mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2025-01-05 20:32:00 -05:00
Part one of big refactoring of bouding box handling. Functional, but caching is broken right now.
This commit is contained in:
parent
ee23f64642
commit
ea87be166e
6 changed files with 186 additions and 247 deletions
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@ -1248,13 +1248,26 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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parent = parent._parent;
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}
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return false;
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},
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}
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}, Base.each(['bounds', 'strokeBounds', 'handleBounds', 'roughBounds'], function(name) {
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this['get' + Base.capitalize(name)] = function(/* matrix */) {
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var matrix = arguments[0];
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// If the matrix is an identity transformation, set it to null for
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// faster processing
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if (matrix && matrix.isIdentity())
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matrix = null;
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// TODO: Caching!
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var bounds = this._getBounds(name, matrix);
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return name == 'bounds' ? this._createBounds(bounds) : bounds;
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};
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}, /** @lends Item# */{
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/**
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* Loops through all children, gets their bounds and finds the bounds around
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* all of them.
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* Internal method used in all the bounds getters. It loops through all the
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* children, gets their bounds and finds the bounds around all of them.
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* Subclasses override it to define calculations for the various required
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* bounding types.
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*/
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_getBounds: function(getter, cacheName, matrix) {
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_getBounds: function(type, matrix) {
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// Note: We cannot cache these results here, since we do not get
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// _changed() notifications here for changing geometry in children.
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// But cacheName is used in sub-classes such as PlacedItem.
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@ -1270,15 +1283,14 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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for (var i = 0, l = children.length; i < l; i++) {
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var child = children[i];
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if (child._visible) {
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var rect = child[getter](matrix);
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var rect = child._getBounds(type, matrix);
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x1 = Math.min(rect.x, x1);
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y1 = Math.min(rect.y, y1);
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x2 = Math.max(rect.x + rect.width, x2);
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y2 = Math.max(rect.y + rect.height, y2);
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}
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}
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var bounds = Rectangle.create(x1, y1, x2 - x1, y2 - y1);
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return getter == 'getBounds' ? this._createBounds(bounds) : bounds;
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return Rectangle.create(x1, y1, x2 - x1, y2 - y1);
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},
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/**
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@ -1296,9 +1308,9 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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* @type Rectangle
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* @bean
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*/
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getBounds: function(/* matrix */) {
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return this._getBounds('getBounds', '_bounds', arguments[0]);
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},
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// getBounds: function(/* matrix */) {
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// return this._getBounds('getBounds', '_bounds', arguments[0]);
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// },
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setBounds: function(rect) {
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rect = Rectangle.read(arguments);
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@ -1319,7 +1331,7 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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matrix.translate(-center.x, -center.y);
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// Now execute the transformation:
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this.transform(matrix);
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},
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}
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/**
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* The bounding rectangle of the item including stroke width.
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@ -1327,9 +1339,9 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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* @type Rectangle
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* @bean
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*/
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getStrokeBounds: function(/* matrix */) {
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return this._getBounds('getStrokeBounds', '_strokeBounds', arguments[0]);
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},
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// getStrokeBounds: function(/* matrix */) {
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// return this._getBounds('getStrokeBounds', '_strokeBounds', arguments[0]);
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// },
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/**
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* The bounding rectangle of the item including handles.
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@ -1337,9 +1349,9 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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* @type Rectangle
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* @bean
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*/
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getHandleBounds: function(/* matrix */) {
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return this._getBounds('getHandleBounds', '_handleBounds', arguments[0]);
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},
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// getHandleBounds: function(/* matrix */) {
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// return this._getBounds('getHandleBounds', '_handleBounds', arguments[0]);
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// },
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/**
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* The rough bounding rectangle of the item that is shure to include all of
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@ -1349,10 +1361,10 @@ var Item = this.Item = Base.extend(Callback, /** @lends Item# */{
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* @bean
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* @ignore
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*/
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getRoughBounds: function(/* matrix */) {
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return this._getBounds('getRoughBounds', '_roughBounds', arguments[0]);
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},
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// getRoughBounds: function(/* matrix */) {
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// return this._getBounds('getRoughBounds', '_roughBounds', arguments[0]);
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// },
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}), /** @lends Item# */{
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/**
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* {@grouptitle Stroke Style}
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*
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@ -59,29 +59,14 @@ var PlacedItem = this.PlacedItem = Item.extend(/** @lends PlacedItem# */{
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this._changed(Change.GEOMETRY);
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},
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getBounds: function(/* matrix */) {
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var useCache = arguments[0] === undefined;
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if (useCache && this._bounds)
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return this._bounds;
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// The bounds of PlacedItems are the same as the strokeBounds, but are
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// wrapped in a LinkedRectangle that catch changes for us.
