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fonteditor-core

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fonts (ttf, woff, woff2, eot, svg, otf) parse, write, transform, glyph adjust.

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"use strict"; 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)]; }