paper.js/src/path/Segment.js

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/*
* Paper.js
*
* This file is part of Paper.js, a JavaScript Vector Graphics Library,
* based on Scriptographer.org and designed to be largely API compatible.
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* http://paperjs.org/
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* http://scriptographer.org/
*
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* Distributed under the MIT license. See LICENSE file for details.
*
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* Copyright (c) 2011, Juerg Lehni & Jonathan Puckey
* http://lehni.org/ & http://jonathanpuckey.com/
*
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* All rights reserved.
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*/
var Segment = this.Segment = Base.extend({
beans: true,
initialize: function(arg0, arg1, arg2, arg3, arg4, arg5) {
if (arguments.length == 0) {
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this._point = SegmentPoint.create(this, 0, 0);
} else if (arguments.length == 1) {
// TODO: If beans are not activated, this won't copy from
// an existing segment. OK?
if (arg0.point) {
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this._point = SegmentPoint.create(this, arg0.point);
this._handleIn = SegmentPoint.create(this, arg0.handleIn);
this._handleOut = SegmentPoint.create(this, arg0.handleOut);
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} else {
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this._point = SegmentPoint.create(this, arg0);
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}
} else if (arguments.length < 6) {
if (arguments.length == 2 && !arg1.x) {
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this._point = SegmentPoint.create(this, arg0, arg1);
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} else {
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this._point = SegmentPoint.create(this, arg0);
// Doesn't matter if these arguments exist, it creates 0, 0
// points otherwise
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this._handleIn = SegmentPoint.create(this, arg1);
this._handleOut = SegmentPoint.create(this, arg2);
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}
} else if (arguments.length == 6) {
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this._point = SegmentPoint.create(this, arg0, arg1);
this._handleIn = SegmentPoint.create(this, arg2, arg3);
this._handleOut = SegmentPoint.create(this, arg4, arg5);
}
if (!this._handleIn)
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this._handleIn = SegmentPoint.create(this, 0, 0);
if (!this._handleOut)
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this._handleOut = SegmentPoint.create(this, 0, 0);
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},
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getPoint: function() {
return this._point;
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},
setPoint: function(point) {
point = Point.read(arguments);
// Do not replace the internal object but update it instead, so
// references to it are kept alive.
this._point.set(point.x, point.y);
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},
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getHandleIn: function() {
return this._handleIn;
},
setHandleIn: function(point) {
point = Point.read(arguments);
// See #setPoint:
this._handleIn.set(point.x, point.y);
// Update corner accordingly
// this.corner = !this._handleIn.isParallel(this._handleOut);
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},
getHandleInIfSet: function() {
return this._handleIn._x == 0 && this._handleIn._y == 0
? null : this._handleIn;
},
getHandleOut: function() {
return this._handleOut;
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},
setHandleOut: function(point) {
point = Point.read(arguments);
// See #setPoint:
this._handleOut.set(point.x, point.y);
// Update corner accordingly
// this.corner = !this._handleIn.isParallel(this._handleOut);
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},
getHandleOutIfSet: function() {
return this._handleOut._x == 0 && this._handleOut._y == 0
? null : this._handleOut;
},
getIndex: function() {
// TODO: Cache and update indices instead of searching?
return this._path ? this._path._segments.indexOf(this) : -1;
},
getPath: function() {
return this._path;
},
getCurve: function() {
if (this._path != null) {
var index = this.getIndex();
// The last segment of an open path belongs to the last curve
// TODO: Port back to Scriptographer
if (!this._path.closed && index == this._path._segments.length - 1)
index--;
return this._path.getCurves()[index];
}
return null;
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},
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getNext: function() {
return this._path && this._path._segments[this.getIndex() + 1] || null;
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},
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getPrevious: function() {
return this._path && this._path._segments[this.getIndex() - 1] || null;
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},
isSelected: function(/* point */) {
var point = arguments.length ? arguments[0] : this._point;
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var state = this._selectionState;
if (point == this._point) {
return state == SelectionState.POINT;
} else if (point == this._handleIn) {
return (state & SelectionState.HANDLE_IN)
== SelectionState.HANDLE_IN;
} else if (point == this._handleOut) {
return (state & SelectionState.HANDLE_OUT)
== SelectionState.HANDLE_OUT;
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}
return false;
},
// TODO: port setSelected(selected) back to Scriptographer
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setSelected: function(/* pt, selected */) {
var pt, selected;
if (arguments.length == 2) {
// setSelected(pt, selected)
pt = arguments[0];
selected = arguments[1];
} else {
// setSelected(selected)
pt = this._point;
selected = arguments[0];
}
if (!this._path)
return;
var wasSelected = !!this._selectionState;
var state = this._selectionState,
pointSelected = state == SelectionState.POINT,
handleInSelected = (state & SelectionState.HANDLE_IN)
== SelectionState.HANDLE_IN,
handleOutSelected = (state & SelectionState.HANDLE_OUT)
== SelectionState.HANDLE_OUT,
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previous = this.getPrevious(),
next = this.getNext(),
closed = this._path.closed,
segments = this._path._segments,
length = segments.length;
if (length > 1 && closed) {
if (previous == null)
previous = segments[length - 1];
if (next == null)
next = segments[0];
}
if (pt == this._point) {
if (pointSelected != selected) {
if (selected) {
handleInSelected = handleOutSelected = false;
} else {
// When deselecting a point, the handles get selected
// instead depending on the selection state of their
// neighbors.
