paper.js/src/path/PathItem.Boolean.js
2017-01-22 12:08:54 -05:00

1240 lines
55 KiB
JavaScript

/*
* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
* http://paperjs.org/
*
* Copyright (c) 2011 - 2016, Juerg Lehni & Jonathan Puckey
* http://scratchdisk.com/ & http://jonathanpuckey.com/
*
* Distributed under the MIT license. See LICENSE file for details.
*
* All rights reserved.
*/
/*
* Boolean Geometric Path Operations
*
* Supported
* - Path and CompoundPath items
* - Boolean Union
* - Boolean Intersection
* - Boolean Subtraction
* - Boolean Exclusion
* - Resolving a self-intersecting Path items
* - Boolean operations on self-intersecting Paths items
*
* @author Harikrishnan Gopalakrishnan <hari.exeption@gmail.com>
* @author Jan Boesenberg <development@iconexperience.com>
* @author Juerg Lehni <juerg@scratchdisk.com>
* http://hkrish.com/playground/paperjs/booleanStudy.html
*/
PathItem.inject(new function() {
var min = Math.min,
max = Math.max,
abs = Math.abs,
// Set up lookup tables for each operator, to decide if a given segment
// is to be considered a part of the solution, or to be discarded, based
// on its winding contribution, as calculated by propagateWinding().
// Boolean operators return true if a segment with the given winding
// contribution contributes to the final result or not. They are applied
// to for each segment after the paths are split at crossings.
operators = {
unite: { '1': true, '2': true },
intersect: { '2': true },
subtract: { '1': true },
// exclude only needs -1 to support reorientPaths() when there are
// no crossings.
exclude: { '1': true, '-1': true }
};
/*
* Creates a clone of the path that we can modify freely, with its matrix
* applied to its geometry. Calls #reduce() to simplify compound paths and
* remove empty curves, #resolveCrossings() to resolve self-intersection
* make sure all paths have correct winding direction.
*/
function preparePath(path, resolve) {
var res = path.clone(false).reduce({ simplify: true })
.transform(null, true, true);
return resolve
? res.resolveCrossings().reorient(
res.getFillRule() === 'nonzero', true)
: res;
}
function createResult(ctor, paths, reduce, path1, path2, options) {
var result = new ctor(Item.NO_INSERT);
result.addChildren(paths, true);
// See if the item can be reduced to just a simple Path.
if (reduce)
result = result.reduce({ simplify: true });
if (!(options && options.insert === false)) {
// Insert the resulting path above whichever of the two paths appear
// further up in the stack.
result.insertAbove(path2 && path1.isSibling(path2)
&& path1.getIndex() < path2.getIndex() ? path2 : path1);
}
// Copy over the input path attributes, excluding matrix and we're done.
result.copyAttributes(path1, true);
return result;
}
function computeBoolean(path1, path2, operation, options) {
// Only support subtract and intersect operations when computing stroke
// based boolean operations.
if (options && options.stroke &&
/^(subtract|intersect)$/.test(operation))
return computeStrokeBoolean(path1, path2, operation === 'subtract');
// We do not modify the operands themselves, but create copies instead,
// fas produced by the calls to preparePath().
// NOTE: The result paths might not belong to the same type i.e.
// subtract(A:Path, B:Path):CompoundPath etc.
var _path1 = preparePath(path1, true),
_path2 = path2 && path1 !== path2 && preparePath(path2, true),
// Retrieve the operator lookup table for winding numbers.
operator = operators[operation];
// Add a simple boolean property to check for a given operation,
// e.g. `if (operator.unite)`
operator[operation] = true;
operator.name = operation;
// Give both paths the same orientation except for subtraction
// and exclusion, where we need them at opposite orientation.
if (_path2 && (operator.subtract || operator.exclude)
^ (_path2.isClockwise() ^ _path1.isClockwise()))
_path2.reverse();
// Split curves at crossings on both paths. Note that for self-
// intersection, path2 is null and getIntersections() handles it.
var crossings = divideLocations(
CurveLocation.expand(_path1.getCrossings(_path2))),
paths1 = _path1._children || [_path1],
paths2 = _path2 && (_path2._children || [_path2]),
segments = [],
curves = [],
paths;
function collect(paths) {
for (var i = 0, l = paths.length; i < l; i++) {
var path = paths[i];
segments.push.apply(segments, path._segments);
curves.push.apply(curves, path.getCurves());
// See if all encountered segments in a path are overlaps, to
// be able to separately handle fully overlapping paths.
path._overlapsOnly = true;
}
}
if (crossings.length) {
// Collect all segments and curves of both involved operands.
collect(paths1);
if (paths2)
collect(paths2);
// Propagate the winding contribution. Winding contribution of
// curves does not change between two crossings.
