Rearrange method sequence in Path.

This commit is contained in:
Jürg Lehni 2016-02-09 12:47:37 +01:00
parent de9653ab45
commit d1b11c6ea9

View file

@ -974,123 +974,6 @@ var Path = PathItem.extend(/** @lends Path# */{
this.setSelected(true);
},
/**
* Converts the curves in a path to straight lines with an even distribution
* of points. The distance between the produced segments is as close as
* possible to the value specified by the `maxDistance` parameter.
*
* @param {Number} maxDistance the maximum distance between the points
*
* @example {@paperscript}
* // Flattening a circle shaped path:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 35:
* var path = new Path.Circle({
* center: new Size(80, 50),
* radius: 35
* });
*
* // Select the path, so we can inspect its segments:
* path.selected = true;
*
* // Create a copy of the path and move it 150 points to the right:
* var copy = path.clone();
* copy.position.x += 150;
*
* // Convert its curves to points, with a max distance of 20:
* copy.flatten(20);
*/
flatten: function(maxDistance) {
var iterator = new PathIterator(this, 64, 0.1),
pos = 0,
// Adapt step = maxDistance so the points distribute evenly.
step = iterator.length / Math.ceil(iterator.length / maxDistance),
// Add/remove half of step to end, so imprecisions are ok too.
// For closed paths, remove it, because we don't want to add last
// segment again
end = iterator.length + (this._closed ? -step : step) / 2;
// Iterate over path and evaluate and add points at given offsets
var segments = [];
while (pos <= end) {
segments.push(new Segment(iterator.getPointAt(pos)));
pos += step;
}
this.setSegments(segments);
},
/**
* Reduces the path by removing curves that have a length of 0,
* and unnecessary segments between two collinear curves.
*/
reduce: function(options) {
var curves = this.getCurves(),
simplify = options && options.simplify,
// When not simplifying, only remove curves if their length is
// absolutely 0.
tolerance = simplify ? /*#=*/Numerical.GEOMETRIC_EPSILON : 0;
for (var i = curves.length - 1; i >= 0; i--) {
var curve = curves[i];
// When simplifying, compare curves with isCollinear() will remove
// any collinear neighboring curves regardless of their orientation.
// This serves as a reliable way to remove linear overlaps but only
// as long as the lines are truly overlapping.
if (!curve.hasHandles() && (curve.getLength() < tolerance
|| simplify && curve.isCollinear(curve.getNext())))
curve.remove();
}
return this;
},
/**
* Smooths a path by simplifying it. The {@link Path#segments} array is
* analyzed and replaced by a more optimal set of segments, reducing memory
* usage and speeding up drawing.
*
* @param {Number} [tolerance=2.5]
*
* @example {@paperscript height=300}
* // Click and drag below to draw to draw a line, when you release the
* // mouse, the is made smooth using path.simplify():
*
* var path;
* function onMouseDown(event) {
* // If we already made a path before, deselect it:
* if (path) {
* path.selected = false;
* }
*
* // Create a new path and add the position of the mouse
* // as its first segment. Select it, so we can see the
* // segment points:
* path = new Path({
* segments: [event.point],
* strokeColor: 'black',
* selected: true
* });
* }
*
* function onMouseDrag(event) {
* // On every drag event, add a segment to the path
* // at the position of the mouse:
* path.add(event.point);
* }
*
* function onMouseUp(event) {
* // When the mouse is released, simplify the path:
* path.simplify();
* path.selected = true;
* }
*/
simplify: function(tolerance) {
if (this._segments.length > 2) {
var fitter = new PathFitter(this, tolerance || 2.5);
this.setSegments(fitter.fit());
}
},
// TODO: reduceSegments([flatness])
/**
* Splits the path at the given offset or location. After splitting, the
* path will be open. If the path was open already, splitting will result in
@ -1206,27 +1089,6 @@ var Path = PathItem.extend(/** @lends Path# */{
return location ? this.splitAt(location) : null;
},
/**
* Reverses the orientation of the path, by reversing all its segments.
