mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2025-01-07 13:22:07 -05:00
424 lines
17 KiB
JavaScript
424 lines
17 KiB
JavaScript
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var EPSILON = 10e-12;
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var TOLERANCE = 10e-6;
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var MAX_RECURSE = 20;
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var MAX_ITERATE = 20;
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/**
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* This method is analogous to paperjs#PathItem.getIntersections
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*/
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paper.PathItem.prototype.getIntersections2 = function(path) {
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// First check the bounds of the two paths. If they don't intersect,
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// we don't need to iterate through their curves.
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if (!this.getBounds().touches(path.getBounds()))
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return [];
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var locations = [],
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curves1 = this.getCurves(),
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curves2 = path.getCurves(),
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length2 = curves2.length,
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values2 = [], i;
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for (var i = 0; i < length2; i++)
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values2[i] = curves2[i].getValues();
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for (var i = 0, l = curves1.length; i < l; i++) {
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var curve1 = curves1[i],
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values1 = curve1.getValues();
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var v1Linear = Curve.isLinear(values1);
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for (var j = 0; j < length2; j++) {
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value2 = values2[j];
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var v2Linear = Curve.isLinear(value2);
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if (v1Linear && v2Linear) {
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_getLineLineIntersection(values1, value2, curve1, curves2[j], locations);
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} else if (v1Linear || v2Linear) {
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_getCurveLineIntersection(values1, value2, curve1, curves2[j], locations);
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} else {
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Curve.getIntersections2(values1, value2, curve1, curves2[j], locations);
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}
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}
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}
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return locations;
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};
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/**
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* This method is analogous to paperjs#Curve.getIntersections
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* @param {[type]} v1
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* @param {[type]} v2
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* @param {[type]} curve1
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* @param {[type]} curve2
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* @param {[type]} locations
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* @param {[type]} _v1t - Only used for recusion
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* @param {[type]} _v2t - Only used for recusion
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*/
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paper.Curve.getIntersections2 = function(v1, v2, curve1, curve2, locations, _v1t, _v2t, _recurseDepth) {
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_recurseDepth = _recurseDepth ? _recurseDepth + 1 : 1;
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// Avoid endless recursion.
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// Perhaps we should fall back to a more expensive method after this, but
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// so far endless recursion happens only when there is no real intersection and
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// the infinite fatline continue to intersect with the other curve outside its bounds!
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if (_recurseDepth > MAX_RECURSE) return;
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// cache the original parameter range.
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_v1t = _v1t || { t1: 0, t2: 1 };
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_v2t = _v2t || { t1: 0, t2: 1 };
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var v1t = { t1: _v1t.t1, t2: _v1t.t2 };
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var v2t = { t1: _v2t.t1, t2: _v2t.t2 };
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// Get the clipped parts from the original curve, to avoid cumulative errors
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var _v1 = Curve.getPart(v1, v1t.t1, v1t.t2);
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var _v2 = Curve.getPart(v2, v2t.t1, v2t.t2);
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// markCurve(_v1, '#f0f', true);
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// markCurve(_v2, '#0ff', false);
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var nuT, parts, tmpt = { t1: null, t2: null }, iterate = 0;
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// Loop until both parameter range converge. We have to handle the degenerate case
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// seperately, where fat-line clipping can become numerically unstable when one of the
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// curves has converged to a point and the other hasn't.
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while (iterate < MAX_ITERATE &&
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(Math.abs(v1t.t2 - v1t.t1) > TOLERANCE || Math.abs(v2t.t2 - v2t.t1) > TOLERANCE)) {
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++iterate;
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// First we clip v2 with v1's fat-line
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tmpt.t1 = v2t.t1;
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tmpt.t2 = v2t.t2;
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var intersects1 = _clipBezierFatLine(_v1, _v2, tmpt),
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intersects2 = 0;
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// Stop if there are no possible intersections
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if (intersects1 === 0) {
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return;
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} else if (intersects1 > 0) {
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// Get the clipped parts from the original v2, to avoid cumulative errors
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// ...and reuse some objects.