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var bounds = this.getStrokeBounds(arguments[0]);
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if (useCache)
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bounds = this._bounds = this._createBounds(bounds);
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return bounds;
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},
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_getBounds: function(getter, cacheName, matrix) {
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var useCache = matrix === undefined;
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if (useCache && this[cacheName])
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return this[cacheName];
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_getBounds: function(type, matrix) {
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// The bounds of PlacedItems are the same as the strokeBounds
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if (type == 'bounds')
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type = 'strokeBounds';
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// Concatenate the passed matrix with the internal one
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matrix = matrix ? matrix.clone().concatenate(this._matrix)
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: this._matrix;
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// Call _calculateBounds, which needs to be defined in the subclasses:
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var bounds = this._calculateBounds(getter, matrix);
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if (useCache)
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this[cacheName] = bounds;
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return bounds;
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return this._calculateBounds(type, matrix);
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}
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});
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@ -94,9 +94,9 @@ var PlacedSymbol = this.PlacedSymbol = PlacedItem.extend(/** @lends PlacedSymbol
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return this._clone(new PlacedSymbol(this.symbol, this._matrix.clone()));
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},
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_calculateBounds: function(getter, matrix) {
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_calculateBounds: function(type, matrix) {
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// Ask the symbol definition to calculate the bounds for us
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return this.symbol._definition[getter](matrix);
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return this.symbol._definition._getBounds(type, matrix);
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},
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draw: function(ctx, param) {
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@ -380,24 +380,13 @@ var Raster = this.Raster = PlacedItem.extend(/** @lends Raster# */{
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this.getContext(true).putImageData(data, point.x, point.y);
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},
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_calculateBounds: function(getter, matrix) {
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// The getter is only used for PlacedSymbol, not Raster
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_calculateBounds: function(type, matrix) {
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// Note: Raster doesn't make the distinction between the different
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// bounds
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return matrix._transformBounds(
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new Rectangle(this._size).setCenter(0, 0));
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},
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// Since Raster doesn't make the distinction between the different bounds,
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// simply redirect to strokeBounds so the cached values can be reused.
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// TODO: Shouldn't this be moved to PlacedItem
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getHandleBounds: function(/* matrix */) {
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return this.getStrokeBounds(arguments[0]);
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},
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getRoughBounds: function(/* matrix */) {
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return this.getStrokeBounds(arguments[0]);
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},
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_hitTest: function(point, options) {
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point = this._matrix._inverseTransform(point);
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if (point.isInside(new Rectangle(this._size).setCenter(0, 0))) {
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317
src/path/Path.js
317
src/path/Path.js
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@ -208,7 +208,7 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
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// taken into account.
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_transform: function(matrix, flags) {
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if (!matrix.isIdentity()) {
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if (matrix && !matrix.isIdentity()) {
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var coords = new Array(6);
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for (var i = 0, l = this._segments.length; i < l; i++) {
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this._segments[i]._transformCoordinates(matrix, coords, true);
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@ -1761,109 +1761,6 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
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}
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};
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}, new function() { // A dedicated scope for the tricky bounds calculations
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function getBounds(that, matrix, strokePadding) {
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// Code ported and further optimised from:
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// http://blog.hackers-cafe.net/2009/06/how-to-calculate-bezier-curves-bounding.html
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var segments = that._segments,
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first = segments[0];
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if (!first)
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return null;
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var coords = new Array(6),
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prevCoords = new Array(6);
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// If the matrix is an identity transformation, set it to null for
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// faster processing
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if (matrix && matrix.isIdentity())
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matrix = null;
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// Make coordinates for first segment available in prevCoords.
