fonteditor-core
Version:
fonts (ttf, woff, woff2, eot, svg, otf) parse, write, transform, glyph adjust.
71 lines (66 loc) • 1.77 kB
JavaScript
;
Object.defineProperty(exports, "__esModule", {
value: true
});
exports.default = bezierCubic2Q2;
/**
* @file 三次贝塞尔转二次贝塞尔
* @author mengke01(kekee000@gmail.com)
*
* references:
* https://github.com/search?utf8=%E2%9C%93&q=svg2ttf
* http://www.caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
*
*/
function toQuad(p1, c1, c2, p2) {
// Quad control point is (3*c2 - p2 + 3*c1 - p1)/4
var x = (3 * c2.x - p2.x + 3 * c1.x - p1.x) / 4;
var y = (3 * c2.y - p2.y + 3 * c1.y - p1.y) / 4;
return [p1, {
x: x,
y: y
}, p2];
}
/**
* 三次贝塞尔转二次贝塞尔
*
* @param {Object} p1 开始点
* @param {Object} c1 控制点1
* @param {Object} c2 控制点2
* @param {Object} p2 结束点
* @return {Array} 二次贝塞尔控制点
*/
function bezierCubic2Q2(p1, c1, c2, p2) {
// 判断极端情况,控制点和起止点一样
if (p1.x === c1.x && p1.y === c1.y && c2.x === p2.x && c2.y === p2.y) {
return [[p1, {
x: (p1.x + p2.x) / 2,
y: (p1.y + p2.y) / 2
}, p2]];
}
var mx = p2.x - 3 * c2.x + 3 * c1.x - p1.x;
var my = p2.y - 3 * c2.y + 3 * c1.y - p1.y;
// control points near
if (mx * mx + my * my <= 4) {
return [toQuad(p1, c1, c2, p2)];
}
// Split to 2 qubic beziers by midpoints
// (p2 + 3*c2 + 3*c1 + p1)/8
var mp = {
x: (p2.x + 3 * c2.x + 3 * c1.x + p1.x) / 8,
y: (p2.y + 3 * c2.y + 3 * c1.y + p1.y) / 8
};
return [toQuad(p1, {
x: (p1.x + c1.x) / 2,
y: (p1.y + c1.y) / 2
}, {
x: (p1.x + 2 * c1.x + c2.x) / 4,
y: (p1.y + 2 * c1.y + c2.y) / 4
}, mp), toQuad(mp, {
x: (p2.x + c1.x + 2 * c2.x) / 4,
y: (p2.y + c1.y + 2 * c2.y) / 4
}, {
x: (p2.x + c2.x) / 2,
y: (p2.y + c2.y) / 2
}, p2)];
}