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v2t.t1 = tmpt.t1; v2t.t2 = tmpt.t2;
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_v2 = Curve.getPart(v2, v2t.t1, v2t.t2);
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// markCurve(_v2, '#0ff', false);
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// Next we clip v1 with nuv2's fat-line
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tmpt.t1 = v1t.t1; tmpt.t2 = v1t.t2;
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intersects2 = _clipBezierFatLine(_v2, _v1, tmpt);
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// Stop if there are no possible intersections
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if (intersects2 === 0) {
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return;
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}else if (intersects1 > 0) {
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// Get the clipped parts from the original v2, to avoid cumulative errors
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v1t.t1 = tmpt.t1; v1t.t2 = tmpt.t2;
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_v1 = Curve.getPart(v1, v1t.t1, v1t.t2);
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}
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// markCurve(_v1, '#f0f', true);
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}
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// Get the clipped parts from the original v1
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// Check if there could be multiple intersections
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if (intersects1 < 0 || intersects2 < 0) {
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// Subdivide the curve which has converged the least from the original range [0,1],
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// which would be the curve with the largest parameter range after clipping
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if (v1t.t2 - v1t.t1 > v2t.t2 - v2t.t1) {
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// subdivide _v1 and recurse
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nuT = (_v1t.t1 + _v1t.t2) / 2.0;
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Curve.getIntersections2(v1, v2, curve1, curve2, locations, { t1: _v1t.t1, t2: nuT }, _v2t, _recurseDepth);
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Curve.getIntersections2(v1, v2, curve1, curve2, locations, { t1: nuT, t2: _v1t.t2 }, _v2t, _recurseDepth);
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return;
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} else {
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// subdivide _v2 and recurse
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nuT = (_v2t.t1 + _v2t.t2) / 2.0;
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Curve.getIntersections2(v1, v2, curve1, curve2, locations, _v1t, { t1: _v2t.t1, t2: nuT }, _recurseDepth);
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Curve.getIntersections2(v1, v2, curve1, curve2, locations, _v1t, { t1: nuT, t2: _v2t.t2 }, _recurseDepth);
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return;
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}
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}
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// We need to bailout of clipping and try a numerically stable method if
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// any of the following are true.
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// 1. One of the parameter ranges is converged to a point.
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// 2. Both of the parameter ranges have converged reasonably well (according to TOLERENCE).
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// 3. One of the parameter range is converged enough so that it is *flat enough* to
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// calculate line curve intersection implicitly.
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//
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// Check if one of the parameter range has converged completely to a point.
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// Now things could get only worse if we iterate more for the other
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// curve to converge if it hasn't yet happened so.
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var v1Converged = (Math.abs(v1t.t2 - v1t.t1) < EPSILON),
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v2Converged = (Math.abs(v2t.t2 - v2t.t1) < EPSILON);
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if (v1Converged || v2Converged) {
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var first = locations[0],
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last = locations[locations.length - 1];
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if ((!first || !point.equals(first._point))
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&& (!last || !point.equals(last._point))) {
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var point = (v1Converged)? curve1.getPointAt(v1t.t1, true) : curve2.getPointAt(v2t.t1, true);
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locations.push(new CurveLocation(curve1, null, point, curve2));
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}
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return;
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}
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// Check to see if both parameter ranges have converged or else,
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// see if either or both of the curves are flat enough to be treated as lines
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if (Math.abs(v1t.t2 - v1t.t1) <= TOLERANCE && Math.abs(v2t.t2 - v2t.t1) <= TOLERANCE) {
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locations.push(new CurveLocation(curve1, v1t.t1, curve1.getPointAt(v1t.t1, true), curve2));
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return;
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} else {
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var curve1Flat = Curve.isFlatEnough(_v1, TOLERANCE);
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var curve2Flat = Curve.isFlatEnough(_v2, TOLERANCE);
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if (curve1Flat && curve2Flat) {
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_getLineLineIntersection(_v1, _v2, curve1, curve2, locations);
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return;
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} else if (curve1Flat || curve2Flat) {
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// Use curve line intersection method while specifying which curve to be treated as line
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_getCurveLineIntersection(_v1, _v2, curve1, curve2, locations, curve1Flat);
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return;
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}
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}
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}
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};
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/**
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* Clip curve V2 with fat-line of v1
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* @param {Array} v1 - Section of the first curve, for which we will make a fat-line
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* @param {Array} v2 - Section of the second curve; we will clip this curve with the fat-line of v1
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* @param {Object} v2t - The parameter range of v2
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* @return {number} -> 0 -no Intersection, 1 -one intersection, -1 -more than one intersection
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*/
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function _clipBezierFatLine(v1, v2, v2t) {
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// first curve, P
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var p0x = v1[0], p0y = v1[1], p3x = v1[6], p3y = v1[7];
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var p1x = v1[2], p1y = v1[3], p2x = v1[4], p2y = v1[5];
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// second curve, Q
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var q0x = v2[0], q0y = v2[1], q3x = v2[6], q3y = v2[7];
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var q1x = v2[2], q1y = v2[3], q2x = v2[4], q2y = v2[5];
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// Calculate the fat-line L for P is the baseline l and two
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// offsets which completely encloses the curve P.
