diff --git a/src/path/PathItem.Boolean.js b/src/path/PathItem.Boolean.js index 20fc846f..314e0e96 100644 --- a/src/path/PathItem.Boolean.js +++ b/src/path/PathItem.Boolean.js @@ -310,16 +310,14 @@ PathItem.inject(new function() { length = curves.length, roots = [], abs = Math.abs; - // Absolutely horizontal curves may return wrong results, since - // the curves are monotonic in y direction and this is an - // indeterminate state. + // Horizontal curves may return wrong results, since the curves are + // monotonic in y direction and this is an indeterminate state. if (horizontal) { var yTop = -Infinity, yBottom = Infinity, yBefore = py - epsilon, yAfter = py + epsilon; - // Find the closest top and bottom intercepts for the same vertical - // line. + // Find the closest top and bottom intercepts for the vertical line. for (var i = 0; i < length; i++) { var values = curves[i].values, count = Curve.solveCubic(values, 0, px, roots, 0, 1); @@ -332,8 +330,8 @@ PathItem.inject(new function() { } } } - // Shift the point lying on the horizontal curves by - // half of closest top and bottom intercepts. + // Shift the point lying on the horizontal curves by half of the + // closest top and bottom intercepts. yTop = (yTop + py) / 2; yBottom = (yBottom + py) / 2; if (yTop > -Infinity) @@ -423,11 +421,10 @@ PathItem.inject(new function() { totalLength += length; segment = segment.getNext(); } while (segment && !segment._intersection && segment !== start); - // Calculate the average winding among three evenly distributed - // points along this curve chain as a representative winding number. - // This selection gives a better chance of returning a correct - // winding than equally dividing the curve chain, with the same - // (amortised) time. + // Calculate the average winding among three evenly distributed points + // along this curve chain as a representative winding number. This + // selection gives a better chance of returning a correct winding than + // equally dividing the curve chain, with the same (amortized) time. for (var i = 0; i < 3; i++) { // Sample the points at 1/4, 2/4 and 3/4 of the total length: var length = totalLength * (i + 1) / 4;