// First, propagate winding contributions for curve chains starting
// in all crossings:
for (var i = 0, l = crossings.length; i < l; i++) {
propagateWinding(crossings[i]._segment, _path1, _path2, curves,
operator);
}
for (var i = 0, l = segments.length; i < l; i++) {
var segment = segments[i],
inter = segment._intersection;
if (segment._winding == null) {
propagateWinding(segment, _path1, _path2, curves, operator);
}
// See if all encountered segments in a path are overlaps.
if (!(inter && inter._overlap))
segment._path._overlapsOnly = false;
}
paths = tracePaths(segments, operator);
} else {
// When there are no crossings, the result can be determined through
// a much faster call to reorientPaths():
paths = reorientPaths(paths2 ? paths1.concat(paths2) : paths1,
function(w) {
return !!operator[w];
});
}
return createResult(CompoundPath, paths, true, path1, path2, options);
}
function computeStrokeBoolean(path1, path2, subtract) {
var _path1 = preparePath(path1),
_path2 = preparePath(path2),
crossings = _path1.getCrossings(_path2),
paths = [];
function addPath(path) {
// Simple see if the point halfway across the open path is inside
// path2, and include / exclude the path based on the operator.
if (_path2.contains(path.getPointAt(path.getLength() / 2))
^ subtract) {
paths.unshift(path);
return true;
}
}
// Now loop backwards through all crossings, split the path and check
// the new path that was split off for inclusion.
for (var i = crossings.length - 1; i >= 0; i--) {
var path = crossings[i].split();
if (path) {
// See if we can add the path, and if so, clear the first handle
// at the split, because it might have been a curve.
if (addPath(path))
path.getFirstSegment().setHandleIn(0, 0);
// Clear the other side of the split too, which is always the
// end of the remaining _path1.
_path1.getLastSegment().setHandleOut(0, 0);
}
}
// At the end, check what's left from our path after all the splitting.
addPath(_path1);
return createResult(Group, paths, false, path1, path2);
}
/*
* Creates linked lists between intersections through their _next and _prev
* properties.
*
* @private
*/
function linkIntersections(from, to) {
// Only create the link if it's not already in the existing chain, to
// avoid endless recursions. First walk to the beginning of the chain,
// and abort if we find `to`.
var prev = from;
while (prev) {
if (prev === to)
return;
prev = prev._previous;
}
// Now walk to the end of the existing chain to find an empty spot, but
// stop if we find `to`, to avoid adding it again.
while (from._next && from._next !== to)
from = from._next;
// If we're reached the end of the list, we can add it.
if (!from._next) {
// Go back to beginning of the other chain, and link the two up.
while (to._previous)
to = to._previous;
from._next = to;
to._previous = from;
}
}
/**
* Reorients the specified paths.
*
* @param {Item[]} paths the paths of which the orientation needs to be
* reoriented
* @param {Function} isInside determines if the inside of a path is filled.
* For non-zero fill rule this function would be implemented as follows:
*
* function isInside(w) {
* return w != 0;
* }
* @param {Boolean} [clockwise] if provided, the orientation of the root
* paths will be set to the orientation specified by `clockwise`,
* otherwise the orientation of the largest root child is used.
* @returns {Item[]} the reoriented paths
*/
function reorientPaths(paths, isInside, clockwise) {
var length = paths && paths.length;
if (length) {
var lookup = Base.each(paths, function (path, i) {
// Build a lookup table with information for each path's
// original index and winding contribution.
this[path._id] = {
container: null,
winding: path.isClockwise() ? 1 : -1,
index: i
};
}, {}),
// Now sort the paths by their areas, from large to small.
sorted = paths.slice().sort(function (a, b) {
return abs(b.getArea()) - abs(a.getArea());
}),
// Get reference to the first, largest path and insert it
// already.
first = sorted[0];
if (clockwise == null)
clockwise = first.isClockwise();
// Now determine the winding for each path, from large to small.
for (var i = 0; i < length; i++) {
var path1 = sorted[i],
entry1 = lookup[path1._id],
point = path1.getInteriorPoint(),
containerWinding = 0;
for (var j = i - 1; j >= 0; j--) {
var path2 = sorted[j];
// As we run through the paths from largest to smallest, for
// any current path, all potentially containing paths have
// already been processed and their orientation fixed.
// To achieve correct orientation of contained paths based
// on winding, we have to find one containing path with
// different "insideness" and set opposite orientation.
if (path2.contains(point)) {
var entry2 = lookup[path2._id];
entry1.container = entry2.exclude ? entry2.container
: path2;
entry1.winding += (containerWinding = entry2.winding);
break;
}
}
// Only keep paths if the "insideness" changes when crossing the
// path, e.g. the inside of the path is filled and the outside
// is not, or vice versa.
if (isInside(entry1.winding) === isInside(containerWinding)) {
entry1.exclude = true;
// No need to delete excluded entries. Setting to null is
// enough, as #setChildren() can handle arrays with gaps.
paths[entry1.index] = null;
} else {
// If the containing path is not excluded, we're done
// searching for the orientation defining path.
var container = entry1.container;
path1.setClockwise(container ? !container.isClockwise()
: clockwise);
}
}
}
return paths;
}
/**
* Divides the path-items at the given locations.