*/
reverse: function() {
this._segments.reverse();
// Reverse the handles:
for (var i = 0, l = this._segments.length; i < l; i++) {
var segment = this._segments[i];
var handleIn = segment._handleIn;
segment._handleIn = segment._handleOut;
segment._handleOut = handleIn;
segment._index = i;
}
// Clear curves since it all has changed.
this._curves = null;
// Flip clockwise state if it's defined
if (this._clockwise !== undefined)
this._clockwise = !this._clockwise;
this._changed(/*#=*/Change.GEOMETRY);
},
// DOCS: document Path#join(path) in more detail.
// DOCS: document Path#join() (joining with itself)
// TODO: Consider adding a distance / tolerance parameter for merging.
@ -1340,6 +1202,302 @@ var Path = PathItem.extend(/** @lends Path# */{
return this;
},
/**
* Reverses the orientation of the path, by reversing all its segments.
*/
reverse: function() {
this._segments.reverse();
// Reverse the handles:
for (var i = 0, l = this._segments.length; i < l; i++) {
var segment = this._segments[i];
var handleIn = segment._handleIn;
segment._handleIn = segment._handleOut;
segment._handleOut = handleIn;
segment._index = i;
}
// Clear curves since it all has changed.
this._curves = null;
// Flip clockwise state if it's defined
if (this._clockwise !== undefined)
this._clockwise = !this._clockwise;
this._changed(/*#=*/Change.GEOMETRY);
},
/**
* Converts the curves in a path to straight lines with an even distribution
* of points. The distance between the produced segments is as close as
* possible to the value specified by the `maxDistance` parameter.
*
* @param {Number} maxDistance the maximum distance between the points
*
* @example {@paperscript}
* // Flattening a circle shaped path:
*
* // Create a circle shaped path at { x: 80, y: 50 }
* // with a radius of 35:
* var path = new Path.Circle({
* center: new Size(80, 50),
* radius: 35
* });
*
* // Select the path, so we can inspect its segments:
* path.selected = true;
*
* // Create a copy of the path and move it 150 points to the right:
* var copy = path.clone();
* copy.position.x += 150;
*
* // Convert its curves to points, with a max distance of 20:
* copy.flatten(20);
*/
flatten: function(maxDistance) {
var iterator = new PathIterator(this, 64, 0.1),
pos = 0,
// Adapt step = maxDistance so the points distribute evenly.
step = iterator.length / Math.ceil(iterator.length / maxDistance),
// Add/remove half of step to end, so imprecisions are ok too.
// For closed paths, remove it, because we don't want to add last
// segment again
end = iterator.length + (this._closed ? -step : step) / 2;
// Iterate over path and evaluate and add points at given offsets
var segments = [];
while (pos <= end) {
segments.push(new Segment(iterator.getPointAt(pos)));
pos += step;
}
this.setSegments(segments);
},
/**
* Reduces the path by removing curves that have a length of 0,
* and unnecessary segments between two collinear flat curves.
*/
reduce: function(options) {
var curves = this.getCurves(),
simplify = options && options.simplify,
// When not simplifying, only remove curves if their length is
// absolutely 0.
tolerance = simplify ? /*#=*/Numerical.GEOMETRIC_EPSILON : 0;
for (var i = curves.length - 1; i >= 0; i--) {
var curve = curves[i];
// When simplifying, compare curves with isCollinear() will remove
// any collinear neighboring curves regardless of their orientation.
// This serves as a reliable way to remove linear overlaps but only
// as long as the lines are truly overlapping.
if (!curve.hasHandles() && (curve.getLength() < tolerance
|| simplify && curve.isCollinear(curve.getNext())))
curve.remove();
}
return this;
},
/**
* Smooths a path by simplifying it. The {@link Path#segments} array is
* analyzed and replaced by a more optimal set of segments, reducing memory
* usage and speeding up drawing.
