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https://github.com/scratchfoundation/paper.js.git
synced 2025-01-05 20:32:00 -05:00
Merge remote-tracking branch 'origin/master' into bool-fix
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commit
971268cd72
3 changed files with 55 additions and 38 deletions
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@ -483,11 +483,11 @@ statics: {
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// 3: curvature, 1st derivative & 2nd derivative
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// Prevent tangents and normals of length 0:
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// http://stackoverflow.com/questions/10506868/
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var tMin = /*#=*/ Numerical.TOLERANCE;
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if (t < tMin && c1x == p1x && c1y == p1y
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|| t > 1 - tMin && c2x == p2x && c2y == p2y) {
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x = c2x - c1x;
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y = c2y - c1y;
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var tolerance = /*#=*/ Numerical.TOLERANCE;
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if (t < tolerance && c1x === p1x && c1y === p1y
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|| t > 1 - tolerance && c2x === p2x && c2y === p2y) {
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x = p2x - p1x;
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y = p2y - p1y;
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} else {
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// Simply use the derivation of the bezier function for both
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// the x and y coordinates:
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@ -688,7 +688,7 @@ statics: {
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}
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},
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_getWinding: function(v, x, y, roots1, roots2) {
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_getWinding: function(v, prev, x, y, roots1, roots2) {
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// Implementation of 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 polynomial for y and count all solutions
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@ -701,22 +701,22 @@ statics: {
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// which is why we need to split them at y extrema, see below.
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// Returns 0 if the curve is outside the boundaries and is not to be
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// considered.
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function getOrientation(v) {
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function getDirection(v) {
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var y0 = v[1],
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y1 = v[7],
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dir = y0 <= y1 ? 1 : -1;
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// Bounds check: Reverse y0 and y1 if direction is -1, and exclude
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// end points of curves / lines (y1), to not count corners / joints
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// twice.
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return dir === 1 && (y < y0 || y >= y1)
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|| dir === -1 && (y <= y1 || y > y0)
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dir = y0 > y1 ? -1 : 1;
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// Bounds check: Reverse y0 and y1 if direction is -1.
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// Include end points, so we can handle them depending on different
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// edge cases.
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return dir === 1 && (y < y0 || y > y1)
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|| dir === -1 && (y < y1 || y > y0)
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? 0
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: dir;
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}
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if (Curve.isLinear(v)) {
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// Special simplified case for handling lines.
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var dir = getOrientation(v);
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var dir = getDirection(v);
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if (!dir)
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return 0;
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var cross = (v[6] - v[0]) * (y - v[1]) - (v[7] - v[1]) * (x - v[0]);
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@ -759,7 +759,7 @@ statics: {
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part[3] = part[1]; // curve2.handle1.y = curve2.point1.y;
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if (i < count)
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part[5] = rest[1]; // curve1.handle2.y = curve2.point1.y;
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var dir = getOrientation(part);
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var dir = getDirection(part);
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if (!dir)
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continue;
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// Adjust start and end range depending on if curve was flipped.
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@ -787,8 +787,14 @@ statics: {
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px = t2 === 0 ? part[0] : part[6];
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}
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// See if we're touching a horizontal stationary point by looking at
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// the tanget's y coordinate.
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var flat = abs(Curve.evaluate(part, t2, 1).y) < tolerance;
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// the tanget's y coordinate. There are two cases 0:
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// A) The slope is 0, meaning we're touching a stationary
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// point inside the curve.
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// B) t2 == 0 and the slope changes between the current and the
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// previous curve.
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var slope = Curve.evaluate(part, t2, 1).y,
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stationary = abs(slope) < tolerance || t2 < tolerance
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&& Curve.evaluate(prev, 1, 1).y * slope < 0;
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// Calculate compare tolerance based on curve orientation (dir), to
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// add a bit of tolerance when considering points lying on the curve
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// as inside. But if we're touching a horizontal stationary point,
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@ -796,18 +802,23 @@ statics: {
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// side-ways in tolerance based on orientation. This is needed e.g.
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// when touching the bottom tip of a circle.
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// Pass 1 for Curve.evaluate() type to calculate tangent
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if (x >= px + (flat ? -tolerance : tolerance * dir)
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if (x >= px + (stationary ? -tolerance : tolerance * dir)
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// When touching a stationary point, only count it if we're
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// actuall on it.
