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Object model for HTML5 canvas, and SVG-to-canvas parser. Backed by jsdom and node-canvas.

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import { objectSpread2 as _objectSpread2 } from '../../../_virtual/_rollupPluginBabelHelpers.mjs'; import { cache } from '../../cache.mjs'; import { config } from '../../config.mjs'; import { halfPI, PiBy180 } from '../../constants.mjs'; import { cos } from '../misc/cos.mjs'; import { multiplyTransformMatrices, transformPoint } from '../misc/matrix.mjs'; import { sin } from '../misc/sin.mjs'; import { toFixed } from '../misc/toFixed.mjs'; import { Point } from '../../Point.mjs'; import { rePathCommand, reArcCommandPoints } from './regex.mjs'; import { reNum } from '../../parser/constants.mjs'; /** * Commands that may be repeated */ const repeatedCommands = { m: 'l', M: 'L' }; /** * Convert an arc of a rotated ellipse to a Bezier Curve * @param {TRadian} theta1 start of the arc * @param {TRadian} theta2 end of the arc * @param cosTh cosine of the angle of rotation * @param sinTh sine of the angle of rotation * @param rx x-axis radius (before rotation) * @param ry y-axis radius (before rotation) * @param cx1 center x of the ellipse * @param cy1 center y of the ellipse * @param mT * @param fromX starting point of arc x * @param fromY starting point of arc y */ const segmentToBezier = (theta1, theta2, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) => { const costh1 = cos(theta1), sinth1 = sin(theta1), costh2 = cos(theta2), sinth2 = sin(theta2), toX = cosTh * rx * costh2 - sinTh * ry * sinth2 + cx1, toY = sinTh * rx * costh2 + cosTh * ry * sinth2 + cy1, cp1X = fromX + mT * (-cosTh * rx * sinth1 - sinTh * ry * costh1), cp1Y = fromY + mT * (-sinTh * rx * sinth1 + cosTh * ry * costh1), cp2X = toX + mT * (cosTh * rx * sinth2 + sinTh * ry * costh2), cp2Y = toY + mT * (sinTh * rx * sinth2 - cosTh * ry * costh2); return ['C', cp1X, cp1Y, cp2X, cp2Y, toX, toY]; }; /** * Adapted from {@link http://dxr.mozilla.org/mozilla-central/source/dom/svg/SVGPathDataParser.cpp} * by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here * http://mozilla.org/MPL/2.0/ * @param toX * @param toY * @param rx * @param ry * @param {number} large 0 or 1 flag * @param {number} sweep 0 or 1 flag * @param rotateX */ const arcToSegments = (toX, toY, rx, ry, large, sweep, rotateX) => { if (rx === 0 || ry === 0) { return []; } let fromX = 0, fromY = 0, root = 0; const PI = Math.PI, theta = rotateX * PiBy180, sinTheta = sin(theta), cosTh = cos(theta), px = 0.5 * (-cosTh * toX - sinTheta * toY), py = 0.5 * (-cosTh * toY + sinTheta * toX), rx2 = rx ** 2, ry2 = ry ** 2, py2 = py ** 2, px2 = px ** 2, pl = rx2 * ry2 - rx2 * py2 - ry2 * px2; let _rx = Math.abs(rx); let _ry = Math.abs(ry); if (pl < 0) { const s = Math.sqrt(1 - pl / (rx2 * ry2)); _rx *= s; _ry *= s; } else { root = (large === sweep ? -1.0 : 1.0) * Math.sqrt(pl / (rx2 * py2 + ry2 * px2)); } const cx = root * _rx * py / _ry, cy = -root * _ry * px / _rx, cx1 = cosTh * cx - sinTheta * cy + toX * 0.5, cy1 = sinTheta * cx + cosTh * cy + toY * 0.5; let mTheta = calcVectorAngle(1, 0, (px - cx) / _rx, (py - cy) / _ry); let dtheta = calcVectorAngle((px - cx) / _rx, (py - cy) / _ry, (-px - cx) / _rx, (-py - cy) / _ry); if (sweep === 0 && dtheta > 0) { dtheta -= 2 * PI; } else if (sweep === 1 && dtheta < 0) { dtheta += 2 * PI; } // Convert into cubic bezier segments <= 90deg const segments = Math.ceil(Math.abs(dtheta / PI * 2)), result = [], mDelta = dtheta / segments, mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2); let th3 = mTheta + mDelta; for (let i = 0; i < segments; i++) { result[i] = segmentToBezier(mTheta, th3, cosTh, sinTheta, _rx, _ry, cx1, cy1, mT, fromX, fromY); fromX = result[i][5]; fromY = result[i][6]; mTheta = th3; th3 += mDelta; } return result; }; /** * @private * Calculate the angle between two vectors * @param ux u endpoint x * @param uy u endpoint y * @param vx v endpoint x * @param vy v endpoint y */ const calcVectorAngle = (ux, uy, vx, vy) => { const ta = Math.atan2(uy, ux), tb = Math.atan2(vy, vx); if (tb >= ta) { return tb - ta; } else { return 2 * Math.PI - (ta - tb); } }; // functions for the Cubic beizer // taken from: https://github.com/konvajs/konva/blob/7.0.5/src/shapes/Path.ts#L350 const CB1 = t => t ** 3; const CB2 = t => 3 * t ** 2 * (1 - t); const CB3 = t => 3 * t * (1 - t) ** 2; const CB4 = t => (1 - t) ** 3; /** * Calculate bounding box of a cubic Bezier curve * Taken from http://jsbin.com/ivomiq/56/edit (no credits available) * TODO: can we normalize this with the starting points set at 0 and then translated the bbox? * @param {number} begx starting point * @param {number} begy * @param {number} cp1x first control point * @param {number} cp1y * @param {number} cp2x second control point * @param {number} cp2y * @param {number} endx end of bezier * @param {number} endy * @return {TRectBounds} the rectangular bounds */ function getBoundsOfCurve(begx, begy, cp1x, cp1y, cp2x, cp2y, endx, endy) { let argsString; if (config.cachesBoundsOfCurve) { // eslint-disable-next-line argsString = [...arguments].join(); if (cache.boundsOfCurveCache[argsString]) { return cache.boundsOfCurveCache[argsString]; } } const sqrt = Math.sqrt, abs = Math.abs, tvalues = [], bounds = [[0, 0], [0, 0]]; let b = 6 * begx - 12 * cp1x + 6 * cp2x; let a = -3 * begx + 9 * cp1x - 9 * cp2x + 3 * endx; let c = 3 * cp1x - 3 * begx; for (let i = 0; i < 2; ++i) { if (i > 0) { b = 6 * begy - 12 * cp1y + 6 * cp2y; a = -3 * begy + 9 * cp1y - 9 * cp2y + 3 * endy; c = 3 * cp1y - 3 * begy; } if (abs(a) < 1e-12) { if (abs(b) < 1e-12) { continue; } const t = -c / b; if (0 < t && t < 1) { tvalues.push(t); } continue; } const b2ac = b * b - 4 * c * a; if (b2ac < 0) { continue; } const sqrtb2ac = sqrt(b2ac); const t1 = (-b + sqrtb2ac) / (2 * a); if (0 < t1 && t1 < 1) { tvalues.push(t1); } const t2 = (-b - sqrtb2ac) / (2 * a); if (0 < t2 && t2 < 1) { tvalues.push(t2); } } let j = tvalues.length; const jlen = j; const iterator = getPointOnCubicBezierIterator(begx, begy, cp1x, cp1y, cp2x, cp2y, endx, endy); while (j--) { const { x, y } = iterator(tvalues[j]); bounds[0][j] = x; bounds[1][j] = y; } bounds[0][jlen] = begx; bounds[1][jlen] = begy; bounds[0][jlen + 1] = endx; bounds[1][jlen + 1] = endy; const result = [new Point(Math.min(...bounds[0]), Math.min(...bounds[1])), new Point(Math.max(...bounds[0]), Math.max(...bounds[1]))]; if (config.cachesBoundsOfCurve) { cache.boundsOfCurveCache[argsString] = result; } return result; } /** * Converts arc to a bunch of cubic Bezier curves * @param {number} fx starting point x * @param {number} fy starting point y * @param {TParsedArcCommand} coords Arc command */ const fromArcToBeziers = (fx, fy, _ref) => { let [_, rx, ry, rot, large, sweep, tx, ty] = _ref; const segsNorm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot); for (let i = 0, len = segsNorm.length; i < len; i++) { segsNorm[i][1] += fx; segsNorm[i][2] += fy; segsNorm[i][3] += fx; segsNorm[i][4] += fy; segsNorm[i][5] += fx; segsNorm[i][6] += fy; } return segsNorm; }; /** * This function takes a parsed SVG path and makes it simpler for fabricJS logic. * Simplification consist of: * - All commands converted to absolute (lowercase to uppercase) * - S converted to C * - T converted to Q * - A converted to C * @param {TComplexPathData} path the array of commands of a parsed SVG path for `Path` * @return {TSimplePathData} the simplified array of commands of a parsed SVG path for `Path` * TODO: figure out how to remove the type assertions in a nice way */ const makePathSimpler = path => { // x and y represent the last point of the path, AKA the previous command point. // we add them to each relative command to make it an absolute comment. // we also swap the v V h H with L, because are easier to transform. let x = 0, y = 0; // x1 and y1 represent the last point of the subpath. the subpath is started with // m or M command. When