*
* @param {Number} [tolerance=2.5]
*
* @example {@paperscript height=300}
* // Click and drag below to draw to draw a line, when you release the
* // mouse, the is made smooth using path.simplify():
*
* var path;
* function onMouseDown(event) {
* // If we already made a path before, deselect it:
* if (path) {
* path.selected = false;
* }
*
* // Create a new path and add the position of the mouse
* // as its first segment. Select it, so we can see the
* // segment points:
* path = new Path({
* segments: [event.point],
* strokeColor: 'black',
* selected: true
* });
* }
*
* function onMouseDrag(event) {
* // On every drag event, add a segment to the path
* // at the position of the mouse:
* path.add(event.point);
* }
*
* function onMouseUp(event) {
* // When the mouse is released, simplify the path:
* path.simplify();
* path.selected = true;
* }
*/
simplify: function(tolerance) {
if (this._segments.length > 2) {
var fitter = new PathFitter(this, tolerance || 2.5);
this.setSegments(fitter.fit());
}
},
// NOTE: Documentation is in PathItem#smooth()
smooth: function(options) {
// Helper method to pick the right from / to indices.
// Supports numbers and segment objects.
// For numbers, the `to` index is exclusive, while for segments and
// curves, it is inclusive, handled by the `offset` parameter.
function getIndex(value, _default) {
// Support both Segment and Curve through #index getter.
var index = value && value.index;
if (index != null) {
// Make sure the segment / curve is not from a wrong path.
var path = value.path;
if (path && path !== that)
throw new Error(value._class + ' ' + index + ' of ' + path
+ ' is not part of ' + that);
// Add offset of 1 to curves to reach their end segment.
if (_default && value instanceof Curve)
index++;
} else {
index = typeof value === 'number' ? value : _default;
}
// Handle negative values based on whether a path is open or not:
// Ranges on closed paths are allowed to wrapped around the
// beginning/end (e.g. start near the end, end near the beginning),
// while ranges on open paths stay within the path's open range.
return Math.min(index < 0 && closed
? index % length
: index < 0 ? index + length : index, length - 1);
}
var that = this,
opts = options || {},
type = opts.type || 'asymmetric',
segments = this._segments,
length = segments.length,
closed = this._closed,
loop = closed && opts.from === undefined && opts.to === undefined,
from = getIndex(opts.from, 0),
to = getIndex(opts.to, length - 1);
if (from > to) {
if (closed) {
from -= length;
} else {
var tmp = from;
from = to;
to = tmp;
}
}
if (/^(?:asymmetric|continuous)$/.test(type)) {
// Continuous smoothing approach based on work by Lubos Brieda,
// Particle In Cell Consulting LLC, but further simplified by
// addressing handle symmetry across segments, and the possibility
// to process x and y coordinates simultaneously. Also added
// handling of closed paths.
// https://www.particleincell.com/2012/bezier-splines/
//
// We use different parameters for the two supported smooth methods
// that use this algorithm: continuous and asymmetric. asymmetric
// was the only approach available in v0.9.25 & below.
var asymmetric = type === 'asymmetric',
min = Math.min,
amount = to - from + 1,
n = amount - 1,
// Overlap by up to 4 points on closed paths since a current
// segment is affected by its 4 neighbors on both sides (?).
padding = loop ? min(amount, 4) : 1,
paddingLeft = padding,
paddingRight = padding,
knots = [];
if (!closed) {
// If the path is open and a range is defined, try using a
// padding of 1 on either side.
paddingLeft = min(1, from);
paddingRight = min(1, length - to - 1);
}
// Set up the knots array now, taking the paddings into account.
