vega-scenegraph
Version:
Vega scenegraph and renderers.
332 lines (293 loc) • 8.4 kB
JavaScript
import {bezier, segments} from './arc';
const temp = ['l', 0, 0, 0, 0, 0, 0, 0];
function scale(current, sX, sY) {
const c = (temp[0] = current[0]);
if (c === 'a' || c === 'A') {
temp[1] = sX * current[1];
temp[2] = sY * current[2];
temp[3] = current[3];
temp[4] = current[4];
temp[5] = current[5];
temp[6] = sX * current[6];
temp[7] = sY * current[7];
} else if (c === 'h' || c === 'H') {
temp[1] = sX * current[1];
} else if (c === 'v' || c === 'V') {
temp[1] = sY * current[1];
} else {
for (var i=1, n=current.length; i<n; ++i) {
temp[i] = (i % 2 == 1 ? sX : sY) * current[i];
}
}
return temp;
}
export default function(context, path, l, t, sX, sY) {
var current, // current instruction
previous = null,
x = 0, // current x
y = 0, // current y
controlX = 0, // current control point x
controlY = 0, // current control point y
tempX,
tempY,
tempControlX,
tempControlY,
anchorX = 0,
anchorY = 0;
if (l == null) l = 0;
if (t == null) t = 0;
if (sX == null) sX = 1;
if (sY == null) sY = sX;
if (context.beginPath) context.beginPath();
for (var i=0, len=path.length; i<len; ++i) {
current = path[i];
if (sX !== 1 || sY !== 1) {
current = scale(current, sX, sY);
}
switch (current[0]) { // first letter
case 'l': // lineto, relative
x += current[1];
y += current[2];
context.lineTo(x + l, y + t);
break;
case 'L': // lineto, absolute
x = current[1];
y = current[2];
context.lineTo(x + l, y + t);
break;
case 'h': // horizontal lineto, relative
x += current[1];
context.lineTo(x + l, y + t);
break;
case 'H': // horizontal lineto, absolute
x = current[1];
context.lineTo(x + l, y + t);
break;
case 'v': // vertical lineto, relative
y += current[1];
context.lineTo(x + l, y + t);
break;
case 'V': // verical lineto, absolute
y = current[1];
context.lineTo(x + l, y + t);
break;
case 'm': // moveTo, relative
x += current[1];
y += current[2];
anchorX = x;
anchorY = y;
context.moveTo(x + l, y + t);
break;
case 'M': // moveTo, absolute
x = current[1];
y = current[2];
anchorX = x;
anchorY = y;
context.moveTo(x + l, y + t);
break;
case 'c': // bezierCurveTo, relative
tempX = x + current[5];
tempY = y + current[6];
controlX = x + current[3];
controlY = y + current[4];
context.bezierCurveTo(
x + current[1] + l, // x1
y + current[2] + t, // y1
controlX + l, // x2
controlY + t, // y2
tempX + l,
tempY + t
);
x = tempX;
y = tempY;
break;
case 'C': // bezierCurveTo, absolute
x = current[5];
y = current[6];
controlX = current[3];
controlY = current[4];
context.bezierCurveTo(
current[1] + l,
current[2] + t,
controlX + l,
controlY + t,
x + l,
y + t
);
break;
case 's': // shorthand cubic bezierCurveTo, relative
// transform to absolute x,y
tempX = x + current[3];
tempY = y + current[4];
// calculate reflection of previous control points
controlX = 2 * x - controlX;
controlY = 2 * y - controlY;
context.bezierCurveTo(
controlX + l,
controlY + t,
x + current[1] + l,
y + current[2] + t,
tempX + l,
tempY + t
);
// set control point to 2nd one of this command
// the first control point is assumed to be the reflection of
// the second control point on the previous command relative
// to the current point.
controlX = x + current[1];
controlY = y + current[2];
x = tempX;
y = tempY;
break;
case 'S': // shorthand cubic bezierCurveTo, absolute
tempX = current[3];
tempY = current[4];
// calculate reflection of previous control points
controlX = 2*x - controlX;
controlY = 2*y - controlY;
context.bezierCurveTo(
controlX + l,
controlY + t,
current[1] + l,
current[2] + t,
tempX + l,
tempY + t
);
x = tempX;
y = tempY;
// set control point to 2nd one of this command
// the first control point is assumed to be the reflection of
// the second control point on the previous command relative
// to the current point.
controlX = current[1];
controlY = current[2];
break;
case 'q': // quadraticCurveTo, relative
// transform to absolute x,y
tempX = x + current[3];
tempY = y + current[4];
controlX = x + current[1];
controlY = y + current[2];
context.quadraticCurveTo(
controlX + l,
controlY + t,
tempX + l,
tempY + t
);
x = tempX;
y = tempY;
break;
case 'Q': // quadraticCurveTo, absolute
tempX = current[3];
tempY = current[4];
context.quadraticCurveTo(
current[1] + l,
current[2] + t,
tempX + l,
tempY + t
);
x = tempX;
y = tempY;
controlX = current[1];
controlY = current[2];
break;
case 't': // shorthand quadraticCurveTo, relative
// transform to absolute x,y
tempX = x + current[1];
tempY = y + current[2];
if (previous[0].match(/[QqTt]/) === null) {
// 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;
}
else if (previous[0] === 't') {
// calculate reflection of previous control points for t
controlX = 2 * x - tempControlX;
controlY = 2 * y - tempControlY;
}
else if (previous[0] === 'q') {
// calculate reflection of previous control points for q
controlX = 2 * x - controlX;
controlY = 2 * y - controlY;
}
tempControlX = controlX;
tempControlY = controlY;
context.quadraticCurveTo(
controlX + l,
controlY + t,
tempX + l,
tempY + t
);
x = tempX;
y = tempY;
controlX = x + current[1];
controlY = y + current[2];
break;
case 'T':
tempX = current[1];
tempY = current[2];
// calculate reflection of previous control points
controlX = 2 * x - controlX;
controlY = 2 * y - controlY;
context.quadraticCurveTo(
controlX + l,
controlY + t,
tempX + l,
tempY + t
);
x = tempX;
y = tempY;
break;
case 'a':
drawArc(context, x + l, y + t, [
current[1],
current[2],
current[3],
current[4],
current[5],
current[6] + x + l,
current[7] + y + t
]);
x += current[6];
y += current[7];
break;
case 'A':
drawArc(context, x + l, y + t, [
current[1],
current[2],
current[3],
current[4],
current[5],
current[6] + l,
current[7] + t
]);
x = current[6];
y = current[7];
break;
case 'z':
case 'Z':
x = anchorX;
y = anchorY;
context.closePath();
break;
}
previous = current;
}
}
function drawArc(context, x, y, coords) {
const seg = segments(
coords[5], // end x
coords[6], // end y
coords[0], // radius x
coords[1], // radius y
coords[3], // large flag
coords[4], // sweep flag
coords[2], // rotation
x, y
);
for (let i=0; i<seg.length; ++i) {
const bez = bezier(seg[i]);
context.bezierCurveTo(bez[0], bez[1], bez[2], bez[3], bez[4], bez[5]);
}
}