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first._transformCoordinates(matrix, prevCoords, false);
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var min = prevCoords.slice(0, 2),
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max = min.slice(0), // clone
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// Add some tolerance for good roots, as t = 0 / 1 are added
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// seperately anyhow, and we don't want joins to be added with
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// radiuses in getStrokeBounds()
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tMin = Numerical.TOLERANCE,
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tMax = 1 - tMin;
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function processSegment(segment) {
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segment._transformCoordinates(matrix, coords, false);
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for (var i = 0; i < 2; i++) {
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var v0 = prevCoords[i], // prev.point
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v1 = prevCoords[i + 4], // prev.handleOut
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v2 = coords[i + 2], // segment.handleIn
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v3 = coords[i]; // segment.point
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function add(value, t) {
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var padding = 0;
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if (value == null) {
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// Calculate bezier polynomial at t
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var u = 1 - t;
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value = u * u * u * v0
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+ 3 * u * u * t * v1
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+ 3 * u * t * t * v2
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+ t * t * t * v3;
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// Only add strokeWidth to bounds for points which lie
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// within 0 < t < 1. The corner cases for cap and join
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// are handled in getStrokeBounds()
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padding = strokePadding ? strokePadding[i] : 0;
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}
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var left = value - padding,
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right = value + padding;
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if (left < min[i])
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min[i] = left;
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if (right > max[i])
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max[i] = right;
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}
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add(v3, null);
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// Calculate derivative of our bezier polynomial, divided by 3.
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// Dividing by 3 allows for simpler calculations of a, b, c and
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// leads to the same quadratic roots below.
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var a = 3 * (v1 - v2) - v0 + v3,
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b = 2 * (v0 + v2) - 4 * v1,
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c = v1 - v0;
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// Solve for derivative for quadratic roots. Each good root
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// (meaning a solution 0 < t < 1) is an extrema in the cubic
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// polynomial and thus a potential point defining the bounds
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// TODO: Use tolerance here, just like Numerical.solveQuadratic
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if (a == 0) {
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if (b == 0)
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continue;
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var t = -c / b;
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// Test for good root and add to bounds if good (same below)
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if (tMin < t && t < tMax)
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add(null, t);
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continue;
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}
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var q = b * b - 4 * a * c;
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if (q < 0)
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continue;
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// TODO: Match this with Numerical.solveQuadratic
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var sqrt = Math.sqrt(q),
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f = -0.5 / a,
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t1 = (b - sqrt) * f,
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t2 = (b + sqrt) * f;
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if (tMin < t1 && t1 < tMax)
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add(null, t1);
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if (tMin < t2 && t2 < tMax)
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add(null, t2);
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}
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// Swap coordinate buffers
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var tmp = prevCoords;
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prevCoords = coords;
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coords = tmp;
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}
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for (var i = 1, l = segments.length; i < l; i++)
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processSegment(segments[i]);
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if (that._closed)
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processSegment(first);
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return Rectangle.create(min[0], min[1],
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max[0] - min[0], max[1] - min[1]);
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}
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/**
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* Returns the horizontal and vertical padding that a transformed round
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* stroke adds to the bounding box, by calculating the dimensions of a
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@ -1906,51 +1803,129 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
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return [Math.abs(x), Math.abs(y)];
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}
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return {
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var get = {
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/**
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* The bounding rectangle of the item excluding stroke width.
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*
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* @param matrix optional
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*
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* @ignore
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* Returns the bounding rectangle of the item excluding stroke width.
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*/
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getBounds: function(/* matrix */) {
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var useCache = arguments[0] === undefined;
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// Pass the matrix hidden from Bootstrap, so it still inject
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// getBounds as bean too.
