Axis

An axis is a line that has no endpoints.

Constructors

Axis(origin,direction)Axis

Constructs an axis.

origin
direction

Properties

.originVec

A position that lies on the axis. The origin is the position at time = 0.

.directionVec

The direction of the axis from the origin.

Methods

.positionAtTime(time)Vec
time
number

Returns the position on the primitive at time.

Methods inherited from Geometry

.clone()Axis

Clone is useful when you need to make a change to geometry without changing the original.

const transformedPath = path.clone().transform({ rotation: 45 });

Returns A deep copy of this geometry

.isValid()boolean

Returns true if this geometry is valid, or false otherwise.

.affineTransform(matrix)Axischainable

Spatially transforms this geometry by an affine transformation matrix.

Affine matrices can represent any 2-dimensional transformation that keeps lines parallel.

.affineTransformWithoutTranslation(matrix)Axischainable

Spatially transforms this geometry by an affine transformation matrix, excluding translation. Only rotation, scale, and skew transformations will be applied.

.boundingBox()BoundingBox

Returns the smallest axis-aligned bounding box that contains this geometry.

.looseBoundingBox()BoundingBox

The loose bounding box may not be the smallest possible, but it's usually cheaper to compute. Use this when the exact bounding box isn't required.

Returns an axis-aligned bounding box that contains this geometry.

.reverse()Axischainable

Reverses this geometry.

.closestPoint(point,areaOfInterest)(ClosestPointResultWithTime | undefined)
point

The target point

areaOfInterest
optional

If supplied, only results inside this bounding box will be returned. This can save a lot of computation if you only need to find closest points within a small area. Typically areaOfInterest is centered on point, but this isn't required.

Returns The closest point to point that lies on this geometry, or undefined if no point is found.

.transform(transform)thischainable

Transforms this geometry.

A transform can optionally specify any of position, rotation, scale, skew and origin.

origin defines the center (in pre-transform coordinates) of the transformation for rotation, scale and skew.

// Simple translation
geometry.translate({
  position: Vec(1, 0),
});

// Rotation and scale
geometry.transform({
  rotation: 45,
  scale: 2,
});

// Complicated transform
geometry.transform({
  position: Vec(1, 1),
  rotation: 180,
  scale: Vec(2, 1),
  skew: 45,
  origin: Vec(-0.5, 0.5),
};
transform
.isContainedByBoundingBox(box)boolean

Geometry is contained by a bounding box if no part of it lies beyond it's minimum and maximum.

.isIntersectedByBoundingBox(box)boolean

Geometry intersects a bounding box if part of the geometry crosses the boundary between the inside and outside of the box.

.isOverlappedByBoundingBox(box)boolean

Geometry is overlapped by a bounding box if a point can be chosen that is indside both the geometry and the box.

Geometry is overlapped by a bounding box if it's contained inside, or intersected by it.

.intersectionsWith(geometries,areaOfInterest)IntersectionResult[]
geometries

An array of geometries to intersect with.

areaOfInterest
optional

If supplied, only intersection results inside this bounding box will be returned. This can save a lot of computation if you only need to find intersections within a small area.

Returns An array of intersections between this geometry and geometries

.overlapsWith(geometries,areaOfInterest,tolerance)OverlapResult[]
geometries

An array of geometries to find overlaps with.

areaOfInterest
optional

If supplied, input geometry will be filtered so that only parts that intersect this bounding box will be tested. This can save a lot of time if only need to find overlaps within a small area.

tolerance
number
optional

The maximum distance apart two segments can be to be considered overlapping.

Returns An array of overlaps between this geometry and geometries

.distanceToIntersect(targetGeometry,direction,options)(number | undefined)
targetGeometry

The geometry to move toward.

direction

The direction to move in. This should point towards the target geometry, otherwise no intersection may be found.

options
optional

Returns approximately the smallest distance to move until this geometry intersects the target geometry.

If minOverlap is specified, the distance to move until the geometry overlaps by some minimum width will be returned instead.

Returns undefined if no intersection is found.