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plotboilerplate

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A simple javascript plotting boilerplate for 2d stuff.

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/** * @author Ikaros Kappler * @date 2013-08-19 * @modified 2018-08-16 Added closure. Removed the 'IKRS' wrapper. * @modified 2018-11-20 Added circular auto-adjustment. * @modified 2018-11-25 Added the point constants to the BezierPath class itself. * @modified 2018-11-28 Added the locateCurveByStartPoint() function. * @modified 2018-12-04 Added the toSVGString() function. * @modified 2019-03-23 Added JSDoc tags. * @modified 2019-03-23 Changed the fuctions getPoint and getPointAt to match semantics in the Line class. * @modified 2019-11-18 Fixed the clone function: adjustCircular attribute was not cloned. * @modified 2019-12-02 Removed some excessive comments. * @modified 2019-12-04 Fixed the missing obtainHandleLengths behavior in the adjustNeightbourControlPoint function. * @modified 2020-02-06 Added function locateCurveByEndPoint( Vertex ). * @modified 2020-02-11 Added 'return this' to the scale(Vertex,number) and to the translate(Vertex) function. * @modified 2020-03-24 Ported this class from vanilla-JS to Typescript. * @modified 2020-06-03 Made the private helper function _locateUIndex to a private function. * @modified 2020-06-03 Added the getBounds() function. * @modified 2020-07-14 Changed the moveCurvePoint(...,Vertex) to moveCurvePoint(...,XYCoords). * @modified 2020-07-24 Added the getClosestT(Vertex) function. * @modified 2020-12-29 Constructor is now private (no explicit use intended). * @modified 2021-05-25 Added BezierPath.fromReducedList( Array<number> ). * @modified 2022-01-31 Added `BezierPath.getEvenDistributionVertices(number)`. * @modified 2022-02-02 Added the `destroy` method. * @modified 2022-02-02 Cleared the `toSVGString` function (deprecated). Use `drawutilssvg` instead. * @modified 2023-10-06 Adding the `BezierPath.toPathPoints()` method. * @modified 2023-10-07 Adding the `BezierPath.fromCurve(CubicBezierCurve)` static function. * @version 2.6.0 * * @file BezierPath * @public **/ import { Bounds } from "./Bounds"; import { CubicBezierCurve } from "./CubicBezierCurve"; import { UIDGenerator } from "./UIDGenerator"; import { Vertex } from "./Vertex"; import { XYCoords, SVGSerializable, UID } from "./interfaces"; /** * @classdesc A BezierPath class. * * This was refactored from an older project. * * @requires Bounds * @requires Vertex * @requires CubicBezierCurve * @requires XYCoords * @requires SVGSerializable * @requires UID * @requires UIDGenerator **/ export class BezierPath implements SVGSerializable { /** * Required to generate proper CSS classes and other class related IDs. **/ readonly className: string = "BezierPath"; /** * The UID of this drawable object. * * @member {UID} * @memberof BezierCurve * @instance * @readonly */ readonly uid: UID; /** * @member {Array<Vertex>} * @memberof BezierPath * @type {Array<Vertex>} * @instance */ pathPoints: Array<Vertex>; /** * @member {number} * @memberof BezierPath * @type {number} * @instance */ totalArcLength: number; /** * Set this flag to true if you want the first point and * last point of the path to be auto adjusted, too. * * @member {number} * @memberof BezierPath * @type {number} * @instance */ adjustCircular: boolean; /** * @member {Array<CubicBezierCurve>} * @memberof BezierPath * @type {Array<CubicBezierCurve>} * @instance */ bezierCurves: Array<CubicBezierCurve>; /** * @member {boolean} * @memberof BezierPath * @type {boolean} * @instance */ isDestroyed: boolean; // +--------------------------------------------------------------------------------- // | These constants equal the values from CubicBezierCurve. // +------------------------------- /** @constant {number} */ static START_POINT: number = 0; /** @constant {number} */ static START_CONTROL_POINT: number = 1; /** @constant {number} */ static END_CONTROL_POINT: number = 2; /** @constant {number} */ static END_POINT: number = 3; /** @constant {number} */ START_POINT: number = 0; /** @constant {number} */ START_CONTROL_POINT: number = 1; /** @constant {number} */ END_CONTROL_POINT: number = 2; /** @constant {number} */ END_POINT: number = 3; /** * The constructor.<br> * <br> * This constructor expects a sequence of path points and will approximate * the location of control points by picking some between the points.