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@Centril
Created February 28, 2015 23:49
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mousemovement.js
// 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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