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Some more code clean up and variable renaming.
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1 changed files with 17 additions and 18 deletions
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@ -1023,7 +1023,7 @@ new function() { // Scope for methods that require numerical integration
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a, b, 16, /*#=*/ Numerical.TOLERANCE);
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}
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};
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}, new function() { // Scope for Curve intersection
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}, new function() { // Scope for intersection using bezier fat-line clipping
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function addLocation(locations, curve1, parameter, point, curve2) {
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// Avoid duplicates when hitting segments (closed paths too)
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var first = locations[0],
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@ -1210,20 +1210,19 @@ new function() { // Scope for methods that require numerical integration
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dq0 = getSignedDistance(p0x, p0y, p3x, p3y, q0x, q0y),
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dq1 = getSignedDistance(p0x, p0y, p3x, p3y, q1x, q1y),
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dq2 = getSignedDistance(p0x, p0y, p3x, p3y, q2x, q2y),
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dq3 = getSignedDistance(p0x, p0y, p3x, p3y, q3x, q3y),
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// Find the minimum and maximum distances from l, this is useful for
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// checking whether the curves intersect with each other or not.
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mindist = Math.min(dq0, dq1, dq2, dq3),
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maxdist = Math.max(dq0, dq1, dq2, dq3);
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dq3 = getSignedDistance(p0x, p0y, p3x, p3y, q3x, q3y);
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// Find the minimum and maximum distances from l, this is useful for
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// checking whether the curves intersect with each other or not.
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// If the fatlines don't overlap, we have no intersections!
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if (dmin > maxdist || dmax < mindist)
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if (dmin > Math.max(dq0, dq1, dq2, dq3)
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|| dmax < Math.min(dq0, dq1, dq2, dq3))
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return 0;
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var hull = getConvexHull(dq0, dq1, dq2, dq3),
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tmp;
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swap;
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if (dq3 < dq0) {
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tmp = dmin;
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swap = dmin;
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dmin = dmax;
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dmax = tmp;
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dmax = swap;
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}
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// Calculate the convex hull for non-parametric bezier curve D(ti, di(t))
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// Now we clip the convex hulls for D(ti, di(t)) with dmin and dmax
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@ -1236,9 +1235,9 @@ new function() { // Scope for methods that require numerical integration
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var p1 = hull[i],
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p2 = hull[(i + 1) % l];
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if (p2[1] < p1[1]) {
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tmp = p2;
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swap = p2;
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p2 = p1;
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p1 = tmp;
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p1 = swap;
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}
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var x1 = p1[0],
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y1 = p1[1],
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@ -1264,11 +1263,11 @@ new function() { // Scope for methods that require numerical integration
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// Return the parameter values for v2 for which we can be sure that the
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// intersection with v1 lies within.
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if (tmin !== Infinity && tmax !== -Infinity) {
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var mindmin = Math.min(dmin, dmax),
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mindmax = Math.max(dmin, dmax);
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if (dq3 > mindmin && dq3 < mindmax)
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var min = Math.min(dmin, dmax),
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max = Math.max(dmin, dmax);
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if (dq3 > min && dq3 < max)
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tmax = 1;
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if (dq0 > mindmin && dq0 < mindmax)
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if (dq0 > min && dq0 < max)
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tmin = 0;
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if (tmaxdmin > tmax)
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tmax = 1;
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@ -1299,12 +1298,12 @@ new function() { // Scope for methods that require numerical integration
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* Calculating convex-hull is much easier than a set of arbitrary points.
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*/
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function getConvexHull(dq0, dq1, dq2, dq3) {
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var getSignedDistance = Line.getSignedDistance,
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p0 = [ 0, dq0 ],
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var p0 = [ 0, dq0 ],
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p1 = [ 1 / 3, dq1 ],
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p2 = [ 2 / 3, dq2 ],
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p3 = [ 1, dq3 ],
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// Find signed distance of p1 and p2 from line [ p0, p3 ]
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getSignedDistance = Line.getSignedDistance,
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dist1 = getSignedDistance(0, dq0, 1, dq3, 1 / 3, dq1),
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dist2 = getSignedDistance(0, dq0, 1, dq3, 2 / 3, dq2);
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// Check if p1 and p2 are on the same side of the line [ p0, p3 ]
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