a z or Z command is drawn, x and y need to be resetted to // the last x1 and y1. let x1 = 0, y1 = 0; // previous will host the letter of the previous command, to handle S and T. // controlX and controlY will host the previous reflected control point const destinationPath = []; let previous, // placeholders controlX = 0, controlY = 0; for (const parsedCommand of path) { const current = [...parsedCommand]; let converted; switch (current[0] // first letter ) { case 'l': // lineto, relative current[1] += x; current[2] += y; // falls through case 'L': x = current[1]; y = current[2]; converted = ['L', x, y]; break; case 'h': // horizontal lineto, relative current[1] += x; // falls through case 'H': x = current[1]; converted = ['L', x, y]; break; case 'v': // vertical lineto, relative current[1] += y; // falls through case 'V': y = current[1]; converted = ['L', x, y]; break; case 'm': // moveTo, relative current[1] += x; current[2] += y; // falls through case 'M': x = current[1]; y = current[2]; x1 = current[1]; y1 = current[2]; converted = ['M', x, y]; break; case 'c': // bezierCurveTo, relative current[1] += x; current[2] += y; current[3] += x; current[4] += y; current[5] += x; current[6] += y; // falls through case 'C': controlX = current[3]; controlY = current[4]; x = current[5]; y = current[6]; converted = ['C', current[1], current[2], controlX, controlY, x, y]; break; case 's': // shorthand cubic bezierCurveTo, relative current[1] += x; current[2] += y; current[3] += x; current[4] += y; // falls through case 'S': // would be sScC but since we are swapping sSc for C, we check just that. if (previous === 'C') { // calculate reflection of previous control points controlX = 2 * x - controlX; controlY = 2 * y - controlY; } else { // If there is no previous command or if the previous command was not a C, c, S, or s, // the control point is coincident with the current point controlX = x; controlY = y; } x = current[3]; y = current[4]; converted = ['C', controlX, controlY, current[1], current[2], x, y]; // converted[3] and converted[4] are NOW the second control point. // we keep it for the next reflection. controlX = converted[3]; controlY = converted[4]; break; case 'q': // quadraticCurveTo, relative current[1] += x; current[2] += y; current[3] += x; current[4] += y; // falls through case 'Q': controlX = current[1]; controlY = current[2]; x = current[3]; y = current[4]; converted = ['Q', controlX, controlY, x, y]; break; case 't': // shorthand quadraticCurveTo, relative current[1] += x; current[2] += y; // falls through case 'T': if (previous === 'Q') { // calculate reflection of previous control point controlX = 2 * x - controlX; controlY = 2 * y - controlY; } else { // If there is no previous command or if the previous command was not a Q, q, T or t, // assume the control point is coincident with the current point controlX = x; controlY = y; } x = current[1]; y = current[2]; converted = ['Q', controlX, controlY, x, y]; break; case 'a': current[6] += x; current[7] += y; // falls through case 'A': fromArcToBeziers(x, y, current).forEach(b => destinationPath.push(b)); x = current[6]; y = current[7]; break; case 'z': case 'Z': x = x1; y = y1; converted = ['Z']; break; } if (converted) { destinationPath.push(converted); previous = converted[0]; } else { previous = ''; } } return destinationPath; }; // todo verify if we can just use the point class here /** * Calc length from point x1,y1 to x2,y2 * @param {number} x1 starting point x * @param {number} y1 starting point y * @param {number} x2 starting point x * @param {number} y2 starting point y * @return {number} length of segment */ const calcLineLength = (x1, y1, x2, y2) => Math.sqrt((x2 - x1) ** 2 + (y2 - y1) ** 2); /** * Get an iterator that takes a percentage and returns a point * @param {number} begx * @param {number} begy * @param {number} cp1x * @param {number} cp1y * @param {number} cp2x * @param {number} cp2y * @param {number} endx * @param {number} endy */ const