mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2025-01-03 19:45:44 -05:00
Start implementing new smooth() functions that merge all approaches.
Work in progress, needs more work on range handling for 'continous', and docs.
This commit is contained in:
parent
2539527864
commit
bf4eb47fae
4 changed files with 253 additions and 184 deletions
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@ -135,12 +135,6 @@ var CompoundPath = PathItem.extend(/** @lends CompoundPath# */{
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children[i].reverse();
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},
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smooth: function() {
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var children = this._children;
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for (var i = 0, l = children.length; i < l; i++)
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children[i].smooth();
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},
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// DOCS: reduce()
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// TEST: reduce()
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reduce: function reduce(options) {
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@ -160,6 +154,13 @@ var CompoundPath = PathItem.extend(/** @lends CompoundPath# */{
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return reduce.base.call(this);
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},
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// TODO: Docs
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smooth: function(options) {
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var children = this._children;
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for (var i = 0, l = children.length; i < l; i++)
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children[i].smooth(options);
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},
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/**
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* Specifies whether the compound path is oriented clock-wise.
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*
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300
src/path/Path.js
300
src/path/Path.js
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@ -2060,9 +2060,183 @@ var Path = PathItem.extend(/** @lends Path# */{
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*/
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getNearestPoint: function(/* point */) {
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return this.getNearestLocation.apply(this, arguments).getPoint();
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},
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/**
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* TODO: continuous:
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* Smooths the path by adjusting its curve handles so that the first and
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* second derivatives of all involved curves are continuous across their
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* boundaries.
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*/
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/**
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* Smooths the path without changing the amount of segments in the path
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* or moving their locations, by only smoothing and adjusting the angle and
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* length of their handles.
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* This works for open paths as well as closed paths.
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*
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* @param {Object} [options] TODO
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* TODO: controls the amount of smoothing as a factor by which to scale each
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* handle.
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*
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* @see Segment#smooth(options)
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*
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* @example {@paperscript}
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* // Smoothing a closed shape:
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*
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* // Create a rectangular path with its top-left point at
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* // {x: 30, y: 25} and a size of {width: 50, height: 50}:
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* var path = new Path.Rectangle(new Point(30, 25), new Size(50, 50));
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* path.strokeColor = 'black';
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*
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* // Select the path, so we can see its handles:
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* path.fullySelected = true;
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*
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* // Create a copy of the path and move it 100pt to the right:
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* var copy = path.clone();
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* copy.position.x += 100;
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*
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* // Smooth the segments of the copy:
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* copy.smooth();
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*
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* @example {@paperscript height=220}
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* var path = new Path();
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* path.strokeColor = 'black';
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*
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* path.add(new Point(30, 50));
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*
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* var y = 5;
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* var x = 3;
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*
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* for (var i = 0; i < 28; i++) {
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* y *= -1.1;
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* x *= 1.1;
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* path.lineBy(x, y);
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* }
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*
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* // Create a copy of the path and move it 100pt down:
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* var copy = path.clone();
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* copy.position.y += 120;
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*
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* // Set its stroke color to red:
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* copy.strokeColor = 'red';
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*
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* // Smooth the segments of the copy:
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* copy.smooth();
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*/
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smooth: function(options) {
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function getIndex(value, _default) {
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return value == null
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? _default
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: typeof value === 'number'
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? value
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: value.getIndex
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? value.getIndex()
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: _default;
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}
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var opts = options || {},
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type = opts.type,
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segments = this._segments,
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length = segments.length,
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from = getIndex(opts.from, 0),
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to = getIndex(opts.to, length - 1);
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if (!type || type === 'continuous') {
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// Continuous smoothing approach based on work by Lubos Brieda,
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// Particle In Cell Consulting LLC, but further simplified by
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// addressing handle symmetry across segments, and the possibility
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// to process x and y coordinates simultaneously. Also added
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// handling of closed paths.
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// https://www.particleincell.com/2012/bezier-splines/
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var closed = this._closed,
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n = length - 1,
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// Add overlapping ends for closed paths.
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overlap = 0;
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if (length <= 2)
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return;
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if (closed) {
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// Overlap by up to 4 points since a current segment is affected
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// by 4 neighbors.