*
* @param {CurveLocation[]} locations an array of the locations to split the
* path-item at.
* @param {Function} [include] a function that determines if dividing should
* happen at a given location.
* @return {CurveLocation[]} the locations at which the involved path-items
* were divided
* @private
*/
function divideLocations(locations, include) {
var results = include && [],
tMin = /*#=*/Numerical.CURVETIME_EPSILON,
tMax = 1 - tMin,
noHandles = false,
clearCurves = [],
prevCurve,
prevTime;
for (var i = locations.length - 1; i >= 0; i--) {
var loc = locations[i],
// Retrieve curve-time before calling include(), because it may
// be changed to the scaled value after splitting previously.
// See CurveLocation#getCurve(), #resolveCrossings()
time = loc._time;
if (include) {
if (!include(loc))
continue;
results.unshift(loc);
}
// Retrieve curve after calling include(), because it may cause a
// change in the cached location values, see above.
var curve = loc._curve,
origTime = time,
segment;
if (curve !== prevCurve) {
// This is a new curve, update noHandles setting.
noHandles = !curve.hasHandles();
} else if (prevTime > tMin) {
// Scale parameter when we are splitting same curve multiple
// times, but only if splitting was done previously.
time /= prevTime;
}
if (time < tMin) {
segment = curve._segment1;
} else if (time > tMax) {
segment = curve._segment2;
} else {
// Split the curve at time, passing true for _setHandles to
// always set the handles on the sub-curves even if the original
// curve had no handles.
var newCurve = curve.divideAtTime(time, true);
// Keep track of curves without handles, so they can be cleared
// again at the end.
if (noHandles)
clearCurves.push(curve, newCurve);
segment = newCurve._segment1;
}
loc._setSegment(segment);
// Create links from the new segment to the intersection on the
// other curve, as well as from there back. If there are multiple
// intersections on the same segment, we create linked lists between
// the intersections through linkIntersections(), linking both ways.
var inter = segment._intersection,
dest = loc._intersection;
if (inter) {
linkIntersections(inter, dest);
// Each time we add a new link to the linked list, we need to
// add links from all the other entries to the new entry.
var other = inter;
while (other) {
linkIntersections(other._intersection, inter);
other = other._next;
}
} else {
segment._intersection = dest;
}
prevCurve = curve;
prevTime = origTime;
}
// Clear segment handles if they were part of a curve with no handles,
// once we are done with the entire curve.
for (var i = 0, l = clearCurves.length; i < l; i++) {
clearCurves[i].clearHandles();
}
return results || locations;
}
/**
* Returns the winding contribution number of the given point in respect
* to the shapes described by the passed curves.
*
* See #1073#issuecomment-226942348 and #1073#issuecomment-226946965 for a
* detailed description of the approach developed by @iconexperience to
* precisely determine the winding contribution in all known edge cases.
*
* @param {Point} point the location for which to determine the winding
* contribution
* @param {Curve[]} curves the curves that describe the shape against which
* to check, as returned by {@link Path#getCurves()} or
* {@link CompoundPath#getCurves()}
* @param {Number} [dir=0] the direction in which to determine the
* winding contribution, `0`: in x-direction, `1`: in y-direction
* @param {Boolean} [closed=false] determines how areas should be closed
* when a curve is part of an open path, `false`: area is closed with a
* straight line, `true`: area is closed taking the handles of the first
* and last segment into account
* @param {Boolean} [dontFlip=false] controls whether the algorithm is
* allowed to flip direction if it is deemed to produce better results
* @return {Object} an object containing the calculated winding number, as
* well as an indication whether the point was situated on the contour
* @private
*/
function getWinding(point, curves, dir, closed, dontFlip) {
var epsilon = /*#=*/Numerical.WINDING_EPSILON,
// Determine the index of the abscissa and ordinate values in the
// curve values arrays, based on the direction:
ia = dir ? 1 : 0, // the abscissa index
io = dir ? 0 : 1, // the ordinate index
pv = [point.x, point.y],
pa = pv[ia], // the point's abscissa
po = pv[io], // the point's ordinate
paL = pa - epsilon,
paR = pa + epsilon,
windingL = 0,
windingR = 0,
pathWindingL = 0,
pathWindingR = 0,
onPath = false,
onPathWinding = 0,
onPathCount = 0,
roots = [],
vPrev,
vClose;
function addWinding(v) {
var o0 = v[io],
o3 = v[io + 6];
if (po < min(o0, o3) || po > max(o0, o3)) {
// If the curve is outside the ordinates' range, no intersection
// with the ray is possible.
return;
}
var a0 = v[ia],
a1 = v[ia + 2],
a2 = v[ia + 4],
a3 = v[ia + 6];
if (o0 === o3) {
// A horizontal curve is not necessarily between two non-
// horizontal curves. We have to take cases like these into
// account:
// +-----+
// +----+ |
// +-----+
if (a1 < paR && a3 > paL || a3 < paR && a1 > paL) {
onPath = true;
}
// If curve does not change in ordinate direction, windings will
// be added by adjacent curves.
