var EPSILON = 10e-12; var TOLERANCE = 10e-6; var MAX_RECURSE = 20; var MAX_ITERATE = 20; /** * This method is analogous to paperjs#PathItem.getIntersections */ function getIntersections2( path1, path2 ){ // First check the bounds of the two paths. If they don't intersect, // we don't need to iterate through their curves. if (!path1.getBounds().touches(path2.getBounds())) return []; var locations = [], curves1 = path1.getCurves(), curves2 = path2.getCurves(), length2 = curves2.length, values2 = [], i; for (i = 0; i < length2; i++) values2[i] = curves2[i].getValues(); for (i = 0, l = curves1.length; i < l; i++) { var curve1 = curves1[i], values1 = curve1.getValues(); var v1Linear = Curve.isLinear(values1); for (var j = 0; j < length2; j++){ value2 = values2[j]; var v2Linear = Curve.isLinear(value2); if( v1Linear && v2Linear ){ _getLineLineIntersection(values1, value2, curve1, curves2[j], locations); } else if ( v1Linear || v2Linear ){ _getCurveLineIntersection(values1, value2, curve1, curves2[j], locations); } else { Curve.getIntersections2(values1, value2, curve1, curves2[j], locations); } } } return locations; } /** * This method is analogous to paperjs#Curve.getIntersections * @param {[type]} v1 * @param {[type]} v2 * @param {[type]} curve1 * @param {[type]} curve2 * @param {[type]} locations * @param {[type]} _v1t - Only used for recusion * @param {[type]} _v2t - Only used for recusion */ paper.Curve.getIntersections2 = function( v1, v2, curve1, curve2, locations, _v1t, _v2t, _recurseDepth ) { _recurseDepth = _recurseDepth ? _recurseDepth + 1 : 1; // Avoid endless recursion. // Perhaps we should fall back to a more expensive method after this, but // so far endless recursion happens only when there is no real intersection and // the infinite fatline continue to intersect with the other curve outside its bounds! if( _recurseDepth > MAX_RECURSE ) return; // cache the original parameter range. _v1t = _v1t || { t1: 0, t2: 1 }; _v2t = _v2t || { t1: 0, t2: 1 }; var v1t = { t1: _v1t.t1, t2: _v1t.t2 }; var v2t = { t1: _v2t.t1, t2: _v2t.t2 }; // Get the clipped parts from the original curve, to avoid cumulative errors var _v1 = Curve.getPart( v1, v1t.t1, v1t.t2 ); var _v2 = Curve.getPart( v2, v2t.t1, v2t.t2 ); // markCurve( _v1, '#f0f', true ); // markCurve( _v2, '#0ff', false ); var nuT, parts, tmpt = { t1:null, t2:null }, iterate = 0; // Loop until both parameter range converge. We have to handle the degenerate case // seperately, where fat-line clipping can become numerically unstable when one of the // curves has converged to a point and the other hasn't. while( iterate < MAX_ITERATE && ( Math.abs(v1t.t2 - v1t.t1) > TOLERANCE || Math.abs(v2t.t2 - v2t.t1) > TOLERANCE ) ){ ++iterate; // First we clip v2 with v1's fat-line tmpt.t1 = v2t.t1; tmpt.t2 = v2t.t2; var intersects1 = _clipBezierFatLine( _v1, _v2, tmpt ); // Stop if there are no possible intersections if( intersects1 === 0 ){ return; } else if( intersects1 > 0 ){ // Get the clipped parts from the original v2, to avoid cumulative errors // ...and reuse some objects. v2t.t1 = tmpt.t1; v2t.t2 = tmpt.t2; _v2 = Curve.getPart( v2, v2t.t1, v2t.t2 ); // markCurve( _v2, '#0ff', false ); // Next we clip v1 with nuv2's fat-line tmpt.t1 = v1t.t1; tmpt.t2 = v1t.t2; var intersects2 = _clipBezierFatLine( _v2, _v1, tmpt ); // Stop if there are no possible intersections if( intersects2 === 0 ){ return; }else if( intersects1 > 0 ){ // Get the clipped parts from the original v2, to avoid cumulative errors v1t.t1 = tmpt.t1; v1t.t2 = tmpt.t2; _v1 = Curve.getPart( v1, v1t.t1, v1t.t2 ); } // markCurve( _v1, '#f0f', true ); } // Get the clipped parts from the original v1 // Check if there could be multiple intersections if( intersects1 < 0 || intersects2 < 0 ){ // Subdivide the curve which has converged the least from the original range [0,1], // which would be the curve with the largest parameter range after clipping if( v1t.t2 - v1t.t1 > v2t.t2 - v2t.t1 ){ // subdivide _v1 and recurse nuT = ( _v1t.t1 + _v1t.t2 ) / 2.0; Curve.getIntersections2( v1, v2, curve1, curve2, locations, { t1: _v1t.t1, t2: nuT }, _v2t, _recurseDepth ); Curve.getIntersections2( v1, v2, curve1, curve2, locations, { t1: nuT, t2: _v1t.t2 }, _v2t, _recurseDepth ); return; } else { // subdivide _v2 and recurse nuT = ( _v2t.t1 + _v2t.t2 ) / 2.0; Curve.getIntersections2( v1, v2, curve1, curve2, locations, _v1t, { t1: _v2t.t1, t2: nuT }, _recurseDepth ); Curve.getIntersections2( v1, v2, curve1, curve2, locations, _v1t, { t1: nuT, t2: _v2t.t2 }, _recurseDepth ); return; } } // We need to bailout of clipping and try a numerically stable method if // any of the following are true. // 1. One of the parameter ranges is converged to a point. // 2. Both of the parameter ranges have converged reasonably well ( according to TOLERENCE ). // 3. One of the parameter range is converged enough so that it is *flat enough* to // calculate line curve intersection implicitly. // // Check if one of the parameter range has converged completely to a point. // Now things could get only worse if we iterate more for the other // curve to converge if it hasn't yet happened so. var v1Converged = (Math.abs(v1t.t2 - v1t.t1) < EPSILON), v2Converged = (Math.abs(v2t.t2 - v2t.t1) < EPSILON); if( v1Converged || v2Converged ){ var first = locations[0], last = locations[locations.length - 1]; if ((!first || !point.equals(first._point)) && (!last || !point.equals(last._point))){ var point = (v1Converged)? curve1.getPointAt(v1t.t1, true) : curve2.getPointAt(v2t.t1, true); locations.push(new CurveLocation(curve1, null, point, curve2)); } return; } // Check to see if both parameter ranges have converged or else, // see if either or both of the curves are flat enough to be treated as lines if( Math.abs(v1t.t2 - v1t.t1) <= TOLERANCE && Math.abs(v2t.t2 - v2t.t1) <= TOLERANCE ){ locations.push(new CurveLocation(curve1, v1t.t1, curve1.getPointAt(v1t.t1, true), curve2)); return; } else { var curve1Flat = Curve.isFlatEnough( _v1, /*#=*/ TOLERANCE ); var curve2Flat = Curve.isFlatEnough( _v2, /*#=*/ TOLERANCE ); if ( curve1Flat && curve2Flat ) { _getLineLineIntersection( _v1, _v2, curve1, curve2, locations ); return; } else if( curve1Flat || curve2Flat ){ // Use curve line intersection method while specifying which curve to be treated as line _getCurveLineIntersection( _v1, _v2, curve1, curve2, locations, curve1Flat ); return; } } } }; /** * Clip curve V2 with fat-line of v1 * @param {Array} v1 - Section of the