paper.js/src/path/CurveLocation.js

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/*
* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
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* http://paperjs.org/
*
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* Copyright (c) 2011 - 2014, Juerg Lehni & Jonathan Puckey
* http://scratchdisk.com/ & http://jonathanpuckey.com/
*
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* Distributed under the MIT license. See LICENSE file for details.
*
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* All rights reserved.
*/
/**
* @name CurveLocation
*
* @class CurveLocation objects describe a location on {@link Curve} objects,
* as defined by the curve-time {@link #parameter}, a value between {@code 0}
* (beginning of the curve) and {@code 1} (end of the curve). If the curve is
* part of a {@link Path} item, its {@link #index} inside the
* {@link Path#curves} array is also provided.
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*
* The class is in use in many places, such as
* {@link Path#getLocationAt(offset)},
* {@link Path#getLocationOf(point)},
* {@link Path#getNearestLocation(point)},
* {@link PathItem#getIntersections(path)},
* etc.
*/
var CurveLocation = Base.extend(/** @lends CurveLocation# */{
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_class: 'CurveLocation',
// Enforce creation of beans, as bean getters have hidden parameters.
// See #getSegment() below.
beans: true,
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// DOCS: CurveLocation class description: add these back when the mentioned
// functioned have been added: {@link Path#split(location)}
/**
* Creates a new CurveLocation object.
*
* @param {Curve} curve
* @param {Number} parameter
* @param {Point} [point]
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*/
initialize: function CurveLocation(curve, parameter, point,
_overlap, _distance) {
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// Merge intersections very close to the end of a curve with the
// beginning of the next curve.
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if (parameter > /*#=*/(1 - Numerical.CURVETIME_EPSILON)) {
var next = curve.getNext();
if (next) {
parameter = 0;
curve = next;
}
}
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// Define this CurveLocation's unique id.
// NOTE: We do not use the same pool as the rest of the library here,
// since this is only required to be unique at runtime among other
// CurveLocation objects.
this._id = UID.get(CurveLocation);
this._setCurve(curve);
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this._parameter = parameter;
this._point = point || curve.getPointAt(parameter, true);
this._overlap = _overlap;
this._distance = _distance;
this._intersection = this._next = this._prev = null;
},
_setCurve: function(curve) {
var path = curve._path;
this._version = path ? path._version : 0;
this._curve = curve;
this._segment = null; // To be determined, see #getSegment()
// Also store references to segment1 and segment2, in case path
// splitting / dividing is going to happen, in which case the segments
// can be used to determine the new curves, see #getCurve(true)
this._segment1 = curve._segment1;
this._segment2 = curve._segment2;
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},
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_setSegment: function(segment) {
this._setCurve(segment.getCurve());
this._segment = segment;
this._parameter = segment === this._segment1 ? 0 : 1;
},
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/**
* The segment of the curve which is closer to the described location.
*
* @type Segment
* @bean
*/
getSegment: function() {
// Request curve first, so _segment gets invalidated if it's out of sync
var curve = this.getCurve(),
segment = this._segment;
if (!segment) {
var parameter = this.getParameter();
if (parameter === 0) {
segment = curve._segment1;
} else if (parameter === 1) {
segment = curve._segment2;
} else if (parameter != null) {
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// Determine the closest segment by comparing curve lengths
segment = curve.getPartLength(0, parameter)
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< curve.getPartLength(parameter, 1)
? curve._segment1
: curve._segment2;
}
this._segment = segment;
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}
return segment;
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},
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/**
* The curve that this location belongs to.