<br> * You should consider just constructing empty paths and then add more curves later using * the addCurve() function. * * @constructor * @name BezierPath * @param {Vertex[]} pathPoints - An array of path vertices (no control points). **/ private constructor() { // pathPoints: Array<Vertex> | undefined | null) { this.uid = UIDGenerator.next(); // if (!pathPoints) { // pathPoints = []; // } this.totalArcLength = 0.0; // Set this flag to true if you want the first point and // last point of the path to be auto adjusted, too. this.adjustCircular = false; this.bezierCurves = []; } /** * Add a cubic bezier curve to the end of this path. * * @method addCurve * @param {CubicBezierCurve} curve - The curve to be added to the end of the path. * @instance * @memberof BezierPath * @return {void} **/ addCurve(curve: CubicBezierCurve): void { if (curve == null || typeof curve == "undefined") throw "Cannot add null curve to bézier path."; this.bezierCurves.push(curve); if (this.bezierCurves.length > 1) { curve.startPoint = this.bezierCurves[this.bezierCurves.length - 2].endPoint; this.adjustSuccessorControlPoint( this.bezierCurves.length - 2, // curveIndex, true, // obtainHandleLength, true // updateArcLengths ); } else { this.totalArcLength += curve.getLength(); } } /** * Locate the curve with the given start point (function returns the index). * * @method locateCurveByStartPoint * @param {Vertex} point - The (curve start-) point to look for. * @instance * @memberof BezierPath * @return {number} The curve index or -1 if curve (start-) point not found **/ locateCurveByStartPoint(point: Vertex): number { // for( var i in this.bezierCurves ) { for (var i = 0; i < this.bezierCurves.length; i++) { if (this.bezierCurves[i].startPoint.equals(point)) return i; } return -1; } /** * Locate the curve with the given end point (function returns the index). * * @method locateCurveByEndPoint * @param {Vertex} point - The (curve end-) point to look for. * @instance * @memberof BezierPath * @return {number} The curve index or -1 if curve (end-) point not found **/ locateCurveByEndPoint(point: Vertex): number { // for( var i in this.bezierCurves ) { for (var i = 0; i < this.bezierCurves.length; i++) { if (this.bezierCurves[i].endPoint.equals(point)) return i; } return -1; } /** * Locate the curve with the given start point (function returns the index). * * @method locateCurveByStartControlPoint * @param {Vertex} point - The (curve endt-) point to look for. * @instance * @memberof BezierPath * @return {number} The curve index or -1 if curve (end-) point not found **/ locateCurveByStartControlPoint(point: Vertex): number { // for( var i in this.bezierCurves ) { for (var i = 0; i < this.bezierCurves.length; i++) { if (this.bezierCurves[i].startControlPoint.equals(point)) return i; } return -1; } // +--------------------------------------------------------------------------------- // | Locate the curve with the given end control point. // | // | @param point:Vertex The point to look for. // | @return Number The index or -1 if not found. // +------------------------------- locateCurveByEndControlPoint(point: Vertex): number { // for( var i in this.bezierCurves ) { for (var i = 0; i < this.bezierCurves.length; i++) { if (this.bezierCurves[i].endControlPoint.equals(point)) return i; } return -1; } /** * Get the total length of this path.<br> * <br> * Note that the returned value comes from the curve buffer. Unregistered changes * to the curve points will result in invalid path length values. * * @method getLength * @instance * @memberof BezierPath * @return {number} The (buffered) length of the path. **/ getLength(): number { return this.totalArcLength; } /** * This function is internally called whenever the curve or path configuration * changed. It updates the attribute that stores the path length information.<br> * <br> * If you perform any unregistered changes to the curve points you should call * this function afterwards to update the curve buffer. Not updating may * result in unexpected behavior. * * @method updateArcLengths * @instance * @memberof BezierPath * @return {void} **/ updateArcLengths(): void { this.totalArcLength = 0.0; for (var i = 0; i < this.bezierCurves.length; i++) { this.bezierCurves[i].updateArcLengths(); this.totalArcLength += this.bezierCurves[i].getLength(); } } /** * Get the number of curves in this path. * * @method getCurveCount * @instance * @memberof BezierPath * @return {number} The number of curves in this path. **/ getCurveCount(): number { return this.bezierCurves.length; } /** * Get the cubic bezier curve at the given index. * * @method getCurveAt * @param {number} index - The curve index from 0 to getCurveCount()-1. * @instance * @memberof BezierPath * @return {CubicBezierCurve} The curve at the specified index. **/ getCurveAt(curveIndex: number): CubicBezierCurve { return this.bezierCurves[curveIndex]; } /** * Move the whole bezier path by the given (x,y)-amount. * * @method translate * @param {Vertex} amount - The amount to be added (amount.x and amount.y) * to each vertex of the curve. * @instance * @memberof BezierPath * @return {BezierPath} this for chaining **/ translate(amount: Vertex): BezierPath { for (var i = 0; i < this.bezierCurves.length; i++) { var curve = this.bezierCurves[i]; curve.getStartPoint().add(amount); curve.getStartControlPoint().add(amount); curve.getEndControlPoint().add(amount); } // Don't