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Skulpt is a Javascript implementation of Python 2.x. Python that runs in your browser!

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<!DOCTYPE html> <html> <!-- Copyright 2007 The Closure Library Authors. All Rights Reserved. Use of this source code is governed by the Apache License, Version 2.0. See the COPYING file for details. --> <head> <meta http-equiv="X-UA-Compatible" content="IE=edge"> <title>Closure Unit Tests - goog.math.Bezier</title> <script src="../base.js"></script> <script> goog.require('goog.math.Bezier'); goog.require('goog.testing.jsunit'); </script> </head> <body> <script> function testEquals() { var input = new goog.math.Bezier(1, 2, 3, 4, 5, 6, 7, 8); assert(input.equals(input)); } function testClone() { var input = new goog.math.Bezier(1, 2, 3, 4, 5, 6, 7, 8); assertNotEquals('Clone returns a new object', input, input.clone()) assert('Contents of clone match original', input.equals(input.clone())); } function testFlip() { var input = new goog.math.Bezier(1, 1, 2, 2, 3, 3, 4, 4); var compare = new goog.math.Bezier(4, 4, 3, 3, 2, 2, 1, 1); var flipped = input.clone(); flipped.flip(); assert('Flipped behaves as expected', compare.equals(flipped)); flipped.flip(); assert('Flipping twice gives original', input.equals(flipped)); } function testGetPoint() { var input = new goog.math.Bezier(0, 1, 1, 2, 2, 3, 3, 4); assert(goog.math.Coordinate.equals(input.getPoint(0), new goog.math.Coordinate(0, 1))); assert(goog.math.Coordinate.equals(input.getPoint(1), new goog.math.Coordinate(3, 4))); assert(goog.math.Coordinate.equals(input.getPoint(0.5), new goog.math.Coordinate(1.5, 2.5))); } function testSubdivide() { var input = new goog.math.Bezier(0, 1, 1, 2, 2, 3, 3, 4); input.subdivide(1/3, 2/3); assert(goog.math.nearlyEquals(1, input.x0)); assert(goog.math.nearlyEquals(2, input.y0)); assert(goog.math.nearlyEquals(2, input.x3)); assert(goog.math.nearlyEquals(3, input.y3)); } function testSolvePositionFromXValue() { var eps = 1e-6; var bezier = new goog.math.Bezier(0, 0, 0.25, 0.1, 0.25, 1, 1, 1); var pt = bezier.getPoint(0.5); assertRoughlyEquals(0.3125, pt.x, eps); assertRoughlyEquals(0.5375, pt.y, eps); assertRoughlyEquals(0.321, bezier.solvePositionFromXValue(bezier.getPoint(0.321).x), eps); } function testSolveYValueFromXValue() { var eps = 1e-6; // The following example is taken from // http://www.netzgesta.de/dev/cubic-bezier-timing-function.html. // The timing values shown in that page are 1 - <value> so the // bezier curves in this test are constructed with 1 - ctrl points. // E.g. ctrl points (0, 0, 0.25, 0.1, 0.25, 1, 1, 1) become // (1, 1, 0.75, 0, 0.75, 0.9, 0, 0) here. Since chanding the order of // the ctrl points does not affect the shape of the curve, once can also // have (0, 0, 0.75, 0.9, 0.75, 0, 1, 1). // netzgesta example. var bezier = new goog.math.Bezier(1, 1, 0.75, 0.9, 0.75, 0, 0, 0); assertRoughlyEquals(0.024374631, bezier.solveYValueFromXValue(0.2), eps); assertRoughlyEquals(0.317459494, bezier.solveYValueFromXValue(0.6), eps); assertRoughlyEquals(0.905205002, bezier.solveYValueFromXValue(0.9), eps); // netzgesta example with ctrl points in the reverse order so that 1st and // last ctrl points are (0, 0) and (1, 1). Note the result is exactly the // same. bezier = new goog.math.Bezier(0, 0, 0.75, 0, 0.75, 0.9, 1, 1); assertRoughlyEquals(0.024374631, bezier.solveYValueFromXValue(0.2), eps); assertRoughlyEquals(0.317459494, bezier.solveYValueFromXValue(0.6), eps); assertRoughlyEquals(0.905205002, bezier.solveYValueFromXValue(0.9), eps); // Ease-out css animation timing in webkit. bezier = new goog.math.Bezier(0, 0, 0, 0, 0.58, 1, 1, 1); assertRoughlyEquals(0.308366667, bezier.solveYValueFromXValue(0.2), eps); assertRoughlyEquals(0.785139061, bezier.solveYValueFromXValue(0.6), eps); assertRoughlyEquals(0.982973389, bezier.solveYValueFromXValue(0.9), eps); } </script> </body> </html>