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if (useCache && this._bounds)
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return this._bounds;
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var bounds = this._createBounds(getBounds(this, arguments[0]));
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if (useCache)
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this._bounds = bounds;
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return bounds;
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bounds: function(that, matrix, strokePadding) {
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// Code ported and further optimised from:
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// http://blog.hackers-cafe.net/2009/06/how-to-calculate-bezier-curves-bounding.html
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var segments = that._segments,
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first = segments[0];
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if (!first)
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return null;
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var coords = new Array(6),
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prevCoords = new Array(6);
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// Make coordinates for first segment available in prevCoords.
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first._transformCoordinates(matrix, prevCoords, false);
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var min = prevCoords.slice(0, 2),
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max = min.slice(0), // clone
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// Add some tolerance for good roots, as t = 0 / 1 are added
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// seperately anyhow, and we don't want joins to be added with
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// radiuses in getStrokeBounds()
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tMin = Numerical.TOLERANCE,
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tMax = 1 - tMin;
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function processSegment(segment) {
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segment._transformCoordinates(matrix, coords, false);
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for (var i = 0; i < 2; i++) {
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var v0 = prevCoords[i], // prev.point
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v1 = prevCoords[i + 4], // prev.handleOut
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v2 = coords[i + 2], // segment.handleIn
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v3 = coords[i]; // segment.point
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function add(value, t) {
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var padding = 0;
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if (value == null) {
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// Calculate bezier polynomial at t
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var u = 1 - t;
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value = u * u * u * v0
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+ 3 * u * u * t * v1
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+ 3 * u * t * t * v2
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+ t * t * t * v3;
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// Only add strokeWidth to bounds for points which lie
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// within 0 < t < 1. The corner cases for cap and join
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// are handled in getStrokeBounds()
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padding = strokePadding ? strokePadding[i] : 0;
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}
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var left = value - padding,
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right = value + padding;
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if (left < min[i])
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min[i] = left;
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if (right > max[i])
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max[i] = right;
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}
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add(v3, null);
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|
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// Calculate derivative of our bezier polynomial, divided by 3.
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// Dividing by 3 allows for simpler calculations of a, b, c and
|
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// leads to the same quadratic roots below.
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var a = 3 * (v1 - v2) - v0 + v3,
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b = 2 * (v0 + v2) - 4 * v1,
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c = v1 - v0;
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// Solve for derivative for quadratic roots. Each good root
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// (meaning a solution 0 < t < 1) is an extrema in the cubic
|
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// polynomial and thus a potential point defining the bounds
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// TODO: Use tolerance here, just like Numerical.solveQuadratic
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if (a == 0) {
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if (b == 0)
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continue;
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var t = -c / b;
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// Test for good root and add to bounds if good (same below)
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if (tMin < t && t < tMax)
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add(null, t);
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continue;
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}
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var q = b * b - 4 * a * c;
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if (q < 0)
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continue;
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// TODO: Match this with Numerical.solveQuadratic
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var sqrt = Math.sqrt(q),
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f = -0.5 / a,
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t1 = (b - sqrt) * f,
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t2 = (b + sqrt) * f;
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if (tMin < t1 && t1 < tMax)
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add(null, t1);
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if (tMin < t2 && t2 < tMax)
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add(null, t2);
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}
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// Swap coordinate buffers
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var tmp = prevCoords;
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prevCoords = coords;
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coords = tmp;
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}
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for (var i = 1, l = segments.length; i < l; i++)
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processSegment(segments[i]);
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if (that._closed)
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processSegment(first);
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return Rectangle.create(min[0], min[1],
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max[0] - min[0], max[1] - min[1]);
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},
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/**
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* The bounding rectangle of the item including stroke width.
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*
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* @ignore
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* Returns the bounding rectangle of the item including stroke width.