// Bail out without updating vPrev at the end of the call.
return;
}
var t = po === o0 ? 0
: po === o3 ? 1
: paL > max(a0, a1, a2, a3) || paR < min(a0, a1, a2, a3)
? 0.5
: Curve.solveCubic(v, io, po, roots, 0, 1) === 1
? roots[0]
: 0.5,
a = t === 0 ? a0
: t === 1 ? a3
: Curve.getPoint(v, t)[dir ? 'y' : 'x'],
winding = o0 > o3 ? 1 : -1,
windingPrev = vPrev[io] > vPrev[io + 6] ? 1 : -1,
a3Prev = vPrev[ia + 6];
if (po !== o0) {
// Standard case, curve is not crossed at its starting point.
if (a < paL) {
pathWindingL += winding;
} else if (a > paR) {
pathWindingR += winding;
} else {
onPath = true;
pathWindingL += winding;
pathWindingR += winding;
}
} else if (winding !== windingPrev) {
// Curve is crossed at starting point and winding changes from
// previous curve. Cancel the winding from previous curve.
if (a3Prev < paR) {
pathWindingL += winding;
}
if (a3Prev > paL) {
pathWindingR += winding;
}
} else if (a3Prev < paL && a > paL || a3Prev > paR && a < paR) {
// Point is on a horizontal curve between the previous non-
// horizontal and the current curve.
onPath = true;
if (a3Prev < paL) {
// left winding was added before, now add right winding.
pathWindingR += winding;
} else if (a3Prev > paR) {
// right winding was added before, not add left winding.
pathWindingL += winding;
}
}
vPrev = v;
// If we're on the curve, look at the tangent to decide whether to
// flip direction to better determine a reliable winding number:
// If the tangent is parallel to the direction, call getWinding()
// again with flipped direction and return that result instead.
return !dontFlip && a > paL && a < paR
&& Curve.getTangent(v, t)[dir ? 'x' : 'y'] === 0
&& getWinding(point, curves, dir ? 0 : 1, closed, true);
}
function handleCurve(v) {
// Get the ordinates:
var o0 = v[io],
o1 = v[io + 2],
o2 = v[io + 4],
o3 = v[io + 6];
// Only handle curves that can cross the point's ordinate.
if (po <= max(o0, o1, o2, o3) && po >= min(o0, o1, o2, o3)) {
// Get the abscissas:
var a0 = v[ia],
a1 = v[ia + 2],
a2 = v[ia + 4],
a3 = v[ia + 6],
// Get monotone curves. If the curve is outside the point's
// abscissa, it can be treated as a monotone curve:
monoCurves = paL > max(a0, a1, a2, a3) ||
paR < min(a0, a1, a2, a3)
? [v] : Curve.getMonoCurves(v, dir),
res;
for (var i = 0, l = monoCurves.length; i < l; i++) {
// Calling addWinding() my lead to direction flipping, in
// which case we already have the result and can return it.
if (res = addWinding(monoCurves[i]))
return res;
}
}
}
for (var i = 0, l = curves.length; i < l; i++) {
var curve = curves[i],
path = curve._path,
v = curve.getValues(),
res;
if (!i || curves[i - 1]._path !== path) {
// We're on a new (sub-)path, so we need to determine values of
// the last non-horizontal curve on this path.
vPrev = null;
// If the path is not closed, connect the first and last segment
// based on the value of `closed`:
// - `false`: Connect with a straight curve, just like how
// filling open paths works.
// - `true`: Connect with a curve that takes the segment handles
// into account, just like how closed paths behave.
if (!path._closed) {
vClose = Curve.getValues(
path.getLastCurve().getSegment2(),
curve.getSegment1(),
null, !closed);
// This closing curve is a potential candidate for the last
// non-horizontal curve.
if (vClose[io] !== vClose[io + 6]) {
vPrev = vClose;
}
}
if (!vPrev) {
// Walk backwards through list of the path's curves until we
// find one that is not horizontal.
// Fall-back to the first curve's values if none is found:
vPrev = v;
var prev = path.getLastCurve();
while (prev && prev !== curve) {
var v2 = prev.getValues();
if (v2[io] !== v2[io + 6]) {
vPrev = v2;
break;
}
prev = prev.getPrevious();
}
}
}
// Calling handleCurve() my lead to direction flipping, in which
// case we already have the result and can return it.
if (res = handleCurve(v))
return res;
if (i + 1 === l || curves[i + 1]._path !== path) {
// We're at the last curve of the current (sub-)path. If a
// closing curve was calculated at the beginning of it, handle
// it now to treat the path as closed:
if (vClose && (res = handleCurve(vClose)))
return res;
if (onPath && !pathWindingL && !pathWindingR) {
// If the point is on the path and the windings canceled
// each other, we treat the point as if it was inside the
// path. A point inside a path has a winding of [+1,-1]
// for clockwise and [-1,+1] for counter-clockwise paths.