first curve, for which we will make a fat-line * @param {Array} v2 - Section of the second curve; we will clip this curve with the fat-line of v1 * @param {Object} v2t - The parameter range of v2 * @return {number} -> 0 -no Intersection, 1 -one intersection, -1 -more than one intersection */ function _clipBezierFatLine( v1, v2, v2t ){ // first curve, P var p0x = v1[0], p0y = v1[1], p3x = v1[6], p3y = v1[7]; var p1x = v1[2], p1y = v1[3], p2x = v1[4], p2y = v1[5]; // second curve, Q var q0x = v2[0], q0y = v2[1], q3x = v2[6], q3y = v2[7]; var q1x = v2[2], q1y = v2[3], q2x = v2[4], q2y = v2[5]; // Calculate the fat-line L for P is the baseline l and two // offsets which completely encloses the curve P. var d1 = _getSignedDist( p0x, p0y, p3x, p3y, p1x, p1y ) || 0; var d2 = _getSignedDist( p0x, p0y, p3x, p3y, p2x, p2y ) || 0; var dmin, dmax; if( d1 * d2 > 0){ // 3/4 * min{0, d1, d2} dmin = 0.75 * Math.min( 0, d1, d2 ); dmax = 0.75 * Math.max( 0, d1, d2 ); } else { // 4/9 * min{0, d1, d2} dmin = 0.4444444444444444 * Math.min( 0, d1, d2 ); dmax = 0.4444444444444444 * Math.max( 0, d1, d2 ); } // Calculate non-parametric bezier curve D(ti, di(t)) - // di(t) is the distance of Q from the baseline l of the fat-line, // ti is equally spaced in [0,1] var dq0 = _getSignedDist( p0x, p0y, p3x, p3y, q0x, q0y ); var dq1 = _getSignedDist( p0x, p0y, p3x, p3y, q1x, q1y ); var dq2 = _getSignedDist( p0x, p0y, p3x, p3y, q2x, q2y ); var dq3 = _getSignedDist( p0x, p0y, p3x, p3y, q3x, q3y ); // Find the minimum and maximum distances from l, // this is useful for checking whether the curves intersect with each other or not. var mindist = Math.min( dq0, dq1, dq2, dq3 ); var maxdist = Math.max( dq0, dq1, dq2, dq3 ); // If the fatlines don't overlap, we have no intersections! if( dmin > maxdist || dmax < mindist ){ return 0; } var tmp; if( dq3 < dq0 ){ tmp = dmin; dmin = dmax; dmax = tmp; } var Dt = _convexhull( dq0, dq1, dq2, dq3 ); // Calculate the convex hull for non-parametric bezier curve D(ti, di(t)) // Now we clip the convex hulls for D(ti, di(t)) with dmin and dmax // for the coorresponding t values (tmin, tmax): // Portions of curve v2 before tmin and after tmax can safely be clipped away var tmaxdmin = -Infinity, ixd, ixdx, i, len, inv_m; var tmin = Infinity, tmax = -Infinity, Dtl, dtlx1, dtly1, dtlx2, dtly2; for (i = 0, len = Dt.length; i < len; i++) { Dtl = Dt[i]; dtlx1 = Dtl[0]; dtly1 = Dtl[1]; dtlx2 = Dtl[2]; dtly2 = Dtl[3]; if( dtly2 < dtly1 ){ tmp = dtly2; dtly2 = dtly1; dtly1 = tmp; tmp = dtlx2; dtlx2 = dtlx1; dtlx1 = tmp; } // we know that (dtlx2 - dtlx1) is never 0 inv_m = (dtly2 - dtly1) / (dtlx2 - dtlx1); if( dmin >= dtly1 && dmin <= dtly2 ){ ixdx = dtlx1 + (dmin - dtly1) / inv_m; if ( ixdx < tmin ) tmin = ixdx; if ( ixdx > tmaxdmin ) tmaxdmin = ixdx; } if( dmax >= dtly1 && dmax <= dtly2 ){ ixdx = dtlx1 + (dmax - dtly1) / inv_m; if( ixdx > tmax ) tmax = ixdx; if( ixdx < tmin ) tmin = 0; } } // Return the parameter values for v2 for which we can be sure that the // intersection with v1 lies within. if(tmin !== Infinity && tmax !