Created
February 28, 2015 23:49
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mousemovement.js
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// Dumping old code as gists... | |
(function($) { | |
$.mouseMovement = { | |
stack: [], | |
clearInterval: 1000 | |
}; | |
var stack = $.mouseMovement.stack; | |
/* | |
* Point | |
* ------------------------- | |
*/ | |
var Point = function( x, y, t ) { | |
this.x = x; | |
this.y = y; | |
this.t = t || $.now(); | |
} | |
Point.fromEvent = function( e ) { | |
return new Point( e.pageX, e.pageY, e.timeStamp ); | |
}; | |
/* | |
* ANGLE | |
* ------------------------- | |
*/ | |
var Angle = function( val ) { | |
this.val = val; | |
}; | |
$.extend( Angle, { | |
fromVector: function( vector ) { | |
return (new Angle( Math.atan2( vector.y, vector.x ) )).normalize(); | |
}, | |
fromDeg: function( deg ) { | |
return new Angle( Math.PI / 180 * deg ); | |
} | |
}); | |
Angle.prototype = { | |
MOD_CIRCLE: 2 * Math.PI, | |
normalize: function() { | |
this.val = (this.val + this.MOD_CIRCLE) % this.MOD_CIRCLE; | |
return this; | |
}, | |
isOpposite: function( angle, boundingInterval ) { | |
var min = (new Angle( angle.val + Math.PI - boundingInterval / 2 )).normalize(), | |
max = (new Angle( angle.val + Math.PI + boundingInterval / 2 )).normalize(); | |
return this.normalize().val >= min.val && this.val <= max.val; | |
}, | |
toDeg: function() { | |
return 180 / Math.PI * this.val; | |
} | |
}; | |
/* | |
* Vector | |
* ------------------------- | |
*/ | |
var Vector = function( p1, p2 ) { | |
if ( p1 && p2 ) { | |
this.p1 = p1; | |
this.p2 = p2; | |
// Delta Time, X, Y -> calculate!. | |
this.diff( 't' ).diff( 'x' ).diff( 'y' ).calc(); | |
} | |
}; | |
Vector.prototype = { | |
add: function( vector ) { | |
this.x = (this.x || 0) + vector.x; | |
this.y = (this.y || 0) + vector.y; | |
this.t = (this.t || 0) + vector.t; | |
return this; | |
}, | |
calc: function() { | |
// The total distance (delta S, hypotenuse) - this is the total distance in scalar form. | |
this.length = Math.sqrt( Math.pow( this.x, 2 ) + Math.pow( this.y, 2 ) ); | |
// Angle in radians. | |
this.angle = Angle.fromVector( this ); | |
return this; | |
}, | |
diff: function( prop ) { | |
this[prop] = this.p1[prop] - this.p2[prop]; | |
return this; | |
} | |
}; | |
$( document ).mousemove(function( e ) { | |
// Add to stack. | |
stack.push( Point.fromEvent( e ) ); | |
var length = stack.length, i = length - 1, | |
first = stack[i], | |
vector = new Vector, add, | |
quadrant = Math.PI / 2; | |
for ( ; i > -1; i-- ) { | |
if ( i === 0 /* last one ( captures first if it's alone ), or: */ || ( | |
// time diff between i & first too long, or: | |
stack[i].t < first.t - $.mouseMovement.clearInterval || | |
// {add} is within the opposite quadrant of {vector}. | |
(add = new Vector( stack[i], stack[i - 1] )) && vector.angle && vector.angle.isOpposite( Angle.fromVector( add ), quadrant ) | |
) && stack.splice( 0, i + 1 ) | |
) { | |
// Match! Avoid vector-addition; | |
break; | |
} | |
vector.add( add ).calc(); | |
} | |
console.log( vector.angle ? [Math.round( vector.angle.toDeg() ), vector] : false ); | |
}); | |
})(jQuery); |
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