handleInSelected = previous != null
&& (previous._point.isSelected()
|| previous._handleOut.isSelected());
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handleOutSelected = next != null
&& (next._point.isSelected()
|| next._handleOut.isSelected());
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}
pointSelected = selected;
}
} else if (pt == this._handleIn) {
if (handleInSelected != selected) {
// When selecting handles, the point get deselected.
if (selected)
pointSelected = false;
handleInSelected = selected;
}
} else if (pt == this._handleOut) {
if (handleOutSelected != selected) {
// When selecting handles, the point get deselected.
if (selected)
pointSelected = false;
handleOutSelected = selected;
}
}
this._selectionState = pointSelected
? SelectionState.POINT
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: handleInSelected
? handleOutSelected
? SelectionState.HANDLE_BOTH
: SelectionState.HANDLE_IN
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: handleOutSelected
? SelectionState.HANDLE_OUT
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: null;
// If the selection state of the segment has changed, we need to let
// it's path know and possibly add or remove it from
// document._selectedItems
if (wasSelected == !this._selectionState) {
var path = this._path,
selectedItems = path._document._selectedItems;
if (!this._selectionState) {
path._selectedSegmentCount--;
if (path._selectedSegmentCount == 0)
path._document._selectItem(path, false);
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} else {
path._selectedSegmentCount++;
if (path._selectedSegmentCount == 1)
path._document._selectItem(path, true);
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}
}
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},
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reverse: function() {
return new Segment(this._point, this._handleOut, this._handleIn);
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},
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clone: function() {
return new Segment(this);
},
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remove: function() {
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if (this._path) {
this._path._segments.splice(this.getIndex(), 1);
if (this.isSelected())
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this._path._selectedSegmentCount--;
return true;
}
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return false;
},
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toString: function() {
return '{ point: ' + this._point
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+ (!this._handleIn.isZero()
? ', handleIn: ' + this._handleIn : '')
+ (this._handleOut.isZero()
? ', handleOut: ' + this._handleOut : '')
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+ ' }';
},
_transformCoordinates: function(matrix, coords, change) {
// Use matrix.transform version() that takes arrays of multiple
// points for largely improved performance, as no calls to
// Point.read() and Point constructors are necessary.
var point = this._point,
// If a matrix is defined, only transform handles if they are set.
// This saves some computation time. If no matrix is set, always
// use the real handles, as we just want to receive a filled
// coords array for getBounds().
handleIn = matrix && this.getHandleInIfSet() || this._handleIn,
handleOut = matrix && this.getHandleOutIfSet() || this._handleOut,
x = point._x,
y = point._y;
coords[0] = x;
coords[1] = y;
var index = 2;
// We need to convert handles to absolute coordinates in order
// to transform them.
if (handleIn) {
coords[index++] = handleIn._x + x;
coords[index++] = handleIn._y + y;
}
if (handleOut) {
coords[index++] = handleOut._x + x;
coords[index++] = handleOut._y + y;
}
if (matrix) {
matrix.transform(coords, 0, coords, 0, index / 2);
x = coords[0];
y = coords[1];
if (change) {
// If change is true, we need to set the new values back
point._x = x;
point._y = y;
index = 2;
if (handleIn) {
handleIn._x = coords[index++] - x;
handleIn._y = coords[index++] - y;
}
if (handleOut) {
handleOut._x = coords[index++] - x;
handleOut._y = coords[index++] - y;
}
} else {
// We want to receive the results in coords, so make sure
// handleIn and out are defined too, even if they're 0
if (!handleIn) {
coords[index++] = x;
coords[index++] = y;
}
if (!handleOut) {
coords[index++] = x;
coords[index++] = y;
}
}
}
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}
});