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*/
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getStrokeBounds: function(/* matrix */) {
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if (!this._style._strokeColor || !this._style._strokeWidth)
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return this.getBounds.apply(this, arguments);
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var useCache = arguments[0] === undefined;
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if (useCache && this._strokeBounds)
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return this._strokeBounds;
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var matrix = arguments[0], // set #getBounds()
|
||||
width = this.getStrokeWidth(),
|
||||
strokeBounds: function(that, matrix) {
|
||||
// TODO: Should we access this.getStrokeColor, as we do in _transform?
|
||||
// TODO: Find a way to reuse 'bounds' cache instead?
|
||||
if (!that._style._strokeColor || !that._style._strokeWidth)
|
||||
return get.bounds(that, matrix);
|
||||
var width = that.getStrokeWidth(),
|
||||
radius = width / 2,
|
||||
padding = getPenPadding(radius, matrix),
|
||||
join = this.getStrokeJoin(),
|
||||
cap = this.getStrokeCap(),
|
||||
join = that.getStrokeJoin(),
|
||||
cap = that.getStrokeCap(),
|
||||
// miter is relative to width. Divide it by 2 since we're
|
||||
// measuring half the distance below
|
||||
miter = this.getMiterLimit() * width / 2,
|
||||
segments = this._segments,
|
||||
miter = that.getMiterLimit() * width / 2,
|
||||
segments = that._segments,
|
||||
length = segments.length,
|
||||
// It seems to be compatible with Ai we need to pass pen padding
|
||||
// untransformed to getBounds()
|
||||
bounds = getBounds(this, matrix, getPenPadding(radius));
|
||||
// untransformed to get.bounds
|
||||
bounds = get.bounds(that, matrix, getPenPadding(radius));
|
||||
// Create a rectangle of padding size, used for union with bounds
|
||||
// further down
|
||||
var joinBounds = new Rectangle(new Size(padding).multiply(2));
|
||||
|
@ -2020,43 +1995,31 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
|
|||
}
|
||||
}
|
||||
|
||||
for (var i = 1, l = length - (this._closed ? 0 : 1); i < l; i++) {
|
||||
for (var i = 1, l = length - (that._closed ? 0 : 1); i < l; i++) {
|
||||
addJoin(segments[i], join);
|
||||
}
|
||||
if (this._closed) {
|
||||
if (that._closed) {
|
||||
addJoin(segments[0], join);
|
||||
} else {
|
||||
addCap(segments[0], cap, 0);
|
||||
addCap(segments[length - 1], cap, 1);
|
||||
}
|
||||
if (useCache)
|
||||
this._strokeBounds = bounds;
|
||||
return bounds;
|
||||
},
|
||||
|
||||
/**
|
||||
* The bounding rectangle of the item including handles.
|
||||
*
|
||||
* @ignore
|
||||
* Returns the bounding rectangle of the item including handles.
|
||||
*/
|
||||
getHandleBounds: function(/* matrix, stroke, join */) {
|
||||
// Do not check for matrix but count parameters to determine if we
|
||||
// can cache or not, as the other parameters have an influence on
|
||||
// that too:
|
||||
var useCache = arguments.length == 0;
|
||||
if (useCache && this._handleBounds)
|
||||
return this._handleBounds;
|
||||
handleBounds: function(that, matrix, stroke, join) {
|
||||
var coords = new Array(6),
|
||||
matrix = arguments[0],
|
||||
stroke = arguments[1] / 2 || 0, // Stroke padding
|
||||
join = arguments[2] / 2 || 0, // Join padding, for miterLimit
|
||||
open = !this._closed,
|
||||
x1 = Infinity,
|
||||
x2 = -x1,
|
||||
y1 = x1,
|
||||
y2 = x2;
|
||||
for (var i = 0, l = this._segments.length; i < l; i++) {
|
||||
var segment = this._segments[i];
|
||||
stroke = stroke / 2 || 0; // Stroke padding
|
||||
join = join / 2 || 0; // Join padding, for miterLimit
|
||||
for (var i = 0, l = that._segments.length; i < l; i++) {
|
||||
var segment = that._segments[i];
|
||||
segment._transformCoordinates(matrix, coords, false);
|
||||
for (var j = 0; j < 6; j += 2) {
|
||||
// Use different padding for points or handles
|
||||
|
@ -2073,32 +2036,28 @@ var Path = this.Path = PathItem.extend(/** @lends Path# */{
|
|||
if (yx > y2) y2 = yx;
|
||||
}
|
||||
}
|
||||
var bounds = Rectangle.create(x1, y1, x2 - x1, y2 - y1);
|
||||
if (useCache)
|
||||
this._handleBounds = bounds;
|
||||
return bounds;
|
||||
return Rectangle.create(x1, y1, x2 - x1, y2 - y1);
|
||||
},
|
||||
|
||||
/**
|
||||
* The rough bounding rectangle of the item that is shure to include all
|
||||
* of the drawing, including stroke width.