forget to translate the last curve's last point var curve: CubicBezierCurve = this.bezierCurves[this.bezierCurves.length - 1]; curve.getEndPoint().add(amount); this.updateArcLengths(); return this; } /** * Scale the whole bezier path by the given uniform factor. * * @method scale * @param {Vertex} anchor - The scale origin to scale from. * @param {number} scaleFactor - The scalar to be multiplied with. * @instance * @memberof BezierPath * @return {BezierPath} this for chaining. **/ scale(anchor: Vertex, scaleFactor: number): BezierPath { return this.scaleXY({ x: scaleFactor, y: scaleFactor }, anchor); } /** * Scale the whole bezier path by the given (x,y)-factors. * * @method scale * @param {Vertex} anchor - The scale origin to scale from. * @param {number} amount - The scalar to be multiplied with. * @instance * @memberof BezierPath * @return {BezierPath} this for chaining. **/ scaleXY(scaleFactors: XYCoords, anchor?: XYCoords): BezierPath { for (var i = 0; i < this.bezierCurves.length; i++) { var curve = this.bezierCurves[i]; curve.getStartPoint().scaleXY(scaleFactors, anchor); curve.getStartControlPoint().scaleXY(scaleFactors, anchor); curve.getEndControlPoint().scaleXY(scaleFactors, anchor); // Do NOT scale the end point here! // Don't forget that the curves are connected and on curve's end point // the the successor's start point (same instance)! } // Finally move the last end point (was not scaled yet) if (this.bezierCurves.length > 0 && !this.adjustCircular) { this.bezierCurves[this.bezierCurves.length - 1].getEndPoint().scaleXY(scaleFactors, anchor); } this.updateArcLengths(); return this; } /** * Rotate the whole bezier path around a point.. * * @method rotate * @param {Vertex} angle - The angle to rotate this path by. * @param {Vertex} center - The rotation center. * @instance * @memberof BezierPath * @return {void} **/ rotate(angle: number, center: Vertex): void { for (var i = 0; i < this.bezierCurves.length; i++) { var curve = this.bezierCurves[i]; curve.getStartPoint().rotate(angle, center); curve.getStartControlPoint().rotate(angle, center); curve.getEndControlPoint().rotate(angle, center); // Do NOT rotate the end point here! // Don't forget that the curves are connected and on curve's end point // the the successor's start point (same instance)! } // Finally move the last end point (was not scaled yet) if (this.bezierCurves.length > 0 && !this.adjustCircular) { this.bezierCurves[this.bezierCurves.length - 1].getEndPoint().rotate(angle, center); } } /** * Get the 't' position on this curve with the minimal distance to point p. * * @param {Vertex} p - The point to find the closest curve point for. * @return {number} A value t with 0.0 <= t <= 1.0. **/ getClosestT(p: Vertex): number { // Find the spline to extract the value from var minIndex: number = -1; var minDist: number = 0.0; var dist: number = 0.0; var curveT: number = 0.0; var uMin: number = 0.0; var u: number = 0.0; for (var i = 0; i < this.bezierCurves.length; i++) { curveT = this.bezierCurves[i].getClosestT(p); dist = this.bezierCurves[i].getPointAt(curveT).distance(p); if (minIndex == -1 || dist < minDist) { minIndex = i; minDist = dist; uMin = u + curveT * this.bezierCurves[i].getLength(); } u += this.bezierCurves[i].getLength(); } return Math.max(0.0, Math.min(1.0, uMin / this.totalArcLength)); } /** * Get the point on the bézier path at the given relative path location. * * @method getPoint * @param {number} u - The relative path position: <pre>0 <= u <= this.getLength()</pre> * @instance * @memberof BezierPath * @return {Vertex} The point at the relative path position. **/ getPoint(u: number): Vertex { if (u < 0 || u > this.totalArcLength) { console.warn("[BezierPath.getPoint(u)] u is out of bounds: " + u + "."); u = Math.min(this.totalArcLength, Math.max(u, 0)); } // Find the spline to extract the value from var i: number = 0; var uTemp: number = 0.0; while (i < this.bezierCurves.length && uTemp + this.bezierCurves[i].getLength() < u) { uTemp += this.bezierCurves[i].getLength(); i++; } // if u == arcLength // -> i is max if (i >= this.bezierCurves.length) return this.bezierCurves[this.bezierCurves.length - 1].getEndPoint().clone(); var bCurve: CubicBezierCurve = this.bezierCurves[i]; var relativeU: number = u - uTemp; return bCurve.getPoint(relativeU); } /** * Get the point on the bézier path at the given path fraction. * * @method getPointAt * @param {number} t - The absolute path position: <pre>0.0 <= t <= 1.0</pre> * @instance * @memberof BezierPath * @return {Vertex} The point at the absolute path position. **/ getPointAt(t: number): Vertex { return this.getPoint(t * this.totalArcLength); } /** * Get the tangent of the bézier path at the given path fraction.