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overlap = Math.min(length, 4);
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n += Math.min(length, overlap) * 2;
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}
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var knots = [];
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for (var i = 0; i < length; i++)
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knots[i + overlap] = segments[i]._point;
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if (closed) {
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// Add the last points again at the beginning, and the first
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// ones at the end.
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for (var i = 0; i < overlap; i++) {
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knots[i] = knots[i + length];
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knots[i + length + overlap] = knots[i + overlap];
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}
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}
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// Right-hand side vectors, with left most segment added
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var a = [0],
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b = [2],
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c = [1],
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rx = [knots[0]._x + 2 * knots[1]._x],
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ry = [knots[0]._y + 2 * knots[1]._y],
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n_1 = n - 1;
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// Internal segments
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for (var i = 1; i < n_1; i++) {
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a[i] = 1;
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b[i] = 4;
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c[i] = 1;
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rx[i] = 4 * knots[i]._x + 2 * knots[i + 1]._x;
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ry[i] = 4 * knots[i]._y + 2 * knots[i + 1]._y;
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}
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// Right segment
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a[n_1] = 2;
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b[n_1] = 7;
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c[n_1] = 0;
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rx[n_1] = 8 * knots[n_1]._x + knots[n]._x;
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ry[n_1] = 8 * knots[n_1]._y + knots[n]._y;
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// Solve Ax = b with the Thomas algorithm (from Wikipedia)
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for (var i = 1, j = 0; i < n; i++, j++) {
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var m = a[i] / b[j];
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b[i] = b[i] - m * c[j];
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rx[i] = rx[i] - m * rx[j];
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ry[i] = ry[i] - m * ry[j];
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}
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var px = [],
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py = [];
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px[n_1] = rx[n_1] / b[n_1];
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py[n_1] = ry[n_1] / b[n_1];
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for (var i = n - 2; i >= 0; i--) {
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px[i] = (rx[i] - c[i] * px[i + 1]) / b[i];
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py[i] = (ry[i] - c[i] * py[i + 1]) / b[i];
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}
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px[n] = (3 * knots[n]._x - px[n_1]) / 2;
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py[n] = (3 * knots[n]._y - py[n_1]) / 2;
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// Now update the segments
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n -= overlap;
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for (var i = overlap; i <= n; i++) {
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var segment = segments[i - overlap],
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pt = segment._point,
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hx = px[i] - pt._x,
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hy = py[i] - pt._y;
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if (closed || i < n)
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segment.setHandleOut(hx, hy);
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if (closed || i > 0)
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segment.setHandleIn(-hx, -hy);
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}
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} else {
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// AlL other smoothing methods are handled directly on the segments:
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for (var i = from; i <= to; i++)
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segments[i].smooth(opts);
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}
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}
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}),
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new function() { // Scope for drawing
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// Note that in the code below we're often accessing _x and _y on point
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// objects that were read from segments. This is because the SegmentPoint
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// class overrides the plain x / y properties with getter / setters and
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@ -2262,132 +2436,6 @@ new function() { // Scope for drawing
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}
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};
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},
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new function() { // Path Smoothing
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/**
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* Solves a tri-diagonal system for one of coordinates (x or y) of first
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* bezier control points.
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*
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* @param rhs right hand side vector
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* @return Solution vector
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*/
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function getFirstControlPoints(rhs) {
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var n = rhs.length,
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x = [], // Solution vector.
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tmp = [], // Temporary workspace.
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b = 2;
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x[0] = rhs[0] / b;
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// Decomposition and forward substitution.
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for (var i = 1; i < n; i++) {
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tmp[i] = 1 / b;
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b = (i < n - 1 ? 4 : 2) - tmp[i];
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x[i] = (rhs[i] - x[i - 1]) / b;
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}
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// Back-substitution.
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for (var i = 1; i < n; i++) {
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x[n - i - 1] -= tmp[n - i] * x[n - i];
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}
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return x;
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}
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return {
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// NOTE: Documentation for smooth() is in PathItem
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smooth: function() {
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// This code is based on the work by Oleg V. Polikarpotchkin,
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// http://ov-p.spaces.live.com/blog/cns!39D56F0C7A08D703!147.entry
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// It was extended to support closed paths by averaging overlapping
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// beginnings and ends. The result of this approach is very close to
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// Polikarpotchkin's closed curve solution, but reuses the same
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// algorithm as for open paths, and is probably executing faster as
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// well, so it is preferred.