== -Infinity){ var mindmin = Math.min(dmin, dmax); var mindmax = Math.max(dmin, dmax); if( dq3 > mindmin && dq3 < mindmax ){ tmax = 1; } if( dq0 > mindmin && dq0 < mindmax ){ tmin = 0; } if( tmaxdmin > tmax ){ tmax = 1; } // Debug: Plot the non-parametric graph and hull // plotD_vs_t( 500, 110, Dt, [dq0, dq1, dq2, dq3], v1, dmin, dmax, tmin, tmax, 1.0 / ( tmax - tmin + 0.3 ) ) // tmin and tmax are within the range (0, 1). We need to project it to the original // parameter range for v2. var v2tmin = v2t.t1; var tdiff = ( v2t.t2 - v2tmin ); v2t.t1 = v2tmin + tmin * tdiff; v2t.t2 = v2tmin + tmax * tdiff; // If the new parameter range fails to converge by atleast 20% of the original range, // possibly we have multiple intersections. We need to subdivide one of the curves. if( (tdiff - ( v2t.t2 - v2t.t1 ))/tdiff >= 0.2 ){ return 1; } } // TODO: Try checking with a perpendicular fatline to see if the curves overlap // if it is any faster than this if( Curve.getBounds( v1 ).touches( Curve.getBounds( v2 ) ) ){ return -1; } return 0; } /** * Calculate the convex hull for the non-paramertic bezier curve D(ti, di(t)). * The ti is equally spaced across [0..1] — [0, 1/3, 2/3, 1] for * di(t), [dq0, dq1, dq2, dq3] respectively. In other words our CVs for the curve are * already sorted in the X axis in the increasing order. Calculating convex-hull is * much easier than a set of arbitrary points. */ function _convexhull( dq0, dq1, dq2, dq3 ){ var distq1 = _getSignedDist( 0.0, dq0, 1.0, dq3, 0.3333333333333333, dq1 ); var distq2 = _getSignedDist( 0.0, dq0, 1.0, dq3, 0.6666666666666666, dq2 ); // Check if [1/3, dq1] and [2/3, dq2] are on the same side of line [0,dq0, 1,dq3] if( distq1 * distq2 < 0 ) { // dq1 and dq2 lie on different sides on [0, q0, 1, q3] // Convexhull is a quadrilateral and line [0, q0, 1, q3] is NOT part of the convexhull // so we are pretty much done here. Dt = [ [ 0.0, dq0, 0.3333333333333333, dq1 ], [ 0.3333333333333333, dq1, 1.0, dq3 ], [ 0.6666666666666666, dq2, 0.0, dq0 ], [ 1.0, dq3, 0.6666666666666666, dq2 ] ]; } else { // dq1 and dq2 lie on the same sides on [0, q0, 1, q3] // Convexhull can be a triangle or a quadrilateral and // line [0, q0, 1, q3] is part of the convexhull. // Check if the hull is a triangle or a quadrilateral var dqmin, dqmax, dqapex1, dqapex2; distq1 = Math.abs(distq1); distq2 = Math.abs(distq2); var vqa1a2x, vqa1a2y, vqa1Maxx, vqa1Maxy, vqa1Minx, vqa1Miny; if( distq1 > distq2 ){ dqmin = [ 0.6666666666666666, dq2 ]; dqmax = [ 0.3333333333333333, dq1 ]; // apex is dq3 and the other apex point is dq0 // vector dqapex->dqapex2 or the base vector which is already part of c-hull vqa1a2x = 1.0, vqa1a2y = dq3 - dq0; // vector dqapex->dqmax vqa1Maxx = 0.6666666666666666, vqa1Maxy = dq3 - dq1; // vector dqapex->dqmin vqa1Minx = 0.3333333333333333, vqa1Miny = dq3 - dq2; } else { dqmin = [ 0.3333333333333333, dq1 ]; dqmax = [ 0.6666666666666666, dq2 ]; // apex is dq0 in this case, and the other apex point is dq3 // vector dqapex->dqapex2 or the base vector which is already part of c-hull vqa1a2x = -1.0, vqa1a2y = dq0 - dq3; // vector dqapex->dqmax vqa1Maxx = -0.6666666666666666, vqa1Maxy = dq0 - dq2; // vector dqapex->dqmin vqa1Minx = -0.3333333333333333, vqa1Miny = dq0 - dq1; } // compare cross products of these vectors to determine, if // point is in triangles [ dq3, dqMax, dq0 ] or [ dq0, dqMax, dq3 ] var vcrossa1a2_a1Min = vqa1a2x * vqa1Miny - vqa1a2y * vqa1Minx; var vcrossa1Max_a1Min = vqa1Maxx * vqa1Miny - vqa1Maxy * vqa1Minx; if( vcrossa1Max_a1Min * vcrossa1a2_a1Min < 0 ){ // Point [2/3, dq2] is inside the triangle and the convex hull is a triangle Dt = [ [ 0.0, dq0, dqmax[0], dqmax[1] ], [ dqmax[0], dqmax[1], 1.0, dq3 ], [ 1.0, dq3, 0.0, dq0 ] ]; } else { // Convexhull is a quadrilateral and we need all lines in the correct order where // line [0, q0, 1, q3] is part of the convex hull Dt = [ [ 0.0, dq0, 0.3333333333333333, dq1 ], [ 0.3333333333333333, dq1, 0.6666666666666666, dq2 ], [ 0.6666666666666666, dq2, 1.0, dq3 ], [ 1.0, dq3, 0.0, dq0 ] ]; } } return Dt; } // This is basically an "unrolled" version of #Line.getDistance() with sign // May be a static method could be better! var _getSignedDist = function( a1x, a1y, a2x, a2y, bx, by ){ var vx = a2x - a1x, vy = a2y - a1y; var m = vy / vx, b = a1y - ( m * a1x ); return ( by - ( m * bx ) - b ) / Math.sqrt( m*m + 1 ); }; /** * Intersections between curve and line becomes rather simple here mostly * because of paperjs Numerical class. We can rotate the curve and line so that * the line is on X axis, and solve the implicit equations for X axis and the curve */ var _getCurveLineIntersection = function( v1, v2, curve1, curve2, locations, _other ){ var i, root, point, vc = v1, vl = v2; var other = ( _other === undefined )? Curve.isLinear( v1 ) : _other; if( other ){ vl = v1; vc = v2; } var l1x = vl[0], l1y = vl[1], l2x = vl[6], l2y = vl[7]; // rotate both the curve and line around l1 so that line is on x axis var lvx = l2x - l1x, lvy = l2y - l1y; // Angle with x axis (1, 0) var angle = Math.atan2( -lvy, lvx ), sina = Math.sin( angle ), cosa = Math.cos( angle ); // rotated line and curve values // (rl1x, rl1y) = (0, 0) var rl2x = lvx * cosa - lvy * sina, rl2y = lvy * cosa + lvx * sina; var rvc = []; for( i=0; i<8; i+=2 ){ var vcx = vc[i] - l1x, vcy = vc[i+1] - l1y; rvc.push( vcx * cosa - vcy * sina ); rvc.push( vcy * cosa + vcx * sina ); } var roots = []; Curve.solveCubic(rvc, 1, 0, roots); i = roots.length; while( i-- ){ root = roots[i]; if( root >= 0 && root <= 1 ){ point = Curve.evaluate(rvc, root, true, 0); // We do have a point on the infinite line. Check if it falls on the line *segment*. if( point.x >= 0 && point.x <= rl2x ){ // The actual intersection point point = Curve.evaluate(vc, root, true, 0); if( other ) root = null; var first = locations[0], last = locations[locations.length - 1]; if ((!first || !point.equals(first._point)) && (!last || !point.equals(last._point))) locations.push( new CurveLocation( curve1, root, point, curve2 ) ); } } } }; var _getLineLineIntersection = function( v1, v2, curve1, curve2, locations ){ var point = Line.intersect( v1[0], v1[1], v1[6], v1[7], v2[0], v2[1], v2[6], v2[7], false); if (point) { // Avoid duplicates when hitting segments (closed paths too) var first = locations[0], last = locations[locations.length - 1]; if ((!first || !point.equals(first._point)) && (!last || !point.equals(last._point))) // Passing null for parameter leads to lazy determination // of parameter values in CurveLocation#getParameter() // only once they are requested. locations.push(new CurveLocation(curve1, null, point, curve2)); } };