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&& !(flat && (abs(t2) < tolerance && x != part[0]
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|| abs(t2 - 1) < tolerance && x != part[6]))) {
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&& !(stationary && (abs(t2) < tolerance
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&& abs(x - part[0]) > tolerance
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|| abs(t2 - 1) < tolerance
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&& abs(x - part[6]) > tolerance))) {
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// If this is a horizontal stationary point, and we're at the
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// end of the curve (or at the beginning of a curve with
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// negative direction, as we're not actually flipping them),
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// flip dir, as the curve is about to change orientation.
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winding += flat && abs(t2 - (dir > 0 ? 1 : 0)) < tolerance
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winding += stationary && abs(t2 - (dir > 0 ? 1 : 0)) < tolerance
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? -dir : dir;
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}
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// Point the previous curve to the newly split part, so stationary
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// points are correctly detected.
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prev = part;
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}
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return winding;
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}
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@ -1711,20 +1711,22 @@ var Path = PathItem.extend(/** @lends Path# */{
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// Create a straight closing line for open paths, just like
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// how filling open paths works.
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: new Curve(segments[segments.length - 1]._point,
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segments[0]._point)).getValues();
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segments[0]._point)).getValues(),
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previous = last;
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for (var i = 0, l = curves.length; i < l; i++) {
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var vals = curves[i].getValues(),
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x = vals[0],
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y = vals[1];
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var curve = curves[i].getValues(),
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x = curve[0],
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y = curve[1];
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// Filter out curves with 0-length (all 4 points in the same place):
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if (!(x === vals[2] && y === vals[3] && x === vals[4]
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&& y === vals[5] && x === vals[6] && y === vals[7])) {
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winding += Curve._getWinding(vals, point.x, point.y,
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if (!(x === curve[2] && y === curve[3] && x === curve[4]
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&& y === curve[5] && x === curve[6] && y === curve[7])) {
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winding += Curve._getWinding(curve, previous, point.x, point.y,
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roots1, roots2);
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previous = curve;
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}
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}
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if (!closed) {
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winding += Curve._getWinding(last, point.x, point.y,
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winding += Curve._getWinding(last, previous, point.x, point.y,
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roots1, roots2);
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}
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return winding;
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@ -1784,12 +1786,16 @@ var Path = PathItem.extend(/** @lends Path# */{
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function isInArea(point) {
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var length = area.length,
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previous = getAreaCurve(length - 1),
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roots1 = [],
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roots2 = [],
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winding = 0;
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for (var i = 0; i < length; i++)
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winding += Curve._getWinding(getAreaCurve(i), point.x, point.y,
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for (var i = 0; i < length; i++) {
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var curve = getAreaCurve(i);
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winding += Curve._getWinding(curve, previous, point.x, point.y,
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roots1, roots2);
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previous = curve;
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}
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return !!winding;
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}
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@ -76,19 +76,19 @@ var Key = new function() {
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scope = view && view.isVisible() && view._scope,
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tool = scope && scope._tool,
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name;
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keyMap[key] = down;
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// Detect modifiers and mark them as pressed / released
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if (specialKey && (name = Base.camelize(specialKey)) in modifiers)
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modifiers[name] = down;
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// Use delete instead of setting to false, so keyMap only contains keys
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// that are currently down, and can easily be emurated over, e.g. in the
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// Link the keyCode from keydown with the charCode form keypress,
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// so keyup can retrieve the charCode again.
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// Use delete instead of setting to null, so charCodeMap only contains
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// keyCodes that are currently pressed, allowing the use of `keyCode in
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// charCodeMap` checks and enumeration over pressed keys, e.g. in the
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// window blur event.
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if (down) {
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keyMap[key] = true;
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// Link the keyCode from keydown with the charCode form keypress,
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// so keyup can retrieve the charCode again.
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charCodeMap[keyCode] = charCode;
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} else {
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delete keyMap[key];
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delete charCodeMap[keyCode];
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}
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if (tool && tool.responds(type)) {
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@ -135,7 +135,7 @@ var Key = new function() {
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DomEvent.add(window, {
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blur: function(event) {
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// Fire key-up events for all currently pressed keys.
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for (var code in keyMap)
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for (var code in charCodeMap)
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handleKey(false, code, charCodeMap[code], event);
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}
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});
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