<br> * <br> * Note that the returned vector is not normalized. * * @method getTangentAt * @param {number} t - The absolute path position: <pre>0.0 <= t <= 1.0</pre> * @instance * @memberof BezierPath * @return {Vertex} The tangent vector at the absolute path position. **/ getTangentAt(t: number): Vertex { return this.getTangent(t * this.totalArcLength); } /** * Get the tangent of the bézier path at the given path location.<br> * <br> * Note that the returned vector is not normalized. * * @method getTangent * @param {number} u - The relative path position: <pre>0 <= u <= getLength()</pre> * @instance * @memberof BezierPath * @return {Vertex} The tangent vector at the relative path position. **/ getTangent(u: number): Vertex { if (u < 0 || u > this.totalArcLength) { console.warn("[BezierPath.getTangent(u)] u is out of bounds: " + u + "."); // return undefined; u = Math.min(this.totalArcLength, Math.max(0, u)); } // Find the spline to extract the value from var i: number = 0; var uTemp: number = 0.0; while (i < this.bezierCurves.length && uTemp + this.bezierCurves[i].getLength() < u) { uTemp += this.bezierCurves[i].getLength(); i++; } var bCurve: CubicBezierCurve = this.bezierCurves[i]; var relativeU: number = u - uTemp; return bCurve.getTangent(relativeU); } /** * Get the perpendicular of the bézier path at the given absolute path location (fraction).<br> * <br> * Note that the returned vector is not normalized. * * @method getPerpendicularAt * @param {number} t - The absolute path position: <pre>0.0 <= t <= 1.0</pre> * @instance * @memberof BezierPath * @return {Vertex} The perpendicluar vector at the absolute path position. **/ getPerpendicularAt(t: number): Vertex { return this.getPerpendicular(t * this.totalArcLength); } /** * Get the perpendicular of the bézier path at the given relative path location.<br> * <br> * Note that the returned vector is not normalized. * * @method getPerpendicular * @param {number} u - The relative path position: <pre>0 <= u <= getLength()</pre> * @instance * @memberof BezierPath * @return {Vertex} The perpendicluar vector at the relative path position. **/ getPerpendicular(u: number): Vertex { if (u < 0 || u > this.totalArcLength) { console.log("[BezierPath.getPerpendicular(u)] u is out of bounds: " + u + "."); u = Math.min(this.totalArcLength, Math.max(0, u)); } // Find the spline to extract the value from var uResult: { i: number; uPart: number; uBefore: number } = BezierPath._locateUIndex(this, u); var bCurve: CubicBezierCurve = this.bezierCurves[uResult.i]; var relativeU: number = u - uResult.uPart; return bCurve.getPerpendicular(relativeU); } /** * This is a helper function to locate the curve index for a given * absolute path position u. * * I decided to put this into privat scope as it is really specific. Maybe * put this into a utils wrapper. * * Returns: * - {number} i - the index of the containing curve. * - {number} uPart - the absolute curve length sum (length from the beginning to u, should equal u itself). * - {number} uBefore - the absolute curve length for all segments _before_ the matched curve (usually uBefore <= uPart). **/ private static _locateUIndex(path: BezierPath, u: number): { i: number; uPart: number; uBefore: number } { var i: number = 0; var uTemp: number = 0.0; var uBefore: number = 0.0; while (i < path.bezierCurves.length && uTemp + path.bezierCurves[i].getLength() < u) { uTemp += path.bezierCurves[i].getLength(); if (i + 1 < path.bezierCurves.length) uBefore += path.bezierCurves[i].getLength(); i++; } return { i: i, uPart: uTemp, uBefore: uBefore }; } /** * Get a specific sub path from this path. The start and end position are specified by * ratio number in [0..1]. * * 0.0 is at the beginning of the path. * 1.0 is at the end of the path. * * Values below 0 or beyond 1 are cropped down to the [0..1] interval. * * startT > endT is allowed, the returned sub path will have inverse direction then. * * @method getSubPathAt * @param {number} startT - The start position of the sub path. * @param {number} endT - The end position of the sub path. * @instance * @memberof BezierPath * @return {BezierPath} The desired sub path in the bounds [startT..endT]. **/ getSubPathAt(startT: number, endT: number): BezierPath { startT = Math.max(0, startT); endT = Math.min(1.0, endT); let startU: number = startT * this.totalArcLength; let endU: number = endT * this.totalArcLength; var uStartResult: { i: number; uPart: number; uBefore: number } = BezierPath._locateUIndex(this, startU); // { i:int, uPart:float, uBefore:float } var uEndResult: { i: number; uPart: number; uBefore: number } = BezierPath._locateUIndex(this, endU); // { i:int, uPart:float, uBefore:float } var firstT: number = (startU - uStartResult.uBefore) / this.bezierCurves[uStartResult.i].getLength(); if (uStartResult.i == uEndResult.i) { // Subpath begins and ends in the same path segment (just get a simple sub curve from that path element). var lastT: number = (endU - uEndResult.uBefore) / this.bezierCurves[uEndResult.i].getLength(); var firstCurve: CubicBezierCurve = this.bezierCurves[uStartResult.i].getSubCurveAt(firstT, lastT); return