n += paddingLeft + paddingRight;
if (n <= 1)
return;
for (var i = 0, j = from - paddingLeft; i <= n; i++, j++) {
knots[i] = segments[(j < 0 ? j + length : j) % length]._point;
}
// In the algorithm we treat these 3 cases:
// - left most segment (L)
// - internal segments (I)
// - right most segment (R)
//
// In both the continuous and asymmetric method, c takes these
// values and can hence be removed from the loop starting in n - 2:
// c = 1 (L), 1 (I), 0 (R)
//
// continuous:
// a = 0 (L), 1 (I), 2 (R)
// b = 2 (L), 4 (I), 7 (R)
// u = 1 (L), 4 (I), 8 (R)
// v = 2 (L), 2 (I), 1 (R)
//
// asymmetric:
// a = 0 (L), 1 (I), 1 (R)
// b = 2 (L), 4 (I), 2 (R)
// u = 1 (L), 4 (I), 3 (R)
// v = 2 (L), 2 (I), 0 (R)
// (L): u = 1, v = 2
var x = knots[0]._x + 2 * knots[1]._x,
y = knots[0]._y + 2 * knots[1]._y,
f = 2,
n_1 = n - 1,
rx = [x],
ry = [y],
rf = [f],
px = [],
py = [];
// Solve with the Thomas algorithm
for (var i = 1; i < n; i++) {
var internal = i < n_1,
// internal--(I) asymmetric--(R) (R)--continuous
a = internal ? 1 : asymmetric ? 1 : 2,
b = internal ? 4 : asymmetric ? 2 : 7,
u = internal ? 4 : asymmetric ? 3 : 8,
v = internal ? 2 : asymmetric ? 0 : 1,
m = a / f;
f = rf[i] = b - m;
x = rx[i] = u * knots[i]._x + v * knots[i + 1]._x - m * x;
y = ry[i] = u * knots[i]._y + v * knots[i + 1]._y - m * y;
}
px[n_1] = rx[n_1] / rf[n_1];
py[n_1] = ry[n_1] / rf[n_1];
for (var i = n - 2; i >= 0; i--) {
px[i] = (rx[i] - px[i + 1]) / rf[i];
py[i] = (ry[i] - py[i + 1]) / rf[i];
}
px[n] = (3 * knots[n]._x - px[n_1]) / 2;
py[n] = (3 * knots[n]._y - py[n_1]) / 2;
// Now update the segments
for (var i = paddingLeft, max = n - paddingRight, j = from;
i <= max; i++, j++) {
var segment = segments[j < 0 ? j + length : j],
pt = segment._point,
hx = px[i] - pt._x,
hy = py[i] - pt._y;
if (loop || i < max)
segment.setHandleOut(hx, hy);
if (loop || i > paddingLeft)
segment.setHandleIn(-hx, -hy);
}
} else {
// All other smoothing methods are handled directly on the segments:
for (var i = from; i <= to; i++) {
segments[i < 0 ? i + length : i].smooth(opts,
!loop && i === from, !loop && i === to);
}
}
},
// TODO: reduceSegments([flatness])
/**
* Attempts to create a new shape item with same geometry as this path item,
* and inherits all settings from it, similar to {@link Item#clone()}.
@ -1991,164 +2149,6 @@ var Path = PathItem.extend(/** @lends Path# */{
*/
getNearestPoint: function(/* point */) {
return this.getNearestLocation.apply(this, arguments).getPoint();
},
// NOTE: Documentation is in PathItem.js
smooth: function(options) {
// Helper method to pick the right from / to indices.
// Supports numbers and segment objects.
// For numbers, the `to` index is exclusive, while for segments and
// curves, it is inclusive, handled by the `offset` parameter.
function getIndex(value, _default) {
// Support both Segment and Curve through #index getter.
var index = value && value.index;
if (index != null) {
// Make sure the segment / curve is not from a wrong path.
var path = value.path;
if (path && path !== that)
throw new Error(value._class + ' ' + index + ' of ' + path
+ ' is not part of ' + that);
// Add offset of 1 to curves to reach their end segment.
if (_default && value instanceof Curve)
index++;
} else {
index = typeof value === 'number' ? value : _default;
}
// Handle negative values based on whether a path is open or not:
// Ranges on closed paths are allowed to wrapped around the
// beginning/end (e.g. start near the end, end near the beginning),
// while ranges on open paths stay within the path's open range.
return Math.min(index < 0 && closed
? index % length
: index < 0 ? index + length : index, length - 1);
}
var that = this,
opts = options || {},
type = opts.type || 'asymmetric',
segments = this._segments,
length = segments.length,
closed = this._closed,
loop = closed && opts.from === undefined && opts.to === undefined,
from = getIndex(opts.from, 0),
to = getIndex(opts.to, length - 1);
if (from > to) {
if (closed) {
from -= length;
} else {
var tmp = from;
from = to;
to = tmp;
}
}
if (/^(?:asymmetric|continuous)$/.test(type)) {
// Continuous smoothing approach based on work by Lubos Brieda,
// Particle In Cell Consulting LLC, but further simplified by
// addressing handle symmetry across segments, and the possibility
// to process x and y coordinates simultaneously. Also added
// handling of closed paths.