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var d1 = _getSignedDist(p0x, p0y, p3x, p3y, p1x, p1y) || 0;
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var d2 = _getSignedDist(p0x, p0y, p3x, p3y, p2x, p2y) || 0;
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var dmin, dmax;
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if (d1 * d2 > 0) {
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dmin = 3 / 4 * Math.min(0, d1, d2);
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dmax = 3 / 4 * Math.max(0, d1, d2);
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} else {
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dmin = 4 / 9 * Math.min(0, d1, d2);
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dmax = 4 / 9 * Math.max(0, d1, d2);
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}
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// Calculate non-parametric bezier curve D(ti, di(t)) -
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// di(t) is the distance of Q from the baseline l of the fat-line,
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// ti is equally spaced in [0,1]
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var dq0 = _getSignedDist(p0x, p0y, p3x, p3y, q0x, q0y);
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var dq1 = _getSignedDist(p0x, p0y, p3x, p3y, q1x, q1y);
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var dq2 = _getSignedDist(p0x, p0y, p3x, p3y, q2x, q2y);
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var dq3 = _getSignedDist(p0x, p0y, p3x, p3y, q3x, q3y);
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// Find the minimum and maximum distances from l,
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// this is useful for checking whether the curves intersect with each other or not.
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var mindist = Math.min(dq0, dq1, dq2, dq3);
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var maxdist = Math.max(dq0, dq1, dq2, dq3);
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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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return 0;
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}
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var tmp;
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if (dq3 < dq0) {
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tmp = dmin; dmin = dmax; dmax = tmp;
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}
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var Dt = _convexhull(dq0, dq1, dq2, dq3);
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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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// for the coorresponding t values (tmin, tmax):
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// Portions of curve v2 before tmin and after tmax can safely be clipped away
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var tmaxdmin = -Infinity, ixd, ixdx, i, len, inv_m;
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var tmin = Infinity, tmax = -Infinity, Dtl, dtlx1, dtly1, dtlx2, dtly2;
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for (i = 0, len = Dt.length; i < len; i++) {
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Dtl = Dt[i];
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dtlx1 = Dtl[0]; dtly1 = Dtl[1]; dtlx2 = Dtl[2]; dtly2 = Dtl[3];
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if (dtly2 < dtly1) {
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tmp = dtly2; dtly2 = dtly1; dtly1 = tmp;
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tmp = dtlx2; dtlx2 = dtlx1; dtlx1 = tmp;
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}
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// we know that (dtlx2 - dtlx1) is never 0
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inv_m = (dtly2 - dtly1) / (dtlx2 - dtlx1);
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if (dmin >= dtly1 && dmin <= dtly2) {
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ixdx = dtlx1 + (dmin - dtly1) / inv_m;
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if (ixdx < tmin) tmin = ixdx;
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if (ixdx > tmaxdmin) tmaxdmin = ixdx;
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}
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if (dmax >= dtly1 && dmax <= dtly2) {
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ixdx = dtlx1 + (dmax - dtly1) / inv_m;
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if (ixdx > tmax) tmax = ixdx;
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if (ixdx < tmin) tmin = 0;
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}
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}
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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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var mindmax = Math.max(dmin, dmax);
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if (dq3 > mindmin && dq3 < mindmax) {
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tmax = 1;
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}
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if (dq0 > mindmin && dq0 < mindmax) {
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tmin = 0;
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}
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if (tmaxdmin > tmax) { tmax = 1; }
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// Debug: Plot the non-parametric graph and hull
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// plotD_vs_t(500, 110, Dt, [dq0, dq1, dq2, dq3], v1, dmin, dmax, tmin, tmax, 1 / (tmax - tmin + 0.3))
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// tmin and tmax are within the range (0, 1). We need to project it to the original
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// parameter range for v2.