// If the ray is cast in y direction (dir == 1), the
// windings always have opposite sign.
var add = path.isClockwise(closed) ^ dir ? 1 : -1;
windingL += add;
windingR -= add;
onPathWinding += add;
} else {
windingL += pathWindingL;
windingR += pathWindingR;
pathWindingL = pathWindingR = 0;
}
if (onPath)
onPathCount++;
onPath = false;
vClose = null;
}
}
if (!windingL && !windingR) {
windingL = windingR = onPathWinding;
}
windingL = windingL && (2 - abs(windingL) % 2);
windingR = windingR && (2 - abs(windingR) % 2);
// Return the calculated winding contribution and detect if we are
// on the contour of the area by comparing windingL and windingR.
// This is required when handling unite operations, where a winding
// number of 2 is not part of the result unless it's the contour:
return {
winding: max(windingL, windingR),
windingL: windingL,
windingR: windingR,
onPathCount: onPathCount
};
}
function propagateWinding(segment, path1, path2, curves, operator) {
// Here we try to determine the most likely winding number contribution
// for the curve-chain starting with this segment. Once we have enough
// confidence in the winding contribution, we can propagate it until the
// next intersection or end of a curve chain.
var chain = [],
start = segment,
totalLength = 0,
winding;
do {
var curve = segment.getCurve(),
length = curve.getLength();
chain.push({ segment: segment, curve: curve, length: length });
totalLength += length;
segment = segment.getNext();
} while (segment && !segment._intersection && segment !== start);
// Sample the point at a middle of the chain to get its winding:
var length = totalLength / 2;
for (var j = 0, l = chain.length; j < l; j++) {
var entry = chain[j],
curveLength = entry.length;
if (length <= curveLength) {
var curve = entry.curve,
path = curve._path,
parent = path._parent,
t = curve.getTimeAt(length),
pt = curve.getPointAtTime(t),
// Determine the direction in which to check the winding
// from the point (horizontal or vertical), based on the
// curve's direction at that point. If the tangent is less
// than 45°, cast the ray vertically, else horizontally.
dir = abs(curve.getTangentAtTime(t).normalize().y)
< Math.SQRT1_2 ? 1 : 0;
if (parent instanceof CompoundPath)
path = parent;
// While subtracting, we need to omit this curve if it is
// contributing to the second operand and is outside the
// first operand.
winding = !(operator.subtract && path2 && (
path === path1 &&
path2._getWinding(pt, dir, true).winding ||
path === path2 &&
!path1._getWinding(pt, dir, true).winding))
? getWinding(pt, curves, dir, true)
: { winding: 0 };
break;
}
length -= curveLength;
}
// Now assign the winding to the entire curve chain.
for (var j = chain.length - 1; j >= 0; j--) {
chain[j].segment._winding = winding;
}
}
/**
* Private method to trace closed paths from a list of segments, according
* to a the their winding number contribution and a custom operator.
*
* @param {Segment[]} segments array of segments to trace closed paths
* @param {Function} operator the operator lookup table that receives as key
* the winding number contribution of a curve and returns a boolean
* value indicating whether the curve should be included in result
* @return {Path[]} the traced closed paths
*/
function tracePaths(segments, operator) {
var paths = [],
starts;
function isValid(seg) {
var winding;
return !!(seg && !seg._visited && (!operator
|| operator[(winding = seg._winding || {}).winding]
// Unite operations need special handling of segments with a
// winding contribution of two (part of both involved areas)
// which are only valid if they are part of the contour of
// the result, not contained inside another area.
&& !(operator.unite && winding.winding === 2
// No contour if both windings are non-zero.
&& winding.windingL && winding.windingR)));
}
function isStart(seg) {
if (seg) {
for (var i = 0, l = starts.length; i < l; i++) {
if (seg === starts[i])
return true;
}
}
return false;
}
function visitPath(path) {
var segments = path._segments;
for (var i = 0, l = segments.length; i < l; i++) {
segments[i]._visited = true;
}
}
// If there are multiple possible intersections, find the ones that's
// either connecting back to start or are not visited yet, and will be
// part of the boolean result:
function getIntersections(segment, collectStarts) {
var inter = segment._intersection,
start = inter,
inters = [];
if (collectStarts)
starts = [segment];
function collect(inter, end) {
while (inter && inter !== end) {
var other = inter._segment,
path = other._path,
next = other.getNext() || path && path.getFirstSegment(),
nextInter = next && next._intersection;
// See if this segment and the next are both not visited
// yet, or are bringing us back to the beginning, and are
// both valid, meaning they are part of the boolean result.