getPointOnCubicBezierIterator = (begx, begy, cp1x, cp1y, cp2x, cp2y, endx, endy) => pct => { const c1 = CB1(pct), c2 = CB2(pct), c3 = CB3(pct), c4 = CB4(pct); return new Point(endx * c1 + cp2x * c2 + cp1x * c3 + begx * c4, endy * c1 + cp2y * c2 + cp1y * c3 + begy * c4); }; const QB1 = t => t ** 2; const QB2 = t => 2 * t * (1 - t); const QB3 = t => (1 - t) ** 2; const getTangentCubicIterator = (p1x, p1y, p2x, p2y, p3x, p3y, p4x, p4y) => pct => { const qb1 = QB1(pct), qb2 = QB2(pct), qb3 = QB3(pct), tangentX = 3 * (qb3 * (p2x - p1x) + qb2 * (p3x - p2x) + qb1 * (p4x - p3x)), tangentY = 3 * (qb3 * (p2y - p1y) + qb2 * (p3y - p2y) + qb1 * (p4y - p3y)); return Math.atan2(tangentY, tangentX); }; const getPointOnQuadraticBezierIterator = (p1x, p1y, p2x, p2y, p3x, p3y) => pct => { const c1 = QB1(pct), c2 = QB2(pct), c3 = QB3(pct); return new Point(p3x * c1 + p2x * c2 + p1x * c3, p3y * c1 + p2y * c2 + p1y * c3); }; const getTangentQuadraticIterator = (p1x, p1y, p2x, p2y, p3x, p3y) => pct => { const invT = 1 - pct, tangentX = 2 * (invT * (p2x - p1x) + pct * (p3x - p2x)), tangentY = 2 * (invT * (p2y - p1y) + pct * (p3y - p2y)); return Math.atan2(tangentY, tangentX); }; // this will run over a path segment (a cubic or quadratic segment) and approximate it // with 100 segments. This will good enough to calculate the length of the curve const pathIterator = (iterator, x1, y1) => { let tempP = new Point(x1, y1), tmpLen = 0; for (let perc = 1; perc <= 100; perc += 1) { const p = iterator(perc / 100); tmpLen += calcLineLength(tempP.x, tempP.y, p.x, p.y); tempP = p; } return tmpLen; }; /** * Given a pathInfo, and a distance in pixels, find the percentage from 0 to 1 * that correspond to that pixels run over the path. * The percentage will be then used to find the correct point on the canvas for the path. * @param {Array} segInfo fabricJS collection of information on a parsed path * @param {number} distance from starting point, in pixels. * @return {TPointAngle} info object with x and y ( the point on canvas ) and angle, the tangent on that point; */ const findPercentageForDistance = (segInfo, distance) => { let perc = 0, tmpLen = 0, tempP = { x: segInfo.x, y: segInfo.y }, p = _objectSpread2({}, tempP), nextLen, nextStep = 0.01, lastPerc = 0; // nextStep > 0.0001 covers 0.00015625 that 1/64th of 1/100 // the path const iterator = segInfo.iterator, angleFinder = segInfo.angleFinder; while (tmpLen < distance && nextStep > 0.0001) { p = iterator(perc); lastPerc = perc; nextLen = calcLineLength(tempP.x, tempP.y, p.x, p.y); // compare tmpLen each cycle with distance, decide next perc to test. if (nextLen + tmpLen > distance) { // we discard this step and we make smaller steps. perc -= nextStep; nextStep /= 2; } else { tempP = p; perc += nextStep; tmpLen += nextLen; } } return _objectSpread2(_objectSpread2({}, p), {}, { angle: angleFinder(lastPerc) }); }; /** * Run over a parsed and simplified path and extract some information (length of each command and starting point) * @param {TSimplePathData} path parsed path commands * @return {TPathSegmentInfo[]} path commands information */ const getPathSegmentsInfo = path => { let totalLength = 0, //x2 and y2 are the coords of segment start //x1 and y1 are the coords of the current point x1 = 0, y1 = 0, x2 = 0, y2 = 0, iterator, tempInfo; const info = []; for (const current of path) { const basicInfo = { x: x1, y: y1, command: current[0], length: 0 }; switch (current[0] //first letter ) { case 'M': tempInfo = basicInfo; tempInfo.x = x2 = x1 = current[1]; tempInfo.y = y2 = y1 = current[2]; break; case 'L': tempInfo = basicInfo; tempInfo.length = calcLineLength(x1, y1, current[1], current[2]); x1 = current[1]; y1 = current[2]; break; case 'C': iterator = getPointOnCubicBezierIterator(x1, y1, current[1], current[2], current[3], current[4], current[5], current[6]); tempInfo = basicInfo; tempInfo.iterator = iterator; tempInfo.angleFinder = getTangentCubicIterator(x1, y1, current[1], current[2], current[3], current[4], current[5], current[6]); tempInfo.length = pathIterator(iterator, x1, y1); x1 = current[5]; y1 = current[6]; break; case 'Q': iterator = getPointOnQuadraticBezierIterator(x1, y1, current[1], current[2], current[3], current[4]); tempInfo = basicInfo; tempInfo.iterator = iterator; tempInfo.angleFinder = getTangentQuadraticIterator(x1, y1, current[1], current[2], current[3], current[4]); tempInfo.length = pathIterator(iterator, x1, y1); x1 = current[3]; y1 = current[4]; break; case 'Z': // we add those in order to ease calculations later tempInfo = basicInfo; tempInfo.destX = x2; tempInfo.destY = y2; tempInfo.length = calcLineLength(x1, y1, x2, y2); x1 = x2; y1 = y2; break; } totalLength += tempInfo.length; info.push(tempInfo); } info.push({ length: totalLength, x: x1, y: y1 }); return info; }; /** * Get the point on the path that is distance along the path * @param path * @param distance * @param infos */ const getPointOnPath = function (path, distance) { let infos = arguments.length > 2 && arguments[2] !== undefined ? arguments[2] : getPathSegmentsInfo(path); let i = 0; while (distance - infos[i].length > 0 && i < infos.length - 2) { distance -= infos[i].length; i++; } const segInfo = infos[i], segPercent = distance / segInfo.length, segment = path[i]; switch (segInfo.command) { case 'M': return { x: segInfo.x, y: segInfo.y, angle: 0 }; case 'Z': return _objectSpread2(_objectSpread2({}, new Point(segInfo.x, segInfo.y).lerp(new Point(segInfo.destX, segInfo.destY), segPercent)), {}, { angle: Math.atan2(segInfo.destY - segInfo.y, segInfo.destX - segInfo.x) }); case 'L': return _objectSpread2(_objectSpread2({}, new Point(segInfo.x, segInfo.y).lerp(new Point(segment[1], segment[2]), segPercent)), {}, { angle: Math.atan2(segment[2] - segInfo.y, segment[1] - segInfo.x) }); case 'C': return findPercentageForDistance(segInfo, distance); case 'Q': return findPercentageForDistance(segInfo, distance); // throw Error('Invalid command'); } }; const rePathCmdAll = new RegExp(rePathCommand, 'gi'); const regExpArcCommandPoints = new RegExp(reArcCommandPoints, 'g'); const reMyNum = new RegExp(reNum, 'gi'); const commandLengths = { m: 2, l: 2, h: 1, v: 1, c: 6, s: 4, q: 4, t: 2, a: 7 }; /** * * @param {string} pathString * @return {TComplexPathData} An array of SVG path commands * @example <caption>Usage</caption> * parsePath('M 3 4 Q 3 5 2 1 4 0 Q 9 12 2 1 4 0') === [ * ['M', 3, 4], * ['Q', 3, 5, 2, 1, 4, 0], * ['Q', 9, 12, 2, 1, 4, 0], * ]; */ const parsePath = pathString => { var _pathString$match; const chain = []; const all = (_pathString$match = pathString.match(rePathCmdAll)) !== null && _pathString$match !== void 0 ? _pathString$match : []; for (const matchStr of all) { // take match string and save the first letter as the command const commandLetter = matchStr[0]; // in case of Z we have very little to do if (commandLetter === 'z' || commandLetter === 'Z') { chain.push([commandLetter]); continue; } const commandLength = commandLengths[commandLetter.toLowerCase()]; let paramArr = []; if (commandLetter === 'a' || commandLetter === 'A') { // the arc command ha some peculariaties that requires a special regex other than numbers // it is possible to avoid using a space between the sweep and large arc flags, making them either // 00, 01, 10 or 11, making them identical to a plain number for the regex reMyNum // reset the regexp regExpArcCommandPoints.lastIndex = 0; for (let out = null; out = regExpArcCommandPoints.exec(matchStr);) { paramArr.push(...out.slice(1)); } } else { paramArr = matchStr.match(reMyNum) || []; } // inspect the length of paramArr, if is longer than commandLength // we are dealing with repeated commands for (let i = 0; i < paramArr.length; i += commandLength) { const newCommand = new Array(commandLength); const transformedCommand = repeatedCommands[commandLetter]; newCommand[0] = i > 0 && transformedCommand ? transformedCommand : commandLetter; for (let j = 0; j < commandLength; j++) { newCommand[j + 1] = parseFloat(paramArr[i + j]); } chain.push(newCommand); } } return chain; }; /** * * Converts points to a smooth SVG path * @param {XY[]} points Array of points * @param {number} [correction] Apply a correction to the path (usually we use `width / 1000`). If value is undefined 0 is used as the correction value. * @return {(string|number)[][]} An array of SVG path commands */ const getSmoothPathFromPoints = function (points) { let correction = arguments.length > 1 && arguments[1] !