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Winding: Don't mix up onPath and onCurve.
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1 changed files with 6 additions and 9 deletions
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@ -425,8 +425,7 @@ PathItem.inject(new function() {
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: Curve.getPoint(v, t)[dir ? 'y' : 'x'],
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: Curve.getPoint(v, t)[dir ? 'y' : 'x'],
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winding = o0 > o3 ? 1 : -1,
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winding = o0 > o3 ? 1 : -1,
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windingPrev = vPrev[io] > vPrev[io + 6] ? 1 : -1,
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windingPrev = vPrev[io] > vPrev[io + 6] ? 1 : -1,
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a3Prev = vPrev[ia + 6],
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a3Prev = vPrev[ia + 6];
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onCurve = false;
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if (po !== o0) {
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if (po !== o0) {
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// Standard case, curve is not crossed at its starting point.
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// Standard case, curve is not crossed at its starting point.
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if (a < paL) {
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if (a < paL) {
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@ -434,7 +433,7 @@ PathItem.inject(new function() {
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} else if (a > paR) {
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} else if (a > paR) {
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pathWindingR += winding;
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pathWindingR += winding;
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} else {
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} else {
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onCurve = true;
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onPath = true;
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pathWindingL += winding;
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pathWindingL += winding;
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pathWindingR += winding;
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pathWindingR += winding;
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}
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}
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@ -450,7 +449,7 @@ PathItem.inject(new function() {
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} else if (a3Prev < paL && a > paL || a3Prev > paR && a < paR) {
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} else if (a3Prev < paL && a > paL || a3Prev > paR && a < paR) {
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// Point is on a horizontal curve between the previous non-
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// Point is on a horizontal curve between the previous non-
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// horizontal and the current curve.
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// horizontal and the current curve.
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onCurve = true;
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onPath = true;
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if (a3Prev < paL) {
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if (a3Prev < paL) {
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// left winding was added before, now add right winding.
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// left winding was added before, now add right winding.
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pathWindingR += winding;
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pathWindingR += winding;
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@ -460,13 +459,11 @@ PathItem.inject(new function() {
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}
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}
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}
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}
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vPrev = v;
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vPrev = v;
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if (onCurve)
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onPath = true;
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// If we're on the curve, look at the tangent to decide whether to
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// If we're on the curve, look at the tangent to decide whether to
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// flip direction to determine a reliable winding number:
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// flip direction to better determine a reliable winding number:
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// If the tangent is parallel to the direction, call getWinding()
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// If the tangent is parallel to the direction, call getWinding()
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// again with flipped direction and return the result.
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// again with flipped direction and return that result instead.
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return onCurve && !dontFlip
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return !dontFlip && a > paL && a < paR
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&& Curve.getTangent(v, t)[dir ? 'x' : 'y'] === 0
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&& Curve.getTangent(v, t)[dir ? 'x' : 'y'] === 0
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&& getWinding(point, curves, dir ? 0 : 1, true);
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&& getWinding(point, curves, dir ? 0 : 1, true);
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}
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}
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