BezierPath.fromArray([firstCurve]); } else { var curves: Array<CubicBezierCurve> = []; if (uStartResult.i > uEndResult.i) { // Back to front direction var firstCurve: CubicBezierCurve = this.bezierCurves[uStartResult.i].getSubCurveAt(firstT, 0.0); curves.push(firstCurve); for (var i = uStartResult.i - 1; i > uEndResult.i; i--) { curves.push(this.bezierCurves[i].clone().reverse()); } var lastT: number = (endU - uEndResult.uBefore) / this.bezierCurves[uEndResult.i].getLength(); curves.push(this.bezierCurves[uEndResult.i].getSubCurveAt(1.0, lastT)); } else { // Front to back direction var firstCurve: CubicBezierCurve = this.bezierCurves[uStartResult.i].getSubCurveAt(firstT, 1.0); curves.push(firstCurve); for (var i = uStartResult.i + 1; i < uEndResult.i && i < this.bezierCurves.length; i++) { curves.push(this.bezierCurves[i].clone()); } var lastT: number = (endU - uEndResult.uBefore) / this.bezierCurves[uEndResult.i].getLength(); curves.push(this.bezierCurves[uEndResult.i].getSubCurveAt(0, lastT)); } return BezierPath.fromArray(curves); } } /** * This function moves the addressed curve point (or control point) with * keeping up the path's curve integrity.<br> * <br> * Thus is done by moving neighbour- and control- points as needed. * * @method moveCurvePoint * @param {number} curveIndex - The curve index to move a point from. * @param {number} pointID - One of the curve's four point IDs (START_POINT, * START_CONTROL_POINT, END_CONTRO_POINT or END_POINT). * @param {XYCoords} moveAmount - The amount to move the addressed vertex by. * @instance * @memberof BezierPath * @return {void} **/ moveCurvePoint(curveIndex: number, pointID: number, moveAmount: XYCoords): void { var bCurve: CubicBezierCurve = this.getCurveAt(curveIndex); bCurve.moveCurvePoint( pointID, moveAmount, true, // move control point, too true // updateArcLengths ); // If inner point and NOT control point // --> move neightbour if (pointID == this.START_POINT && (curveIndex > 0 || this.adjustCircular)) { // Set predecessor's control point! var predecessor = this.getCurveAt(curveIndex - 1 < 0 ? this.bezierCurves.length + (curveIndex - 1) : curveIndex - 1); predecessor.moveCurvePoint( this.END_CONTROL_POINT, moveAmount, true, // move control point, too false // updateArcLengths ); } else if (pointID == this.END_POINT && (curveIndex + 1 < this.bezierCurves.length || this.adjustCircular)) { // Set successcor var successor: CubicBezierCurve = this.getCurveAt((curveIndex + 1) % this.bezierCurves.length); successor.moveCurvePoint( this.START_CONTROL_POINT, moveAmount, true, // move control point, too false // updateArcLengths ); } else if (pointID == this.START_CONTROL_POINT && curveIndex > 0) { this.adjustPredecessorControlPoint( curveIndex, true, // obtain handle length? false // update arc lengths ); } else if (pointID == this.END_CONTROL_POINT && curveIndex + 1 < this.getCurveCount()) { this.adjustSuccessorControlPoint( curveIndex, true, // obtain handle length? false // update arc lengths ); } // Don't forget to update the arc lengths! // Note: this can be optimized as only two curves have changed their lengths! this.updateArcLengths(); } /** * This helper function adjusts the given point's predecessor's control point. * * @method adjustPredecessorControlPoint * @param {number} curveIndex - The curve index to move a point from. * @param {boolean} obtainHandleLength - Moves the point with keeping the original handle length. * @param {boolean} updateArcLength - The amount to move the addressed vertex by. * @instance * @private * @memberof BezierPath * @return {void} **/ adjustPredecessorControlPoint(curveIndex: number, obtainHandleLength: boolean, updateArcLengths: boolean): void { if (!this.adjustCircular && curveIndex <= 0) return; // false; var mainCurve: CubicBezierCurve = this.getCurveAt(curveIndex); var neighbourCurve: CubicBezierCurve = this.getCurveAt( curveIndex - 1 < 0 ? this.getCurveCount() + (curveIndex - 1) : curveIndex - 1 ); BezierPath.adjustNeighbourControlPoint( mainCurve, neighbourCurve, mainCurve.getStartPoint(), // the reference point mainCurve.getStartControlPoint(), // the dragged control point neighbourCurve.getEndPoint(), // the neighbour's point neighbourCurve.getEndControlPoint(), // the neighbour's control point to adjust obtainHandleLength, updateArcLengths ); } /** * This helper function adjusts the given point's successor's control point. * * @method adjustSuccessorControlPoint * @param {number} curveIndex - The curve index to move a point from. * @param {boolean} obtainHandleLength - Moves the point with keeping the original handle length. * @param {boolean} updateArcLength - The amount to move the addressed vertex by. * @instance * @private * @memberof BezierPath * @return {void} **/ adjustSuccessorControlPoint(curveIndex: number, obtainHandleLength: boolean, updateArcLengths: boolean): void { if (!this.adjustCircular && curveIndex + 1 > this.getCurveCount()) return; // false; var mainCurve: CubicBezierCurve = this.getCurveAt(curveIndex); var neighbourCurve: CubicBezierCurve = this.getCurveAt((curveIndex + 1) % this.getCurveCount()); /* return */ BezierPath.adjustNeighbourControlPoint( mainCurve, neighbourCurve, mainCurve.getEndPoint(), // the reference point mainCurve.getEndControlPoint(), // the dragged control point neighbourCurve.getStartPoint(), // the neighbour's point neighbourCurve.getStartControlPoint(), // the neighbour's control point to adjust obtainHandleLength, updateArcLengths ); } /** * This helper function adjusts the given point's successor's control point. * * @method adjustNeighbourControlPoint * @param {CubicBezierCurve} mainCurve * @param {CubicBezierCurve} neighbourCurve * @param {Vertex} mainPoint * @param {Vertex} mainControlPoint * @param {Vertex} neighbourPoint * @param {Vertex} neighbourControlPoint * @param {boolean} obtainHandleLengths * @param {boolean} updateArcLengths * @instance * @private * @memberof BezierPath * @return {void} **/ private static adjustNeighbourControlPoint( _mainCurve: CubicBezierCurve, // TODO: remove param neighbourCurve: CubicBezierCurve, mainPoint: Vertex, mainControlPoint: Vertex, neighbourPoint: Vertex, neighbourControlPoint: Vertex, obtainHandleLengths: boolean, _updateArcLengths: boolean // TODO: remove param ): void { // Calculate start handle length var mainHandleBounds: Vertex = new Vertex(mainControlPoint.x - mainPoint.x, mainControlPoint.y - mainPoint.y); var neighbourHandleBounds: Vertex = new Vertex( neighbourControlPoint.x - neighbourPoint.x, neighbourControlPoint.y - neighbourPoint.y ); var mainHandleLength: number = Math.sqrt(Math.pow(mainHandleBounds.x, 2) + Math.pow(mainHandleBounds.y, 2)); var neighbourHandleLength: number = Math.sqrt(Math.pow(neighbourHandleBounds.x, 2) + Math.pow(neighbourHandleBounds.y, 2)); if (mainHandleLength <= 0.1) return; // no secure length available for division? What about zoom? Use EPSILON? // Just invert the main handle (keep length or not? if (obtainHandleLengths) { neighbourControlPoint.set( neighbourPoint.x - mainHandleBounds.x * (neighbourHandleLength / mainHandleLength), neighbourPoint.y - mainHandleBounds.y * (neighbourHandleLength / mainHandleLength) ); } else { neighbourControlPoint.set(neighbourPoint.x - mainHandleBounds.x, neighbourPoint.y - mainHandleBounds.y); } neighbourCurve.updateArcLengths(); } /** * Get the bounds of this Bézier path. * * Note the the curves' underlyung segment buffers are used to determine the bounds. The more * elements the segment buffers have, the more precise the returned bounds will be. * * @return {Bounds} The bounds of this Bézier path. **/ getBounds(): Bounds { const min: Vertex = new Vertex(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY); const max: Vertex = new Vertex(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY); var b: Bounds; for (var i = 0; i < this.bezierCurves.length; i++) { b = this.bezierCurves[i].getBounds(); min.x = Math.min(min.x, b.min.x); min.y = Math.min(min.y, b.min.y); max.x = Math.max(max.x, b.max.x); max.y = Math.max(max.y, b.max.y); } return new Bounds(min, max); } /** * Get n 'equally' distributed vertices along this Bézier path. * * As the changing curvature of the B slines makes prediction of distances difficult, the * returned vertices' distances are only relatively equal: * - the distance grows where curvature is large. * - the distance shrinks where curvature is small. * * Only the distance mean of all consecutive is 1/n-th of the total arc length. * * Usually this approximation is good enough for most use cases. * * @param {number} pointCount - (must be at least 2) The number of desired points (start and end point included). * @return {Array<Vertex>} */ getEvenDistributionVertices(pointCount: number): Array<Vertex> { if (pointCount < 2) { throw new Error("pointCount must be larger than one; is " + pointCount + "."); } const result: Array<Vertex> = []; if (this.bezierCurves.length === 0) { return result; } // Fetch and add the start point from the source polygon var polygonPoint = new Vertex(this.bezierCurves[0].startPoint); result.push(polygonPoint); // if (this.bezierCurves.length === 1) { // return result; // } const perimeter: number = this.totalArcLength; const stepSize: number = perimeter / (pointCount - 1); const n: number = this.bezierCurves.length; let curveIndex: number = 0; let segmentLength: number = this.bezierCurves[0].arcLength; let curSegmentU: number = stepSize; let i: number = 1; while (i < pointCount && curveIndex < n) { // Check if next eq point is inside this segment if (curSegmentU < segmentLength) { var newPoint = this.bezierCurves[curveIndex].getPoint(curSegmentU); result.push(newPoint); curSegmentU += stepSize; i++; } else { curveIndex++; curSegmentU = curSegmentU - segmentLength; segmentLength = curveIndex < n ? this.bezierCurves[curveIndex].arcLength : 0; } } result.push(new Vertex(this.bezierCurves[n - 1].endPoint)); return result; } /** * Clone this BezierPath (deep clone). * * @method clone * @instance * @memberof BezierPath * @return {BezierPath} **/ clone(): BezierPath { var path: BezierPath = new BezierPath(); // undefined); for (var i = 0; i < this.bezierCurves.length; i++) { path.bezierCurves.push(this.bezierCurves[i].clone()); // Connect splines if (i > 0) path.bezierCurves[i - 1].endPoint = path.bezierCurves[i].startPoint; } path.updateArcLengths(); path.adjustCircular = this.adjustCircular; return path; } /** * Compare this and the passed Bézier path. * * @method equals * @param {BezierPath} path - The pass to compare with. * @instance * @memberof BezierPath * @return {boolean} **/ equals(path: BezierPath): boolean { if (!path) return false; // Check if path contains the credentials if (!path.bezierCurves) return false; if (typeof path.bezierCurves.length == "undefined") return false; if (path.bezierCurves.length != this.bezierCurves.length) return false; for (var i = 0; i < this.bezierCurves.length; i++) { if (!this.bezierCurves[i].equals(path.bezierCurves[i])) return false; } return true; } /** * This function should invalidate any installed listeners and invalidate this object. * After calling this function the object might not hold valid data any more and * should not be used. * * @method destroy * @instance * @memberof BezierPath */ destroy() { for (var i = 0; i < this.bezierCurves.length; i++) { this.bezierCurves[i].destroy(); } this.isDestroyed = true; } /** * Convert this path to an array of path points that can be drawn by the default DrawLib * implementations. * * @method toPathPoints * @instance * @memberof BezierPath * @return {Array<XYCoords>} */ toPathPoints(): Array<XYCoords> { if (this.bezierCurves.length === 0) { return []; } if (this.bezierCurves.length === 1) { return [ this.bezierCurves[0].startPoint, this.bezierCurves[0].startControlPoint, this.bezierCurves[0].endControlPoint, this.bezierCurves[0].endPoint ]; } const arr: Array<XYCoords> = []; arr.push(this.bezierCurves[0].startPoint); arr.push(this.bezierCurves[0].startControlPoint); for (var i = 1; i < this.bezierCurves.length; i++) { arr.push(this.bezierCurves[i - 1].endControlPoint); arr.push(this.bezierCurves[i - 1].endPoint); arr.push(this.bezierCurves[i].startPoint); arr.push(this.bezierCurves[i].startControlPoint); } arr.push(this.bezierCurves[0].endControlPoint); arr.push(this.bezierCurves[0].endPoint); return arr; } /** * Create a JSON string representation of this bézier curve. * * @method toJSON * @param {boolean} prettyFormat - If true then the function will add line breaks. * @instance * @memberof BezierPath * @return {string} The JSON string. **/ toJSON(prettyFormat: boolean): string { var buffer: Array<string> = []; buffer.push("["); // array begin for (var i = 0; i < this.bezierCurves.length; i++) { if (i > 0) buffer.push(","); if (prettyFormat) buffer.push("\n\t"); else buffer.push(" "); buffer.push(this.bezierCurves[i].toJSON(prettyFormat)); } if (this.bezierCurves.length != 0) buffer.push(" "); buffer.push("]"); // array end return buffer.join(""); // Convert to string, with empty separator. } /** * Parse a BezierPath from the given JSON string. * * @method fromJSON * @param {string} jsonString - The string with the JSON data. * @throw An error if the string is not JSON or does not contain a bezier path object. * @static * @memberof BezierPath * @return {BezierPath} The parsed bezier path instance. **/ static fromJSON(jsonString: string): BezierPath { var obj: any = JSON.parse(jsonString); return BezierPath.fromArray(obj); } /** * Construct a new path with a single curve. Adding more curves is always possible. * * @method fromCurve * @param {CubicBezierCurve} curve - The curve to construct a new path from. * @static * @memberof BezierPath * @return {BezierPath} The constructed bezier path instance. */ static fromCurve(curve: CubicBezierCurve): BezierPath { const path = new BezierPath(); // []); path.addCurve(curve); return path; } /** * Create a BezierPath instance from the given array. * * @method fromArray * @param {Vertex[][]} arr - A two-dimensional array containing the bezier path vertices. * @throw An error if the array does not contain proper bezier path data. * @static * @memberof BezierPath * @return {BezierPath} The bezier path instance retrieved from the array data. **/ static fromArray(obj: any): BezierPath { if (!Array.isArray(obj)) { throw "[BezierPath.fromArray] Passed object must be an array."; } const arr: Array<any> = obj as Array<Array<Vertex>>; // FORCE? if (arr.length < 1) { throw "[BezierPath.fromArray] Passed array must contain at least one bezier curve (has " + arr.length + ")."; } // Create an empty bezier path var bPath: BezierPath = new BezierPath(); // undefined); var lastCurve: CubicBezierCurve | null = null; for (var i = 0; i < arr.length; i++) { // Convert