if (other !== segment && (isStart(other) || isStart(next)
|| next && (isValid(other) && (isValid(next)
// If the next segment isn't valid, its intersection
// to which we may switch might be, so check that.
|| nextInter && isValid(nextInter._segment))))) {
inters.push(inter);
}
if (collectStarts)
starts.push(other);
inter = inter._next;
}
}
if (inter) {
collect(inter);
// Find the beginning of the linked intersections and loop all
// the way back to start, to collect all valid intersections.
while (inter && inter._prev)
inter = inter._prev;
collect(inter, start);
}
return inters;
}
// Sort segments to give non-ambiguous segments the preference as
// starting points when tracing: prefer segments with no intersections
// over intersections, and process intersections with overlaps last:
segments.sort(function(seg1, seg2) {
var inter1 = seg1._intersection,
inter2 = seg2._intersection,
over1 = !!(inter1 && inter1._overlap),
over2 = !!(inter2 && inter2._overlap),
path1 = seg1._path,
path2 = seg2._path;
// Use bitwise-or to sort cases where only one segment is an overlap
// or intersection separately, and fall back on natural order within
// the path.
return over1 ^ over2
? over1 ? 1 : -1
// NOTE: inter1 & 2 are objects, convert to boolean first
// as otherwise toString() is called on them.
: !inter1 ^ !inter2
? inter1 ? 1 : -1
// All other segments, also when comparing two overlaps
// or two intersections, are sorted by their order.
// Sort by path id to group segments on the same path.
: path1 !== path2
? path1._id - path2._id
: seg1._index - seg2._index;
});
for (var i = 0, l = segments.length; i < l; i++) {
var seg = segments[i],
valid = isValid(seg),
path = null,
finished = false,
closed = true,
branches = [],
branch,
visited,
handleIn;
// If all encountered segments in a path are overlaps, we may have
// two fully overlapping paths that need special handling.
if (valid && seg._path._overlapsOnly) {
// TODO: Don't we also need to check for multiple overlaps?
var path1 = seg._path,
path2 = seg._intersection._segment._path;
if (path1.compare(path2)) {
// Only add the path to the result if it has an area.
if ((operator.unite || operator.intersect)
&& path1.getArea()) {
paths.push(path1.clone(false));
}
// Now mark all involved segments as visited.
visitPath(path1);
visitPath(path2);
valid = false;
}
}
// Do not start with invalid segments (segments that were already
// visited, or that are not going to be part of the result).
while (valid) {
// For each segment we encounter, see if there are multiple
// intersections, and if so, pick the best one:
var first = !path,
intersections = getIntersections(seg, first),
inter = intersections.shift(),
// Get the other segment on the intersection.
other = inter && inter._segment,
finished = !first && (isStart(seg) || isStart(other)),
cross = !finished && other;
if (first) {
path = new Path(Item.NO_INSERT);
// Clear branch to start a new one with each new path.
branch = null;
}
if (finished) {
// If we end up on the first or last segment of an operand,
// copy over its closed state, to support mixed open/closed
// scenarios as described in #1036
if (seg.isFirst() || seg.isLast())
closed = seg._path._closed;
seg._visited = true;
break;
}
if (cross && branch) {
// If we're about to cross, start a new branch and add the
// current one to the list of branches.
branches.push(branch);
branch = null;
}
if (!branch) {
branch = {
start: path._segments.length,
segment: seg,
intersections: intersections,
visited: visited = [],
handleIn: handleIn
};
}
if (cross)
seg = other;
// If an invalid segment is encountered, go back to the last
// crossing and try the other direction by not crossing at the
// intersection.
if (!isValid(seg)) {
// Remove the already added segments, and mark them as not
// visited so they become available again as options.
path.removeSegments(branch.start);
for (var j = 0, k = visited.length; j < k; j++) {
visited[j]._visited = false;
}
// Go back to the segment at which the crossing happened,
// and try other crossings first.
if (inter = branch.intersections.shift()) {
seg = inter._segment;
visited.length = 0;
} else {
// If there are no crossings left, try not crossing:
// Restore the previous branch and keep adding to it,
// but stop once we run out of branches to try.
if (!(branch = branches.pop()) ||
!isValid(seg = branch.segment))
break;
visited = branch.visited;
}
handleIn = branch.handleIn;
}
// Add the segment to the path, and mark it as visited.
// But first we need to look ahead. If we encounter the end of
// an open path, we need to treat it the same way as the fill of
// an open path would: Connecting the last and first segment
// with a straight line, ignoring the handles.
var next = seg.getNext();
path.add(new Segment(seg._point, handleIn,
next && seg._handleOut));
seg._visited = true;
visited.push(seg);
// If this is the end of an open path, go back to its first
// segment but ignore its handleIn (see above for handleOut).
seg = next || seg._path.getFirstSegment();
handleIn = next && next._handleIn;
}
if (finished) {
if (closed) {
// Carry over the last handleIn to the first segment.
path.firstSegment.setHandleIn(handleIn);
path.setClosed(closed);
}
// Only add finished paths that cover an area to the result.
if (path.getArea() !== 0) {
paths.push(path);
}
}
}
return paths;
}
return /** @lends PathItem# */{
/**
* Returns the winding contribution number of the given point in respect
* to this PathItem.