*
* @type Curve
* @bean
*/
getCurve: function() {
var curve = this._curve,
path = curve && curve._path,
that = this;
if (path && path._version !== this._version) {
// If the path's segments have changed in the meantime, clear the
// internal _parameter value and force refetching of the correct
// curve again here.
curve = this._parameter = this._curve = null;
}
// If path is out of sync, access current curve objects through segment1
// / segment2. Since path splitting or dividing might have happened in
// the meantime, try segment1's curve, and see if _point lies on it
// still, otherwise assume it's the curve before segment2.
function trySegment(segment) {
var curve = segment && segment.getCurve();
if (curve && (that._parameter = curve.getParameterOf(that._point))
!= null) {
// Fetch path again as it could be on a new one through split()
that._setCurve(curve);
that._segment = segment;
return curve;
}
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}
return curve
|| trySegment(this._segment)
|| trySegment(this._segment1)
|| trySegment(this._segment2.getPrevious());
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},
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/**
* The path this curve belongs to, if any.
*
* @type Item
* @bean
*/
getPath: function() {
var curve = this.getCurve();
return curve && curve._path;
},
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/**
* The index of the {@link #curve} within the {@link Path#curves} list, if
* it is part of a {@link Path} item.
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*
* @type Index
* @bean
*/
getIndex: function() {
var curve = this.getCurve();
return curve && curve.getIndex();
},
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/**
* The curve-time parameter, as used by various bezier curve calculations.
* It is value between {@code 0} (beginning of the curve) and {@code 1}
* (end of the curve).
*
* @type Number
* @bean
*/
getParameter: function() {
var curve = this.getCurve(),
parameter = this._parameter;
return curve && parameter == null
? this._parameter = curve.getParameterOf(this._point)
: parameter;
},
/**
* The point which is defined by the {@link #curve} and
* {@link #parameter}.
*
* @type Point
* @bean
*/
getPoint: function() {
return this._point;
},
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/**
* The length of the path from its beginning up to the location described
* by this object. If the curve is not part of a path, then the length
* within the curve is returned instead.
*
* @type Number
* @bean
*/
getOffset: function() {
var path = this.getPath();
return path ? path._getOffset(this) : this.getCurveOffset();
},
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/**
* The length of the curve from its beginning up to the location described
* by this object.
*
* @type Number
* @bean
*/
getCurveOffset: function() {
var curve = this.getCurve(),
parameter = this.getParameter();
return parameter != null && curve && curve.getPartLength(0, parameter);
},
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/**
* The curve location on the intersecting curve, if this location is the
* result of a call to {@link PathItem#getIntersections(path)} /
* {@link Curve#getIntersections(curve)}.
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*
* @type CurveLocation
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* @bean
*/
getIntersection: function() {
return this._intersection;
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},
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/**
* The tangential vector to the {@link #curve} at the given location.
*
* @name CurveLocation#getTangent
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* @type Point
* @bean
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*/
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/**
* The normal vector to the {@link #curve} at the given location.
*
* @name CurveLocation#getNormal
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* @type Point
* @bean
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*/
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/**
* The curvature of the {@link #curve} at the given location.
*
* @name CurveLocation#getCurvature
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* @type Number
* @bean
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*/
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/**
* The distance from the queried point to the returned location.
*
* @type Number
* @bean
* @see Curve#getNearestLocation(point)
* @see Path#getNearestLocation(point)
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*/
getDistance: function() {
return this._distance;
},
// DOCS: divide(), split()
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divide: function() {
var curve = this.getCurve();
return curve && curve.divide(this.getParameter(), true);
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},
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split: function() {
var curve = this.getCurve();
return curve && curve.split(this.getParameter(), true);
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},
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/**
* Checks whether tow CurveLocation objects are describing the same location
* on a path, by applying the same tolerances as elsewhere when dealing with
* curve time parameters.
*
* @param {CurveLocation} location
* @return {Boolean} {@true if the locations are equal}
*/
equals: function(loc, _ignoreOther) {
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var res = this === loc;
if (!res && loc instanceof CurveLocation
&& this.getPath() === loc.getPath()) {
// NOTE: We need to compare both by (index + parameter) and by
// proximity of points, see:
// https://github.com/paperjs/paper.js/issues/784#issuecomment-143161586
// We need to wrap the diff value around the path's beginning / end.