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var segments = this._segments,
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size = segments.length,
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closed = this._closed,
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n = size,
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// Add overlapping ends for averaging handles in closed paths
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overlap = 0;
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if (size <= 2)
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return;
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if (closed) {
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// Overlap up to 4 points since averaging beziers affect the 4
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// neighboring points
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overlap = Math.min(size, 4);
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n += Math.min(size, overlap) * 2;
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}
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var knots = [];
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for (var i = 0; i < size; i++)
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knots[i + overlap] = segments[i]._point;
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if (closed) {
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// If we're averaging, add the 4 last points again at the
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// beginning, and the 4 first ones at the end.
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for (var i = 0; i < overlap; i++) {
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knots[i] = segments[i + size - overlap]._point;
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knots[i + size + overlap] = segments[i]._point;
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}
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} else {
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n--;
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}
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// Calculate first Bezier control points
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// Right hand side vector
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var rhs = [];
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// Set right hand side X values
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for (var i = 1; i < n - 1; i++)
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rhs[i] = 4 * knots[i]._x + 2 * knots[i + 1]._x;
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rhs[0] = knots[0]._x + 2 * knots[1]._x;
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rhs[n - 1] = 3 * knots[n - 1]._x;
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// Get first control points X-values
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var x = getFirstControlPoints(rhs);
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// Set right hand side Y values
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for (var i = 1; i < n - 1; i++)
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rhs[i] = 4 * knots[i]._y + 2 * knots[i + 1]._y;
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rhs[0] = knots[0]._y + 2 * knots[1]._y;
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rhs[n - 1] = 3 * knots[n - 1]._y;
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// Get first control points Y-values
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var y = getFirstControlPoints(rhs);
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if (closed) {
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// Do the actual averaging simply by linearly fading between the
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// overlapping values.
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for (var i = 0, j = size; i < overlap; i++, j++) {
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var f1 = i / overlap,
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f2 = 1 - f1,
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ie = i + overlap,
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je = j + overlap;
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// Beginning
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x[j] = x[i] * f1 + x[j] * f2;
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y[j] = y[i] * f1 + y[j] * f2;
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// End
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x[je] = x[ie] * f2 + x[je] * f1;
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y[je] = y[ie] * f2 + y[je] * f1;
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}
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n--;
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}
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var handleIn = null;
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// Now set the calculated handles
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for (var i = overlap; i <= n - overlap; i++) {
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var segment = segments[i - overlap];
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if (handleIn)
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segment.setHandleIn(handleIn.subtract(segment._point));
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if (i < n) {
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segment.setHandleOut(
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new Point(x[i], y[i]).subtract(segment._point));
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handleIn = i < n - 1
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? new Point(
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2 * knots[i + 1]._x - x[i + 1],
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2 * knots[i + 1]._y - y[i + 1])
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: new Point(
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(knots[n]._x + x[n - 1]) / 2,
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(knots[n]._y + y[n - 1]) / 2);
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}
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}
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if (closed && handleIn) {
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var segment = this._segments[0];
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segment.setHandleIn(handleIn.subtract(segment._point));
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}
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}
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};
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},
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new function() { // PostScript-style drawing commands
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/**
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* Helper method that returns the current segment and checks if a moveTo()
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@ -314,58 +314,6 @@ var PathItem = Item.extend(/** @lends PathItem# */{
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/*#*/ } // !__options.nativeContains && __options.booleanOperations
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}
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/**
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* Smooth bezier curves without changing the amount of segments or their
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* points, by only smoothing and adjusting their handle points, for both
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* open ended and closed paths.