object (or array?) to bezier curve var bCurve: CubicBezierCurve; if (CubicBezierCurve.isInstance(arr[i])) { bCurve = arr[i].clone(); } else if (0 in arr[i] && 1 in arr[i] && 2 in arr[i] && 3 in arr[i]) { if (!arr[i][0] || !arr[i][1] || !arr[i][2] || !arr[i][3]) throw "Cannot convert path data to BezierPath instance. At least one element is undefined (index=" + i + "): " + arr[i]; bCurve = CubicBezierCurve.fromArray(arr[i]); } else { bCurve = CubicBezierCurve.fromObject(arr[i]); } // Set curve start point? // (avoid duplicate point instances!) if (lastCurve) bCurve.startPoint = lastCurve.endPoint; // Add to path's internal list bPath.bezierCurves.push(bCurve); // bPath.totalArcLength += bCurve.getLength(); lastCurve = bCurve; } bPath.updateArcLengths(); // Bezier segments added. Done return bPath; } /** * This function converts the bezier path into a string containing * integer values only. * The points' float values are rounded to 1 digit after the comma. * * The returned string represents a JSON array (with leading '[' and * trailing ']', the separator is ','). * * @method toReducedListRepresentation * @param {number} digits - The number of digits to be used after the comma '.'. * @instance * @memberof BezierPath * @return {string} The reduced list representation of this path. **/ toReducedListRepresentation(digits: number): string { if (typeof digits == "undefined") digits = 1; var buffer: Array<string> = []; buffer.push("["); // array begin for (var i = 0; i < this.bezierCurves.length; i++) { var curve = this.bezierCurves[i]; buffer.push(curve.getStartPoint().x.toFixed(digits)); buffer.push(","); buffer.push(curve.getStartPoint().y.toFixed(digits)); buffer.push(","); buffer.push(curve.getStartControlPoint().x.toFixed(digits)); buffer.push(","); buffer.push(curve.getStartControlPoint().y.toFixed(digits)); buffer.push(","); buffer.push(curve.getEndControlPoint().x.toFixed(digits)); buffer.push(","); buffer.push(curve.getEndControlPoint().y.toFixed(digits)); buffer.push(","); } if (this.bezierCurves.length != 0) { var curve = this.bezierCurves[this.bezierCurves.length - 1]; buffer.push(curve.getEndPoint().x.toFixed(digits)); buffer.push(","); buffer.push(curve.getEndPoint().y.toFixed(digits)); } buffer.push("]"); // array end return buffer.join(""); // Convert to string, with empty separator. } /** * Parse a BezierPath instance from the reduced list representation.<br> * <br> * The passed string must represent a JSON array containing numbers only. * * @method fromReducedListRepresentation * @param {string} listJSON - The number of digits to be used after the floating point. * @throw An error if the string is malformed. * @instance * @memberof BezierPath * @return {BezierPath} The bezier path instance retrieved from the string. **/ static fromReducedListRepresentation(listJSON: string, adjustCircular?: boolean): BezierPath { // Parse the array var pointArray: Array<number> = JSON.parse(listJSON) as Array<number>; if (!pointArray.length) { console.log("Cannot parse bezier path from non-array object nor from empty point list."); throw "Cannot parse bezier path from non-array object nor from empty point list."; } if (pointArray.length < 8) { console.log("Cannot build bezier path. The passed array must contain at least 8 elements (numbers)."); throw "Cannot build bezier path. The passed array must contain at least 8 elements (numbers)."; } return BezierPath.fromReducedList(pointArray, adjustCircular); } /** * Convert a reduced list representation (array of numeric coordinates) to a BezierPath instance. * * The array's length must be 6*n + 2: * - [sx, sy, scx, scy, ecx, ecy, ... , ex, ey ] * | | | | * +--- sequence of curves --------+ +-end-+ * * @param {number[]} pointArray * @returns BezierPath */ static fromReducedList(pointArray: Array<number>, adjustCircular?: boolean): BezierPath { // Convert to object var bezierPath: BezierPath = new BezierPath(); // null); // No points yet var startPoint: Vertex = new Vertex(); var startControlPoint: Vertex; var endControlPoint: Vertex; var endPoint: Vertex; var i: number = 0; do { if (i == 0) { // firstStartPoint = startPoint = new Vertex(pointArray[i], pointArray[i + 1]); } startControlPoint = new Vertex(pointArray[i + 2], pointArray[i + 3]); endControlPoint = new Vertex(pointArray[i + 4], pointArray[i + 5]); // if (i + 8 >= pointArray.length) { // endPoint = firstStartPoint; // } else { endPoint = new Vertex(pointArray[i + 6], pointArray[i + 7]); // } var bCurve: CubicBezierCurve = new CubicBezierCurve(startPoint, endPoint, startControlPoint, endControlPoint); bezierPath.bezierCurves.push(bCurve); startPoint = endPoint; i += 6; } while (i + 2 < pointArray.length); bezierPath.adjustCircular = adjustCircular ?? false; if (adjustCircular) { bezierPath.bezierCurves[bezierPath.bezierCurves.length - 1].endPoint = bezierPath.bezierCurves[0].startPoint; } bezierPath.updateArcLengths(); return bezierPath; } }