var c1 = this.getCurve(),
c2 = loc.getCurve();
diff = Math.abs(
((c1.isLast() && c2.isFirst() ? -1 : c1.getIndex())
+ this.getParameter()) -
((c2.isLast() && c1.isFirst() ? -1 : c2.getIndex())
+ loc.getParameter()));
// For curves with only one segment, pick the smaller diff between
// the two.
if (c1 === c2 && diff > 0.5 && c1.isFirst() && c1.isLast())
diff = 1 - diff;
// Use a relaxed threshold of < 1 for difference when deciding if
// two locations should be checked for point proximity. This is
// necessary to catch equal locations on very small curves.
res = (diff < /*#=*/Numerical.CURVETIME_EPSILON
|| diff < 1 && this.getPoint().isClose(loc.getPoint(),
/*#=*/Numerical.GEOMETRIC_EPSILON))
&& (_ignoreOther
|| (!this._intersection && !loc._intersection
|| this._intersection && this._intersection.equals(
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loc._intersection, true)));
}
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return res;
},
/**
* @return {String} a string representation of the curve location
*/
toString: function() {
var parts = [],
point = this.getPoint(),
f = Formatter.instance;
if (point)
parts.push('point: ' + point);
var index = this.getIndex();
if (index != null)
parts.push('index: ' + index);
var parameter = this.getParameter();
if (parameter != null)
parts.push('parameter: ' + f.number(parameter));
if (this._distance != null)
parts.push('distance: ' + f.number(this._distance));
return '{ ' + parts.join(', ') + ' }';
},
/**
* {@grouptitle Tests}
* Checks if the location is an intersection with another curve and is
* merely touching the other curve, as opposed to crossing it.
*
* @return {Boolean} {@true if the location is an intersection that is
* merely touching another curve}
* @see #isCrossing()
*/
isTouching: function() {
var t1 = this.getTangent(),
inter = this._intersection,
t2 = inter && inter.getTangent();
return t1 && t2 ? t1.isCollinear(t2) : false;
},
/**
* Checks if the location is an intersection with another curve and is
* crossing the other curve, as opposed to just touching it.
*
* @return {Boolean} {@true if the location is an intersection that is
* crossing another curve}
* @see #isTouching()
*/
isCrossing: function(_report) {
// Implementation based on work by Andy Finnell:
// http://losingfight.com/blog/2011/07/09/how-to-implement-boolean-operations-on-bezier-paths-part-3/
// https://bitbucket.org/andyfinnell/vectorboolean
var inter = this._intersection;
if (!inter)
return false;
// TODO: Make getCurve() and getParameter() sync work in boolean ops
// before and after splitting!!!
var t1 = this._parameter,
t2 = inter._parameter,
tMin = /*#=*/Numerical.CURVETIME_EPSILON,
tMax = 1 - tMin;
// If the intersection is in the middle of the path, it is either a
// tangent or a crossing, no need for the detailed corner check below.
// But we do need a check for the edge case of tangents?
if (t1 >= tMin && t1 <= tMax || t2 >= tMin && t2 <= tMax)
return !this.isTouching();
// Values for getTangentAt() that are almost 0 and 1.
// NOTE: Even though getTangentAt() has code to support 0 and 1 instead
// of tMin and tMax, we still need to use this instead, as other issues
// emerge from switching to 0 and 1 in edge cases.
// NOTE: VectorBoolean has code that slowly shifts these points inwards
// until the resulting tangents are not ambiguous. Do we need this too?
var c2 = this._curve,
c1 = c2.getPrevious(),
c4 = inter._curve,
c3 = c4.getPrevious(),
PI = Math.PI;
if (!c1 || !c3)
return false;
if (_report) {
new Path.Circle({
center: this.getPoint(),
radius: 10,
strokeColor: 'red'
});
new Path({
segments: [c1.getSegment1(), c1.getSegment2(), c2.getSegment2()],
strokeColor: 'red',
strokeWidth: 4
});
new Path({
segments: [c3.getSegment1(), c3.getSegment2(), c4.getSegment2()],
strokeColor: 'orange',
strokeWidth: 4
});
}
function isInRange(angle, min, max) {
return min < max
? angle > min && angle < max
// The range wraps around -PI / PI:
: angle > min && angle <= PI || angle >= -PI && angle < max;
}
// Calculate angles for all four tangents at the intersection point
var a1 = c1.getTangentAt(tMax, true).negate().getAngleInRadians(),
a2 = c2.getTangentAt(tMin, true).getAngleInRadians(),
a3 = c3.getTangentAt(tMax, true).negate().getAngleInRadians(),
a4 = c4.getTangentAt(tMin, true).getAngleInRadians();
// Count how many times curve2 angles appear between the curve1 angles
// If each pair of angles split the other two, then the edges cross.