*
* @param {Point} point the location for which to determine the winding
* contribution
* @param {Number} [dir=0] the direction in which to determine the
* winding contribution, `0`: in x-direction, `1`: in y-direction
* @return {Number} the winding number
*/
_getWinding: function(point, dir, closed) {
return getWinding(point, this.getCurves(), dir, closed);
},
/**
* {@grouptitle Boolean Path Operations}
*
* Unites the geometry of the specified path with this path's geometry
* and returns the result as a new path item.
*
* @option [options.insert=true] {Boolean} whether the resulting item
* should be inserted back into the scene graph, above both paths
* involved in the operation
*
* @param {PathItem} path the path to unite with
* @param {Object} [options] the boolean operation options
* @return {PathItem} the resulting path item
*/
unite: function(path, options) {
return computeBoolean(this, path, 'unite', options);
},
/**
* Intersects the geometry of the specified path with this path's
* geometry and returns the result as a new path item.
*
* @option [options.insert=true] {Boolean} whether the resulting item
* should be inserted back into the scene graph, above both paths
* involved in the operation
* @option [options.stroke=false] {Boolean} whether the operation should
* be performed on the stroke or on the fill of the first path
*
* @param {PathItem} path the path to intersect with
* @param {Object} [options] the boolean operation options
* @return {PathItem} the resulting path item
*/
intersect: function(path, options) {
return computeBoolean(this, path, 'intersect', options);
},
/**
* Subtracts the geometry of the specified path from this path's
* geometry and returns the result as a new path item.
*
* @option [options.insert=true] {Boolean} whether the resulting item
* should be inserted back into the scene graph, above both paths
* involved in the operation
* @option [options.stroke=false] {Boolean} whether the operation should
* be performed on the stroke or on the fill of the first path
*
* @param {PathItem} path the path to subtract
* @param {Object} [options] the boolean operation options
* @return {PathItem} the resulting path item
*/
subtract: function(path) {
return computeBoolean(this, path, 'subtract');
},
/**
* Excludes the intersection of the geometry of the specified path with
* this path's geometry and returns the result as a new path item.
*
* @option [options.insert=true] {Boolean} whether the resulting item
* should be inserted back into the scene graph, above both paths
* involved in the operation
*
* @param {PathItem} path the path to exclude the intersection of
* @param {Object} [options] the boolean operation options
* @return {PathItem} the resulting group item
*/
exclude: function(path, options) {
return computeBoolean(this, path, 'exclude', options);
},
/**
* Splits the geometry of this path along the geometry of the specified
* path returns the result as a new group item. This is equivalent to
* calling {@link #subtract(path)} and {@link #subtract(path)} and
* putting the results into a new group.
*
* @option [options.insert=true] {Boolean} whether the resulting item
* should be inserted back into the scene graph, above both paths
* involved in the operation
* @option [options.stroke=false] {Boolean} whether the operation should
* be performed on the stroke or on the fill of the first path
*
* @param {PathItem} path the path to divide by
* @param {Object} [options] the boolean operation options
* @return {Group} the resulting group item
*/
divide: function(path, options) {
return createResult(Group, [
this.subtract(path, options),
this.intersect(path, options)
], true, this, path, options);
},
/*
* Resolves all crossings of a path item by splitting the path or
* compound-path in each self-intersection and tracing the result.
* If possible, the existing path / compound-path is modified if the
* amount of resulting paths allows so, otherwise a new path /
* compound-path is created, replacing the current one.
*
* @return {PahtItem} the resulting path item
*/
resolveCrossings: function() {
var children = this._children,
// Support both path and compound-path items
paths = children || [this];
function hasOverlap(seg) {
var inter = seg && seg._intersection;
return inter && inter._overlap;
}
// First collect all overlaps and crossings while taking not of the
// existence of both.
var hasOverlaps = false,
hasCrossings = false,
intersections = this.getIntersections(null, function(inter) {
return inter._overlap && (hasOverlaps = true) ||
inter.isCrossing() && (hasCrossings = true);
});
intersections = CurveLocation.expand(intersections);
if (hasOverlaps) {
// First divide in all overlaps, and then remove the inside of
// the resulting overlap ranges.
var overlaps = divideLocations(intersections, function(inter) {
return inter._overlap;
});
for (var i = overlaps.length - 1; i >= 0; i--) {
var seg = overlaps[i]._segment,
prev = seg.getPrevious(),
next = seg.getNext();
if (hasOverlap(prev) && hasOverlap(next)) {
seg.remove();
prev._handleOut._set(0, 0);
next._handleIn._set(0, 0);
// If the curve that is left has no length, remove it
// altogether. Check for paths with only one segment
// before removal, since `prev.getCurve() == null`.