== undefined ? arguments[1] : 0; let p1 = new Point(points[0]), p2 = new Point(points[1]), multSignX = 1, multSignY = 0; const path = [], len = points.length, manyPoints = len > 2; if (manyPoints) { multSignX = points[2].x < p2.x ? -1 : points[2].x === p2.x ? 0 : 1; multSignY = points[2].y < p2.y ? -1 : points[2].y === p2.y ? 0 : 1; } path.push(['M', p1.x - multSignX * correction, p1.y - multSignY * correction]); let i; for (i = 1; i < len; i++) { if (!p1.eq(p2)) { const midPoint = p1.midPointFrom(p2); // p1 is our bezier control point // midpoint is our endpoint // start point is p(i-1) value. path.push(['Q', p1.x, p1.y, midPoint.x, midPoint.y]); } p1 = points[i]; if (i + 1 < points.length) { p2 = points[i + 1]; } } if (manyPoints) { multSignX = p1.x > points[i - 2].x ? 1 : p1.x === points[i - 2].x ? 0 : -1; multSignY = p1.y > points[i - 2].y ? 1 : p1.y === points[i - 2].y ? 0 : -1; } path.push(['L', p1.x + multSignX * correction, p1.y + multSignY * correction]); return path; }; /** * Transform a path by transforming each segment. * it has to be a simplified path or it won't work. * WARNING: this depends from pathOffset for correct operation * @param {TSimplePathData} path fabricJS parsed and simplified path commands * @param {TMat2D} transform matrix that represent the transformation * @param {Point} [pathOffset] `Path.pathOffset` * @returns {TSimplePathData} the transformed path */ const transformPath = (path, transform, pathOffset) => { if (pathOffset) { transform = multiplyTransformMatrices(transform, [1, 0, 0, 1, -pathOffset.x, -pathOffset.y]); } return path.map(pathSegment => { const newSegment = [...pathSegment]; for (let i = 1; i < pathSegment.length - 1; i += 2) { // TODO: is there a way to get around casting to any? const { x, y } = transformPoint({ x: pathSegment[i], y: pathSegment[i + 1] }, transform); newSegment[i] = x; newSegment[i + 1] = y; } return newSegment; }); }; /** * Returns an array of path commands to create a regular polygon * @param {number} numVertexes * @param {number} radius * @returns {TSimplePathData} An array of SVG path commands */ const getRegularPolygonPath = (numVertexes, radius) => { const interiorAngle = Math.PI * 2 / numVertexes; // rotationAdjustment rotates the path by 1/2 the interior angle so that the polygon always has a flat side on the bottom // This isn't strictly necessary, but it's how we tend to think of and expect polygons to be drawn let rotationAdjustment = -halfPI; if (numVertexes % 2 === 0) { rotationAdjustment += interiorAngle / 2; } const d = new Array(numVertexes + 1); for (let i = 0; i < numVertexes; i++) { const rad = i * interiorAngle + rotationAdjustment; const { x, y } = new Point(cos(rad), sin(rad)).scalarMultiply(radius); d[i] = [i === 0 ? 'M' : 'L', x, y]; } d[numVertexes] = ['Z']; return d; }; /** * Join path commands to go back to svg format * @param {TSimplePathData} pathData fabricJS parsed path commands * @param {number} fractionDigits number of fraction digits to "leave" * @return {String} joined path 'M 0 0 L 20 30' */ const joinPath = (pathData, fractionDigits) => pathData.map(segment => { return segment.map((arg, i) => { if (i === 0) return arg; return fractionDigits === undefined ? arg : toFixed(arg, fractionDigits); }).join(' '); }).join(' '); export { fromArcToBeziers, getBoundsOfCurve, getPathSegmentsInfo, getPointOnPath, getRegularPolygonPath, getSmoothPathFromPoints, joinPath, makePathSimpler, parsePath, transformPath }; //# sourceMappingURL=index.mjs.map