// https://www.particleincell.com/2012/bezier-splines/
//
// We use different parameters for the two supported smooth methods
// that use this algorithm: continuous and asymmetric. asymmetric
// was the only approach available in v0.9.25 & below.
var asymmetric = type === 'asymmetric',
min = Math.min,
amount = to - from + 1,
n = amount - 1,
// Overlap by up to 4 points on closed paths since a current
// segment is affected by its 4 neighbors on both sides (?).
padding = loop ? min(amount, 4) : 1,
paddingLeft = padding,
paddingRight = padding,
knots = [];
if (!closed) {
// If the path is open and a range is defined, try using a
// padding of 1 on either side.
paddingLeft = min(1, from);
paddingRight = min(1, length - to - 1);
}
// Set up the knots array now, taking the paddings into account.
n += paddingLeft + paddingRight;
if (n <= 1)
return;
for (var i = 0, j = from - paddingLeft; i <= n; i++, j++) {
knots[i] = segments[(j < 0 ? j + length : j) % length]._point;
}
// In the algorithm we treat these 3 cases:
// - left most segment (L)
// - internal segments (I)
// - right most segment (R)
//
// In both the continuous and asymmetric method, c takes these
// values and can hence be removed from the loop starting in n - 2:
// c = 1 (L), 1 (I), 0 (R)
//
// continuous:
// a = 0 (L), 1 (I), 2 (R)
// b = 2 (L), 4 (I), 7 (R)
// u = 1 (L), 4 (I), 8 (R)
// v = 2 (L), 2 (I), 1 (R)
//
// asymmetric:
// a = 0 (L), 1 (I), 1 (R)
// b = 2 (L), 4 (I), 2 (R)
// u = 1 (L), 4 (I), 3 (R)
// v = 2 (L), 2 (I), 0 (R)
// (L): u = 1, v = 2
var x = knots[0]._x + 2 * knots[1]._x,
y = knots[0]._y + 2 * knots[1]._y,
f = 2,
n_1 = n - 1,
rx = [x],
ry = [y],
rf = [f],
px = [],
py = [];
// Solve with the Thomas algorithm
for (var i = 1; i < n; i++) {
var internal = i < n_1,
// internal--(I) asymmetric--(R) (R)--continuous
a = internal ? 1 : asymmetric ? 1 : 2,
b = internal ? 4 : asymmetric ? 2 : 7,
u = internal ? 4 : asymmetric ? 3 : 8,
v = internal ? 2 : asymmetric ? 0 : 1,
m = a / f;
f = rf[i] = b - m;
x = rx[i] = u * knots[i]._x + v * knots[i + 1]._x - m * x;
y = ry[i] = u * knots[i]._y + v * knots[i + 1]._y - m * y;
}
px[n_1] = rx[n_1] / rf[n_1];
py[n_1] = ry[n_1] / rf[n_1];
for (var i = n - 2; i >= 0; i--) {
px[i] = (rx[i] - px[i + 1]) / rf[i];
py[i] = (ry[i] - py[i + 1]) / rf[i];
}
px[n] = (3 * knots[n]._x - px[n_1]) / 2;
py[n] = (3 * knots[n]._y - py[n_1]) / 2;
// Now update the segments
for (var i = paddingLeft, max = n - paddingRight, j = from;
i <= max; i++, j++) {
var segment = segments[j < 0 ? j + length : j],
pt = segment._point,
hx = px[i] - pt._x,
hy = py[i] - pt._y;
if (loop || i < max)
segment.setHandleOut(hx, hy);
if (loop || i > paddingLeft)
segment.setHandleIn(-hx, -hy);
}
} else {
// All other smoothing methods are handled directly on the segments:
for (var i = from; i <= to; i++) {
segments[i < 0 ? i + length : i].smooth(opts,
!loop && i === from, !loop && i === to);
}
}
}
}),
new function() { // Scope for drawing