if (prev !== seg && !prev.getCurve().hasLength()) {
// Transfer handleIn when removing segment:
next._handleIn.set(prev._handleIn);
prev.remove();
}
}
}
}
if (hasCrossings) {
// Divide any remaining intersections that are still part of
// valid paths after the removal of overlaps.
divideLocations(intersections, hasOverlaps && function(inter) {
// Check both involved curves to see if they're still valid,
// meaning they are still part of their paths.
var curve1 = inter.getCurve(),
// Do not call getCurve() on the other intersection yet,
// as it too is in the intersections array and will be
// divided later. But do check if its current curve is
// still valid. This is required by some very rare edge
// cases, related to intersections on the same curve.
curve2 = inter._intersection._curve,
seg = inter._segment;
if (curve1 && curve2 && curve1._path && curve2._path) {
return true;
} else if (seg) {
// Remove all intersections that were involved in the
// handling of overlaps, to not confuse tracePaths().
seg._intersection = null;
}
});
// Finally resolve self-intersections through tracePaths()
paths = tracePaths(Base.each(paths, function(path) {
this.push.apply(this, path._segments);
}, []));
}
// Determine how to return the paths: First try to recycle the
// current path / compound-path, if the amount of paths does not
// require a conversion.
var length = paths.length,
item;
if (length > 1 && children) {
if (paths !== children)
this.setChildren(paths);
item = this;
} else if (length === 1 && !children) {
if (paths[0] !== this)
this.setSegments(paths[0].removeSegments());
item = this;
}
// Otherwise create a new compound-path and see if we can reduce it,
// and attempt to replace this item with it.
if (!item) {
item = new CompoundPath(Item.NO_INSERT);
item.addChildren(paths);
item = item.reduce();
item.copyAttributes(this);
this.replaceWith(item);
}
return item;
},
/**
* Fixes the orientation of the sub-paths of a compound-path, assuming
* that non of its sub-paths intersect, by reorienting them so that they
* are of different winding direction than their containing paths,
* except for disjoint sub-paths, i.e. islands, which are oriented so
* that they have the same winding direction as the the biggest path.
*
* @param {Boolean} [nonZero=false] controls if the non-zero fill-rule
* is to be applied, by counting the winding of each nested path and
* discarding sub-paths that do not contribute to the final result
* @param {Boolean} [clockwise] if provided, the orientation of the root
* paths will be set to the orientation specified by `clockwise`,
* otherwise the orientation of the largest root child is used.
* @return {PahtItem} a reference to the item itself, reoriented
*/
reorient: function(nonZero, clockwise) {
var children = this._children;
if (children && children.length) {
this.setChildren(reorientPaths(this.removeChildren(),
function(w) {
// Handle both even-odd and non-zero rule.
return !!(nonZero ? w : w & 1);
},
clockwise));
} else if (clockwise !== undefined) {
this.setClockwise(clockwise);
}
return this;
},
/**
* Returns a point that is guaranteed to be inside the path.
*
* @bean
* @type Point
*/
getInteriorPoint: function() {
var bounds = this.getBounds(),
point = bounds.getCenter(true);
if (!this.contains(point)) {
// Since there is no guarantee that a poly-bezier path contains
// the center of its bounding rectangle, we shoot a ray in x
// direction and select a point between the first consecutive
// intersections of the ray on the left.
var curves = this.getCurves(),
y = point.y,
intercepts = [],
roots = [];
// Process all y-monotone curves that intersect the ray at y:
for (var i = 0, l = curves.length; i < l; i++) {
var v = curves[i].getValues(),
o0 = v[1],
o1 = v[3],
o2 = v[5],
o3 = v[7];
if (y >= min(o0, o1, o2, o3) && y <= max(o0, o1, o2, o3)) {
var monoCurves = Curve.getMonoCurves(v);
for (var j = 0, m = monoCurves.length; j < m; j++) {
var mv = monoCurves[j],
mo0 = mv[1],
mo3 = mv[7];
// Only handle curves that are not horizontal and
// that can cross the point's ordinate.
if ((mo0 !== mo3) &&
(y >= mo0 && y <= mo3 || y >= mo3 && y <= mo0)){
var x = y === mo0 ? mv[0]
: y === mo3 ? mv[6]
: Curve.solveCubic(mv, 1, y, roots, 0, 1)
=== 1
? Curve.getPoint(mv, roots[0]).x
: (mv[0] + mv[6]) / 2;
intercepts.push(x);
}
}
}
}
if (intercepts.length > 1) {
intercepts.sort(function(a, b) { return a - b; });
point.x = (intercepts[0] + intercepts[1]) / 2;
}
}
return point;
}
};
});