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Add support for optional matrix in Path#contains(), Path#getNearestLocation(), Curve#getValues(), Curve#getCrossings(), Curve#getNearestLocation()
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2851d8e403
commit
4a53503130
2 changed files with 34 additions and 27 deletions
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@ -208,8 +208,17 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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this.getHandle2().setSelected(selected);
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},
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getValues: function() {
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return Curve.getValues(this._segment1, this._segment2);
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getValues: function(matrix) {
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return Curve.getValues(this._segment1, this._segment2, matrix);
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},
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getPoints: function(matrix) {
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// Convert to array of absolute points
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var coords = this.getValues(matrix),
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points = [];
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for (var i = 0; i < 8; i += 2)
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points.push(Point.create(coords[i], coords[i + 1]));
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return points;
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},
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// DOCS: document Curve#getLength(from, to)
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@ -317,12 +326,12 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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return Curve.getParameter.apply(Curve, args);
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},
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getCrossings: function(point, prevSlope) {
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getCrossings: function(point, matrix, prevSlope) {
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// Implement the crossing number algorithm:
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// http://en.wikipedia.org/wiki/Point_in_polygon
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// Solve the y-axis cubic polynominal for point.y and count all
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// solutions to the right of point.x as crossings.
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var vals = this.getValues(),
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var vals = this.getValues(matrix),
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roots = Curve.solveCubic(vals[1], vals[3], vals[5], vals[7],
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point.y),
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crossings = 0;
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@ -389,17 +398,20 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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return curve;
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},
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getValues: function(segment1, segment2) {
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getValues: function(segment1, segment2, matrix) {
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var p1 = segment1._point,
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h1 = segment1._handleOut,
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h2 = segment2._handleIn,
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p2 = segment2._point;
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return [
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p1._x, p1._y,
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p1._x + h1._x, p1._y + h1._y,
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p2._x + h2._x, p2._y + h2._y,
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p2._x, p2._y
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];
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p2 = segment2._point,
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coords = [
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p1._x, p1._y,
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p1._x + h1._x, p1._y + h1._y,
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p2._x + h2._x, p2._y + h2._y,
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p2._x, p2._y
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];
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return matrix
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? matrix._transformCoordinates(coords, 0, coords, 0, 4)
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: coords;
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},
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evaluate: function(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, t, type) {
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@ -845,13 +857,8 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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}
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return {
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getNearestLocation: function(point) {
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var p1 = this._segment1._point,
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h1 = this._segment1._handleOut,
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h2 = this._segment2._handleIn,
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p2 = this._segment2._point;
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var w = toBezierForm([p1, p1.add(h1), p2.add(h2), p2], point);
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getNearestLocation: function(point, matrix) {
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var w = toBezierForm(this.getPoints(matrix), point);
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// Also look at beginning and end of curve (t = 0 / 1)
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var roots = findRoots(w, 0).concat([0, 1]);
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var minDist = Infinity,
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@ -870,8 +877,8 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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return new CurveLocation(this, minRoot, minPoint, minDist);
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},
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getNearestPoint: function(point) {
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return this.getNearestLocation(point).getPoint();
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getNearestPoint: function(point, matrix) {
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return this.getNearestLocation(point, matrix).getPoint();
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}
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};
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});
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@ -1162,12 +1162,12 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
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return loc && loc.getNormal();
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},
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getNearestLocation: function(point) {
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getNearestLocation: function(point, matrix) {
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var curves = this.getCurves(),
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minDist = Infinity,
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minLoc = null;
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for (var i = 0, l = curves.length; i < l; i++) {
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var loc = curves[i].getNearestLocation(point);
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var loc = curves[i].getNearestLocation(point, matrix);
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if (loc._distance < minDist) {
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minDist = loc._distance;
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minLoc = loc;
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@ -1176,13 +1176,13 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
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return minLoc;
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},
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getNearestPoint: function(point) {
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return this.getNearestLocation(point).getPoint();
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getNearestPoint: function(point, matrix) {
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return this.getNearestLocation(point, matrix).getPoint();
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},
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contains: function(point) {
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contains: function(point, matrix) {
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point = Point.read(arguments);
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if (!this._closed || !this.getBounds().contains(point))
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if (!this._closed || !this.getBounds(matrix).contains(point))
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return false;
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// Use the crossing number algorithm, by counting the crossings of the
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// beam in right y-direction with the shape, and see if it's an odd
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