export default class CoordinatesConverter { constructor(p1, p2, p3) { this.ABMatrix = this.conversionMatrixAB(p1, p2, p3); this.BAMatrix = this.conversionMatrixBA(p1, p2, p3); } conversionMatrixAB(p1, p2, p3) { const p1p2ax = p1.a.x - p2.a.x; const p1p3ax = p1.a.x - p3.a.x; const p1p2ay = p1.a.y - p2.a.y; const p1p3ay = p1.a.y - p3.a.y; const p1p2bx = p1.b.x - p2.b.x; const p1p3by = p1.b.y - p3.b.y; const p1p3bx = p1.b.x - p3.b.x; const p1p2by = p1.b.y - p2.b.y; const divAD = p1p2ax * p1p3ay - p1p3ax * p1p2ay; const dibBE = p1p2ay * p1p3ax - p1p3ay * p1p2ax; const A = (p1p2bx * p1p3ay - p1p3bx * p1p2ay) / divAD; const B = (p1p2bx * p1p3ax - p1p3bx * p1p2ax) / dibBE; const C = p1.b.x - A * p1.a.x - B * p1.a.y; const D = (p1p2by * p1p3ay - p1p3by * p1p2ay) / divAD; const E = (p1p2by * p1p3ax - p1p3by * p1p2ax) / dibBE; const F = p1.b.y - D * p1.a.x - E * p1.a.y; return {A, B, C, D, E, F}; } conversionMatrixBA(p1, p2, p3) { const p1p2ax = p1.a.x - p2.a.x; const p1p3ax = p1.a.x - p3.a.x; const p1p2ay = p1.a.y - p2.a.y; const p1p3ay = p1.a.y - p3.a.y; const p1p2bx = p1.b.x - p2.b.x; const p1p3by = p1.b.y - p3.b.y; const p1p3bx = p1.b.x - p3.b.x; const p1p2by = p1.b.y - p2.b.y; const divAD = p1p2bx * p1p3by - p1p3bx * p1p2by; const dibBE = p1p2by * p1p3bx - p1p3by * p1p2bx; const A = (p1p2ax * p1p3by - p1p3ax * p1p2by) / divAD; const B = (p1p2ax * p1p3bx - p1p3ax * p1p2bx) / dibBE; const C = p1.a.x - A * p1.b.x - B * p1.b.y; const D = (p1p2ay * p1p3by - p1p3ay * p1p2by) / divAD; const E = (p1p2ay * p1p3bx - p1p3ay * p1p2bx) / dibBE; const F = p1.a.y - D * p1.b.x - E * p1.b.y; return {A, B, C, D, E, F}; } convertAB(x, y) { return this.convert(x, y, this.ABMatrix); } convertBA(x, y) { return this.convert(x, y, this.BAMatrix); } convert(oldX, oldY, matrix) { const {A, B, C, D, E, F} = matrix; const x = A * oldX + B * oldY + C; const y = D * oldX + E * oldY + F; return {x, y}; } }