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Remove debug code and TODO from CurveLocation#isCrossing()
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2 changed files with 7 additions and 26 deletions
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@ -387,17 +387,15 @@ var CurveLocation = Base.extend(/** @lends CurveLocation# */{
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* crossing another curve}
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* @see #isTouching()
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*/
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isCrossing: function(_report) {
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isCrossing: function() {
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// Implementation based on work by Andy Finnell:
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// http://losingfight.com/blog/2011/07/09/how-to-implement-boolean-operations-on-bezier-paths-part-3/
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// https://bitbucket.org/andyfinnell/vectorboolean
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var inter = this._intersection;
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if (!inter)
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return false;
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// TODO: Make getCurve() and getParameter() sync work in boolean ops
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// before and after splitting!!!
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var t1 = this._parameter,
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t2 = inter._parameter,
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var t1 = this.getParameter(),
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t2 = inter.getParameter(),
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tMin = /*#=*/Numerical.CURVETIME_EPSILON,
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tMax = 1 - tMin;
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// If the intersection is in the middle of the path, it is either a
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@ -411,32 +409,14 @@ var CurveLocation = Base.extend(/** @lends CurveLocation# */{
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// emerge from switching to 0 and 1 in edge cases.
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// NOTE: VectorBoolean has code that slowly shifts these points inwards
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// until the resulting tangents are not ambiguous. Do we need this too?
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var c2 = this._curve,
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var c2 = this.getCurve(),
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c1 = c2.getPrevious(),
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c4 = inter._curve,
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c4 = inter.getCurve(),
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c3 = c4.getPrevious(),
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PI = Math.PI;
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if (!c1 || !c3)
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return false;
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if (_report) {
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new Path.Circle({
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center: this.getPoint(),
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radius: 10,
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strokeColor: 'red'
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});
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new Path({
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segments: [c1.getSegment1(), c1.getSegment2(), c2.getSegment2()],
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strokeColor: 'red',
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strokeWidth: 4
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});
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new Path({
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segments: [c3.getSegment1(), c3.getSegment2(), c4.getSegment2()],
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strokeColor: 'orange',
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strokeWidth: 4
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});
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}
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function isInRange(angle, min, max) {
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return min < max
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? angle > min && angle < max
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@ -136,7 +136,8 @@ PathItem.inject(new function() {
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}
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/*
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* Creates linked lists between intersections through their _next property.
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* Creates linked lists between intersections through their _next and _prev
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* properties.
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*
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* @private
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*/
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