal = normal;
return this;
}
}]);
return Plane;
}();
Plane.XY = new Plane(_Vector.Vector.Zero(3), _Vector.Vector.k);
Plane.YZ = new Plane(_Vector.Vector.Zero(3), _Vector.Vector.i);
Plane.ZX = new Plane(_Vector.Vector.Zero(3), _Vector.Vector.j);
Plane.YX = Plane.XY;Plane.ZY = Plane.YZ;Plane.XZ = Plane.ZX;
Plane.fromPoints = function (points) {
var np = points.length,
list = [],
i,
P,
n,
N,
A,
B,
C,
D,
theta,
prevN,
totalN = _Vector.Vector.Zero(3);
for (i = 0; i < np; i++) {
P = new _Vector.Vector(points[i]).to3D();
if (P === null) {
return null;
}
list.push(P);
n = list.length;
if (n > 2) {
// Compute plane normal for the latest three points
A = list[n - 1].elements;B = list[n - 2].elements;C = list[n - 3].elements;
N = new _Vector.Vector([(A[1] - B[1]) * (C[2] - B[2]) - (A[2] - B[2]) * (C[1] - B[1]), (A[2] - B[2]) * (C[0] - B[0]) - (A[0] - B[0]) * (C[2] - B[2]), (A[0] - B[0]) * (C[1] - B[1]) - (A[1] - B[1]) * (C[0] - B[0])]).toUnitVector();
if (n > 3) {
// If the latest normal is not (anti)parallel to the previous one, we've
// strayed off the plane. This might be a slightly long-winded way of
// doing things, but we need the sum of all the normals to find which
// way the plane normal should point so that the points form an
// anticlockwise list.
theta = N.angleFrom(prevN);
if (theta !== null) {
if (!(Math.abs(theta) <= _PRECISION.PRECISION || Math.abs(theta - Math.PI) <= _PRECISION.PRECISION)) {
return null;
}
}
}
totalN = totalN.add(N);
prevN = N;
}
}
// We need to add in the normals at the start and end points, which the above
// misses out
A = list[1].elements;B = list[0].elements;C = list[n - 1].elements;D = list[n - 2].elements;
totalN = totalN.add(new _Vector.Vector([(A[1] - B[1]) * (C[2] - B[2]) - (A[2] - B[2]) * (C[1] - B[1]), (A[2] - B[2]) * (C[0] - B[0]) - (A[0] - B[0]) * (C[2] - B[2]), (A[0] - B[0]) * (C[1] - B[1]) - (A[1] - B[1]) * (C[0] - B[0])]).toUnitVector()).add(new _Vector.Vector([(B[1] - C[1]) * (D[2] - C[2]) - (B[2] - C[2]) * (D[1] - C[1]), (B[2] - C[2]) * (D[0] - C[0]) - (B[0] - C[0]) * (D[2] - C[2]), (B[0] - C[0]) * (D[1] - C[1]) - (B[1] - C[1]) * (D[0] - C[0])]).toUnitVector());
return new Plane(list[0], totalN);
};
//# sourceMappingURL=Plane.js.map