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var v2tmin = v2t.t1;
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var tdiff = (v2t.t2 - v2tmin);
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v2t.t1 = v2tmin + tmin * tdiff;
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v2t.t2 = v2tmin + tmax * tdiff;
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// If the new parameter range fails to converge by atleast 20% of the original range,
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// possibly we have multiple intersections. We need to subdivide one of the curves.
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if ((tdiff - (v2t.t2 - v2t.t1))/tdiff >= 0.2) {
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return 1;
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}
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}
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// TODO: Try checking with a perpendicular fatline to see if the curves overlap
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// if it is any faster than this
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if (Curve.getBounds(v1).touches(Curve.getBounds(v2))) {
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return -1;
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}
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return 0;
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}
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/**
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* Calculate the convex hull for the non-paramertic bezier curve D(ti, di(t)).
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* The ti is equally spaced across [0..1] — [0, 1/3, 2/3, 1] for
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* di(t), [dq0, dq1, dq2, dq3] respectively. In other words our CVs for the curve are
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* already sorted in the X axis in the increasing order. Calculating convex-hull is
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* much easier than a set of arbitrary points.
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*/
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function _convexhull(dq0, dq1, dq2, dq3) {
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var distq1 = _getSignedDist(0, dq0, 1, dq3, 1 / 3, dq1);
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var distq2 = _getSignedDist(0, dq0, 1, dq3, 2 / 3, dq2);
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// Check if [1/3, dq1] and [2/3, dq2] are on the same side of line [0,dq0, 1,dq3]
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if (distq1 * distq2 < 0) {
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// dq1 and dq2 lie on different sides on [0, q0, 1, q3]
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// Convexhull is a quadrilateral and line [0, q0, 1, q3] is NOT part of the convexhull
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// so we are pretty much done here.
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Dt = [
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[ 0, dq0, 1 / 3, dq1 ],
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[ 1 / 3, dq1, 1, dq3 ],
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[ 2 / 3, dq2, 0, dq0 ],
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[ 1, dq3, 2 / 3, dq2 ]
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];
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} else {
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// dq1 and dq2 lie on the same sides on [0, q0, 1, q3]
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// Convexhull can be a triangle or a quadrilateral and
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// line [0, q0, 1, q3] is part of the convexhull.