return (isInRange(a3, a1, a2) ^ isInRange(a4, a1, a2))
&& (isInRange(a3, a2, a1) ^ isInRange(a4, a2, a1));
},
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/**
* Checks if the location is an intersection with another curve and is
* part of an overlap between the two involved paths.
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*
* @return {Boolean} {@true if the location is an intersection that is
* part of an overlap between the two involved paths}
* @see #isCrossing()
* @see #isTouching()
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*/
isOverlap: function() {
return !!this._overlap;
}
}, Base.each(Curve.evaluateMethods, function(name) {
// Produce getters for #getTangent() / #getNormal() / #getCurvature()
if (name !== 'getPoint') {
var get = name + 'At';
this[name] = function() {
var parameter = this.getParameter(),
curve = this.getCurve();
return parameter != null && curve && curve[get](parameter, true);
};
}
}, {}),
new function() { // Scope for statics
function compare(loc1, loc2) {
var path1 = loc1.getPath(),
path2 = loc2.getPath();
// NOTE: equals() takes the intersection location into account,
// while this calculation of diff doesn't!
return path1 === path2
//Sort by both index and parameter. The two values added
// together provides a convenient sorting index.
? (loc1.getIndex() + loc1.getParameter())
- (loc2.getIndex() + loc2.getParameter())
// Sort by path id to group all locs on same path.
: path1._id - path2._id;
}
function insert(locations, loc, merge) {
// Insert-sort by path-id, curve, parameter so we can easily merge
// duplicates with calls to equals() after.
var length = locations.length,
l = 0,
r = length - 1,
abs = Math.abs;
function search(index, dir) {
for (var i = index + dir; i >= 0 && i < length; i += dir) {
var loc2 = locations[i],
diff = abs(compare(loc, loc2));
// See #equals() for details of why `diff < 1` is used here.
if (diff < 1 && loc.equals(loc2))
return loc2;
// If we reach the beginning/end of the list, also compare with
// the location at the other end, as paths are circular lists.
// NOTE: When merging, the locations array will only contain
// locations on the same path, so it is fine that check for the
// end to address circularity. See PathItem#getIntersections()
if (i === 0 || i === length - 1) {
loc2 = locations[i === 0 ? length - 1 : 0];
if (loc.equals(loc2))
return loc2;
}
// Once we're outside of the range, we can stop searching.
if (diff >= 1)
break;
}
return null;
}
while (l <= r) {
var m = (l + r) >>> 1,
loc2 = locations[m],
found;
// See if the two locations are actually the same, and merge if
// they are. If they aren't check the other neighbors with search()
if (merge && (found = loc.equals(loc2) ? loc2
: (search(m, -1) || search(m, 1)))) {
// We're done, don't insert, merge with the found location
// instead, and carry over overlap:
if (loc._overlap) {
found._overlap = found._intersection._overlap = true;
}
return found;
}
if (compare(loc, loc2) < 0) {
r = m - 1;
} else {
l = m + 1;
}
}
// We didn't merge with a preexisting location, insert it now.
locations.splice(l, 0, loc);
return loc;
}
return { statics: {
insert: insert,
expand: function(locations) {
// Create a copy since insert() keeps modifying the array and
// inserting at sorted indices.
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var expanded = locations.slice();
for (var i = 0, l = locations.length; i < l; i++) {
insert(expanded, locations[i]._intersection, false);
}
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return expanded;
}
}};
});