|
||||
*
|
||||
* @ignore
|
||||
* Returns the rough bounding rectangle of the item that is shure to
|
||||
* include all of the drawing, including stroke width.
|
||||
*/
|
||||
getRoughBounds: function(/* matrix */) {
|
||||
var useCache = arguments[0] === undefined;
|
||||
if (useCache && this._roughBounds)
|
||||
return this._roughBounds;
|
||||
// Delegate to #getHandleBounds(), but pass on radius values for
|
||||
// stroke and joins. Hanlde miter joins specially, by passing the
|
||||
// largets radius possible.
|
||||
var bounds = this.getHandleBounds(arguments[0], this.strokeWidth,
|
||||
this.getStrokeJoin() == 'miter'
|
||||
? this.strokeWidth * this.getMiterLimit()
|
||||
: this.strokeWidth);
|
||||
if (useCache)
|
||||
this._roughBounds = bounds;
|
||||
return bounds;
|
||||
roughBounds: function(that, matrix) {
|
||||
// Delegate to handleBounds, but pass on radius values for stroke
|
||||
// and joins. Hanlde miter joins specially, by passing the largets
|
||||
// radius possible.
|
||||
var width = that.getStrokeWidth();
|
||||
return get.handleBounds(that, matrix, width,
|
||||
that.getStrokeJoin() == 'miter'
|
||||
? width * that.getMiterLimit()
|
||||
: width);
|
||||
}
|
||||
};
|
||||
|
||||
return {
|
||||
_getBounds: function(type, matrix) {
|
||||
return get[type](this, matrix);
|
||||
}
|
||||
};
|
||||
});
|
||||
|
|
|
@ -101,14 +101,10 @@ var PointText = this.PointText = TextItem.extend(/** @lends PointText# */{
|
|||
var context = null;
|
||||
|
||||
return {
|
||||
_getBounds: function(getter, cacheName, matrix) {
|
||||
// TODO: What if first argument is a Matrix? See PlacedItem...
|
||||
// Return from the cache if we can
|
||||
if (this[cacheName])
|
||||
return this[cacheName];
|
||||
_getBounds: function(type, matrix) {
|
||||
// If there is no text, there are no bounds
|
||||
if (!this._content)
|
||||
return this[cacheName] = new Rectangle();
|
||||
return new Rectangle();
|
||||
// Create an in-memory canvas on which to do the measuring
|
||||
if (!context)
|
||||
context = CanvasProvider.getCanvas(Size.create(1, 1)).getContext('2d');
|
||||
|
@ -129,10 +125,8 @@ var PointText = this.PointText = TextItem.extend(/** @lends PointText# */{
|
|||
// rough guess
|
||||
var bounds = Rectangle.create(x, leading / 4 + (count - 1) * leading,
|
||||
width, -count * leading);
|
||||
this._matrix._transformBounds(bounds, bounds);
|
||||
// TODO: Only cache if no matrix is provided
|
||||
this[cacheName] = bounds;
|
||||
return getter == 'getBounds' ? this._createBounds(bounds) : bounds;
|
||||
// TODO: matrix!
|
||||
return this._matrix._transformBounds(bounds, bounds);
|
||||
}
|
||||
};
|
||||
});
|
||||
|
|
Loading…
Reference in a new issue