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Use constant substitution for Numerical constants as well.
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6 changed files with 12 additions and 11 deletions
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@ -494,7 +494,7 @@ var Matrix = this.Matrix = Base.extend(/** @lends Matrix# */{
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getRotation: function() {
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var angle1 = -Math.atan2(this._b, this._d),
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angle2 = Math.atan2(this._c, this._a);
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return Math.abs(angle1 - angle2) < Numerical.EPSILON
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return Math.abs(angle1 - angle2) < /*#=*/ Numerical.EPSILON
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? angle1 * 180 / Math.PI : undefined;
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},
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@ -687,7 +687,7 @@ var Point = this.Point = Base.extend(/** @lends Point# */{
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* @returns {Boolean} {@true it is parallel}
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*/
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isColinear: function(point) {
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return this.cross(point) < Numerical.TOLERANCE;
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return this.cross(point) < /*#=*/ Numerical.TOLERANCE;
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},
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/**
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@ -698,7 +698,7 @@ var Point = this.Point = Base.extend(/** @lends Point# */{
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* @returns {Boolean} {@true it is orthogonal}
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*/
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isOrthogonal: function(point) {
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return this.dot(point) < Numerical.TOLERANCE;
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return this.dot(point) < /*#=*/ Numerical.TOLERANCE;
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},
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/**
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@ -16,4 +16,5 @@
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/*#*/ include('item/ChangeFlag.js');
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/*#*/ include('path/SelectionState.js');
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/*#*/ include('util/Numerical.js');
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/*#*/ include('svg/constants.js');
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@ -316,8 +316,8 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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getCrossings: function(point, roots) {
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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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// Solve the y-axis cubic polynomial for point.y and count all solutions
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// to the right of point.x as crossings.
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var vals = this.getValues(),
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count = Curve.solveCubic(vals, 1, point.y, roots),
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crossings = 0;
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@ -329,9 +329,9 @@ var Curve = this.Curve = Base.extend(/** @lends Curve# */{
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// touching a tip. Passing 1 for Curve.evaluate()'s type means
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// we're calculating tangents, and then check their y-slope for
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// a change of direction:
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if (t < Numerical.TOLERANCE && Curve.evaluate(
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if (t < /*#=*/ Numerical.TOLERANCE && Curve.evaluate(
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this.getPrevious().getValues(), 1, 1).y
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* Curve.evaluate(vals, t, 1).y >= Numerical.TOLERANCE)
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* Curve.evaluate(vals, t, 1).y >= /*#=*/ Numerical.TOLERANCE)
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continue;
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crossings++;
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}
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@ -657,7 +657,7 @@ new function() { // Scope for methods that require numerical integration
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}
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return Numerical.findRoot(f, ds,
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forward ? a + guess : b - guess, // Initial guess for x
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a, b, 16, Numerical.TOLERANCE);
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a, b, 16, /*#=*/ Numerical.TOLERANCE);
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}
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};
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}, new function() { // Scope for nearest point on curve problem
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@ -95,7 +95,7 @@ var PathFitter = Base.extend({
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// Use least-squares method to find Bezier control points for region.
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generateBezier: function(first, last, uPrime, tan1, tan2) {
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var epsilon = Numerical.EPSILON,
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var epsilon = /*#=*/ Numerical.EPSILON,
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pt1 = this.points[first],
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pt2 = this.points[last],
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// Create the C and X matrices
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@ -194,7 +194,7 @@ var PathFitter = Base.extend({
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diff = pt.subtract(point),
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df = pt1.dot(pt1) + diff.dot(pt2);
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// Compute f(u) / f'(u)
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if (Math.abs(df) < Numerical.TOLERANCE)
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if (Math.abs(df) < /*#=*/ Numerical.TOLERANCE)
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return u;
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// u = u - f(u) / f'(u)
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return u - diff.dot(pt1) / df;
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@ -62,7 +62,7 @@ var PathFlattener = Base.extend({
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var x = curve[6] - curve[0],
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y = curve[7] - curve[1],
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dist = Math.sqrt(x * x + y * y);
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if (dist > Numerical.TOLERANCE) {
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if (dist > /*#=*/ Numerical.TOLERANCE) {
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this.length += dist;
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this.parts.push({
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offset: this.length,
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