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// Check if the hull is a triangle or a quadrilateral
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var dqmin, dqmax, dqapex1, dqapex2;
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distq1 = Math.abs(distq1);
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distq2 = Math.abs(distq2);
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var vqa1a2x, vqa1a2y, vqa1Maxx, vqa1Maxy, vqa1Minx, vqa1Miny;
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if (distq1 > distq2) {
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dqmin = [ 2 / 3, dq2 ];
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dqmax = [ 1 / 3, dq1 ];
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// apex is dq3 and the other apex point is dq0
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// vector dqapex->dqapex2 or the base vector which is already part of c-hull
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vqa1a2x = 1;
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vqa1a2y = dq3 - dq0;
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// vector dqapex->dqmax
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vqa1Maxx = 2 / 3;
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vqa1Maxy = dq3 - dq1;
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// vector dqapex->dqmin
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vqa1Minx = 1 / 3;
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vqa1Miny = dq3 - dq2;
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} else {
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dqmin = [ 1 / 3, dq1 ];
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dqmax = [ 2 / 3, dq2 ];
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// apex is dq0 in this case, and the other apex point is dq3
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// vector dqapex->dqapex2 or the base vector which is already part of c-hull
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vqa1a2x = -1;
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vqa1a2y = dq0 - dq3;
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// vector dqapex->dqmax
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vqa1Maxx = -2 / 3;
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vqa1Maxy = dq0 - dq2;
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// vector dqapex->dqmin
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vqa1Minx = -1 / 3;
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vqa1Miny = dq0 - dq1;
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}
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// compare cross products of these vectors to determine, if
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// point is in triangles [ dq3, dqMax, dq0 ] or [ dq0, dqMax, dq3 ]
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var vcrossa1a2_a1Min = vqa1a2x * vqa1Miny - vqa1a2y * vqa1Minx;
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var vcrossa1Max_a1Min = vqa1Maxx * vqa1Miny - vqa1Maxy * vqa1Minx;
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if (vcrossa1Max_a1Min * vcrossa1a2_a1Min < 0) {
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// Point [2/3, dq2] is inside the triangle and the convex hull is a triangle
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Dt = [
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[ 0, dq0, dqmax[0], dqmax[1] ],
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[ dqmax[0], dqmax[1], 1, dq3 ],
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[ 1, dq3, 0, dq0 ]
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];
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} else {
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// Convexhull is a quadrilateral and we need all lines in the correct order where
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// line [0, q0, 1, q3] is part of the convex hull
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Dt = [
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[ 0, dq0, 1 / 3, dq1 ],
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[ 1 / 3, dq1, 2 / 3, dq2 ],
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[ 2 / 3, dq2, 1, dq3 ],
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[ 1, dq3, 0, dq0 ]
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];
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}
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}
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return Dt;
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}
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// This is basically an "unrolled" version of #Line.getDistance() with sign
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// May be a static method could be better!
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var _getSignedDist = function(a1x, a1y, a2x, a2y, bx, by) {
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var vx = a2x - a1x, vy = a2y - a1y;
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var m = vy / vx, b = a1y - (m * a1x);
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return (by - (m * bx) - b) / Math.sqrt(m*m + 1);
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};
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|
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/**
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* Intersections between curve and line becomes rather simple here mostly
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* because of paperjs Numerical class. We can rotate the curve and line so that
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* the line is on X axis, and solve the implicit equations for X axis and the curve
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*/
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var _getCurveLineIntersection = function(v1, v2, curve1, curve2, locations, _other) {
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var i, root, point, vc = v1, vl = v2;
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var other = _other === undefined ? Curve.isLinear(v1) : _other;
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if (other) {
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vl = v1;
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vc = v2;
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}
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var l1x = vl[0], l1y = vl[1], l2x = vl[6], l2y = vl[7];
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// rotate both the curve and line around l1 so that line is on x axis
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var lvx = l2x - l1x, lvy = l2y - l1y;
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// Angle with x axis (1, 0)
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var angle = Math.atan2(-lvy, lvx),
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sina = Math.sin(angle),
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cosa = Math.cos(angle);
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// rotated line and curve values
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// (rl1x, rl1y) = (0, 0)
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var rl2x = lvx * cosa - lvy * sina, rl2y = lvy * cosa + lvx * sina;
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var rvc = [];
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|
for(i=0; i<8; i+=2) {
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var vcx = vc[i] - l1x, vcy = vc[i+1] - l1y;
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|
rvc.push(vcx * cosa - vcy * sina);
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|
rvc.push(vcy * cosa + vcx * sina);
|
|
}
|
|
var roots = [];
|
|
Curve.solveCubic(rvc, 1, 0, roots);
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|
i = roots.length;
|
|
while (i--) {
|
|
root = roots[i];
|
|
if (root >= 0 && root <= 1) {
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|
point = Curve.evaluate(rvc, root, true, 0);
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|
// We do have a point on the infinite line. Check if it falls on the line *segment*.
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|
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));
|
|
}
|
|
};
|