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*
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* @name PathItem#smooth
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* @function
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*
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* @example {@paperscript}
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* // Smoothing a closed shape:
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*
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* // Create a rectangular path with its top-left point at
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* // {x: 30, y: 25} and a size of {width: 50, height: 50}:
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* var path = new Path.Rectangle(new Point(30, 25), new Size(50, 50));
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* path.strokeColor = 'black';
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*
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* // Select the path, so we can see its handles:
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* path.fullySelected = true;
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*
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* // Create a copy of the path and move it 100pt to the right:
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* var copy = path.clone();
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* copy.position.x += 100;
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*
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* // Smooth the segments of the copy:
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* copy.smooth();
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*
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* @example {@paperscript height=220}
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* var path = new Path();
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* path.strokeColor = 'black';
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*
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* path.add(new Point(30, 50));
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*
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* var y = 5;
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* var x = 3;
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*
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* for (var i = 0; i < 28; i++) {
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* y *= -1.1;
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* x *= 1.1;
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* path.lineBy(x, y);
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* }
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*
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* // Create a copy of the path and move it 100pt down:
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* var copy = path.clone();
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* copy.position.y += 120;
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*
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* // Set its stroke color to red:
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* copy.strokeColor = 'red';
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*
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* // Smooth the segments of the copy:
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* copy.smooth();
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*/
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/**
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* {@grouptitle Postscript Style Drawing Commands}
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*
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|
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@ -378,6 +378,78 @@ var Segment = Base.extend(/** @lends Segment# */{
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|| this._path._closed && segments[0]) || null;
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},
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/**
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* Smooths the bezier curves that pass through this segment without moving
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* its point, by taking into its distance to the neighboring segments and
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* changing the direction and length of the segment's handles accordingly.
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*
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* @param {Object} [options] TODO
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* TODO: controls the amount of smoothing as a factor by which to scale each
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* handle.
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*
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* @see PathItem#smooth(options)
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*/
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smooth: function(options) {
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var opts = options || {},
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type = opts.type,
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factor = opts.factor,
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prev = this.getPrevious(),
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next = this.getNext(),
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// Some precalculations valid for both 'catmull-rom' and 'geometric'
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p0 = (prev || this)._point,
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p1 = this._point,
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p2 = (next || this)._point,
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d1 = p0.getDistance(p1),
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d2 = p1.getDistance(p2);
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if (!type || type === 'catmull-rom') {
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// Implementation of by Catmull-Rom splines with factor parameter
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// based on work by @nicholaswmin:
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// https://github.com/nicholaswmin/VectorTests
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// Using these factor values produces different types of splines:
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// 0.0: the standard, uniform Catmull-Rom spline
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// 0.5: the centripetal Catmull-Rom spline, guaranteeing no self-
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// intersections
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// 1.0: the chordal Catmull-Rom spline.
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var alpha = factor === undefined ? 0.5 : factor,
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d1_a = Math.pow(d1, alpha),
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d1_2a = d1_a * d1_a,
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d2_a = Math.pow(d2, alpha),
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d2_2a = d2_a * d2_a;
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if (prev) {
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var A = 2 * d2_2a + 3 * d2_a * d1_a + d1_2a,
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N = 3 * d2_a * (d2_a + d1_a);
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this.setHandleIn(N !== 0
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? new Point(
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(d2_2a * p0._x + A * p1._x - d1_2a * p2._x) / N - p1._x,
|
||||
(d2_2a * p0._y + A * p1._y - d1_2a * p2._y) / N - p1._y)
|
||||
: new Point());
|
||||
}
|
||||
if (next) {
|
||||
var A = 2 * d1_2a + 3 * d1_a * d2_a + d2_2a,
|
||||
N = 3 * d1_a * (d1_a + d2_a);
|
||||
this.setHandleOut(N !== 0
|
||||
? new Point(
|
||||
(d1_2a * p2._x + A * p1._x - d2_2a * p0._x) / N - p1._x,
|
||||
(d1_2a * p2._y + A * p1._y - d2_2a * p0._y) / N - p1._y)
|
||||
: new Point());
|
||||
}
|
||||
} else if (type === 'geometric') {
|
||||
// Geometric smoothing approach based on:
|
||||
// http://www.antigrain.com/research/bezier_interpolation/
|
||||
// http://scaledinnovation.com/analytics/splines/aboutSplines.html
|
||||
// http://bseth99.github.io/projects/animate/2-bezier-curves.html
|
||||
if (prev && next) {
|
||||
var vector = p0.subtract(p2),
|
||||
t = factor === undefined ? 0.4 : factor,
|
||||
k = t * d1 / (d1 + d2);
|
||||
this.setHandleIn(vector.multiply(k));
|
||||
this.setHandleOut(vector.multiply(k - t));
|
||||
}
|
||||
} else {
|
||||
throw new Error('Smoothing method \'' + type + '\' not supported.');
|
||||
}
|
||||
},
|
||||
|
||||
/**
|
||||
* The previous segment in the {@link Path#segments} array that the
|
||||
* segment belongs to. If the segments belongs to a closed path, the last
|
||||
|
|
Loading…
Reference in a new issue