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Now that they filter the results on the fly.
656 lines
22 KiB
JavaScript
656 lines
22 KiB
JavaScript
/*
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* Paper.js - The Swiss Army Knife of Vector Graphics Scripting.
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* http://paperjs.org/
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*
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* Copyright (c) 2011 - 2014, Juerg Lehni & Jonathan Puckey
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* http://scratchdisk.com/ & http://jonathanpuckey.com/
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*
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* Distributed under the MIT license. See LICENSE file for details.
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*
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* All rights reserved.
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*/
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/**
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* @name PathItem
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*
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* @class The PathItem class is the base for any items that describe paths
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* and offer standardised methods for drawing and path manipulation, such as
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* {@link Path} and {@link CompoundPath}.
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*
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* @extends Item
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*/
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var PathItem = Item.extend(/** @lends PathItem# */{
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_class: 'PathItem',
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initialize: function PathItem() {
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// Do nothing.
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},
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/**
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* Returns all intersections between two {@link PathItem} items as an array
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* of {@link CurveLocation} objects. {@link CompoundPath} items are also
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* supported.
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*
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* @param {PathItem} path the other item to find the intersections with
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* @return {CurveLocation[]} the locations of all intersection between the
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* paths
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* @example {@paperscript} // Finding the intersections between two paths
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* var path = new Path.Rectangle(new Point(30, 25), new Size(50, 50));
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* path.strokeColor = 'black';
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*
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* var secondPath = path.clone();
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* var intersectionGroup = new Group();
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*
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* function onFrame(event) {
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* secondPath.rotate(1);
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*
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* var intersections = path.getIntersections(secondPath);
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* intersectionGroup.removeChildren();
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*
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* for (var i = 0; i < intersections.length; i++) {
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* var intersectionPath = new Path.Circle({
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* center: intersections[i].point,
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* radius: 4,
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* fillColor: 'red',
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* parent: intersectionGroup
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* });
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* }
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* }
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*/
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getIntersections: function(path, _matrix, _returnFirst) {
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// NOTE: For self-intersection, path is null. This means you can also
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// just call path.getIntersections() without an argument to get self
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// intersections.
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// NOTE: The hidden argument _matrix is used internally to override the
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// passed path's transformation matrix.
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var self = this === path || !path, // self-intersections?
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curves1 = this.getCurves(),
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curves2 = self ? curves1 : path.getCurves(),
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matrix1 = this._matrix.orNullIfIdentity(),
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matrix2 = self ? matrix1
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: (_matrix || path._matrix).orNullIfIdentity(),
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length1 = curves1.length,
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length2 = self ? length1 : curves2.length,
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locations = [],
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values2 = [];
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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 (!self && !this.getBounds(matrix1).touches(path.getBounds(matrix2)))
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return locations;
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// Cache values for curves2 as we re-iterate them for each in curves1.
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for (var i = 0; i < length2; i++)
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values2[i] = curves2[i].getValues(matrix2);
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for (var i = 0; i < length1; i++) {
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var curve1 = curves1[i],
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values1 = self ? values2[i] : curve1.getValues(matrix1);
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if (self) {
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// First check for self-intersections within the same curve
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var seg1 = curve1.getSegment1(),
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seg2 = curve1.getSegment2(),
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p1 = seg1._point,
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p2 = seg2._point,
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h1 = seg1._handleOut,
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h2 = seg2._handleIn,
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l1 = new Line(p1.subtract(h1), p1.add(h1)),
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l2 = new Line(p2.subtract(h2), p1.add(h2));
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// Check if extended handles of endpoints of this curve
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// intersects each other. We cannot have a self intersection
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// within this curve if they don't intersect due to convex-hull
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// property.
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if (l1.intersect(l2, false)) {
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// Self intersecting is found by dividing the curve in two
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// and and then applying the normal curve intersection code.
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var parts = Curve.subdivide(values1, 0.5);
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Curve.getIntersections(parts[0], parts[1], curve1, curve1,
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locations, {
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// Only possible if there is only one closed curve:
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startConnected: length1 === 1 && p1.equals(p2),
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// After splitting, the end is always connected:
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endConnected: true,
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renormalize: function(t1, t2) {
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// Since the curve was split above, we need to
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// adjust the parameters for both locations.
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return [t1 / 2, (1 + t2) / 2];
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}
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}
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);
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}
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}
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// Check for intersections with other curves. For self intersection,
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// we can start at i + 1 instead of 0
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for (var j = self ? i + 1 : 0; j < length2; j++) {
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// There might be already one location from the above
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// self-intersection check:
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if (_returnFirst && locations.length)
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break;
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var curve2 = curves2[j];
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// Avoid end point intersections on consecutive curves when
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// self intersecting.
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Curve.getIntersections(
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values1, values2[j], curve1, curve2, locations,
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self ? {
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// Do not compare indices here to determine connection,
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// since one array of curves can contain curves from
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// separate sup-paths of a compound path.
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startConnected: curve1.getPrevious() === curve2,
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endConnected: curve1.getNext() === curve2
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} : {}
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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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getCrossings: function(path) {
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var locations = this.getIntersections(path);
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for (var i = locations.length - 1; i >= 0; i--) {
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// TODO: An overlap could be either a crossing or a tangent!
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if (!locations[i].isCrossing() && !locations[i]._overlap)
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locations.splice(i, 1);
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}
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return locations;
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},
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_asPathItem: function() {
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// See Item#_asPathItem()
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return this;
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},
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/**
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* The path's geometry, formatted as SVG style path data.
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*
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* @name PathItem#getPathData
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* @type String
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* @bean
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*/
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setPathData: function(data) {
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// NOTE: #getPathData() is defined in CompoundPath / Path
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// This is a very compact SVG Path Data parser that works both for Path
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// and CompoundPath.
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// First split the path data into parts of command-coordinates pairs
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// Commands are any of these characters: mzlhvcsqta
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var parts = data.match(/[mlhvcsqtaz][^mlhvcsqtaz]*/ig),
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coords,
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relative = false,
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previous,
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control,
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current = new Point(),
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start = new Point();
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function getCoord(index, coord) {
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var val = +coords[index];
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if (relative)
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val += current[coord];
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return val;
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}
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function getPoint(index) {
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return new Point(
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getCoord(index, 'x'),
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getCoord(index + 1, 'y')
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);
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}
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// First clear the previous content
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this.clear();
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for (var i = 0, l = parts && parts.length; i < l; i++) {
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var part = parts[i],
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command = part[0],
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lower = command.toLowerCase();
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// Match all coordinate values
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coords = part.match(/[+-]?(?:\d*\.\d+|\d+\.?)(?:[eE][+-]?\d+)?/g);
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var length = coords && coords.length;
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relative = command === lower;
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if (previous === 'z' && !/[mz]/.test(lower))
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this.moveTo(current = start);
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switch (lower) {
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case 'm':
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case 'l':
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var move = lower === 'm';
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for (var j = 0; j < length; j += 2)
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this[j === 0 && move ? 'moveTo' : 'lineTo'](
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current = getPoint(j));
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control = current;
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if (move)
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start = current;
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break;
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case 'h':
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case 'v':
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var coord = lower === 'h' ? 'x' : 'y';
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for (var j = 0; j < length; j++) {
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current[coord] = getCoord(j, coord);
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this.lineTo(current);
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}
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control = current;
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break;
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case 'c':
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for (var j = 0; j < length; j += 6) {
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this.cubicCurveTo(
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getPoint(j),
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control = getPoint(j + 2),
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current = getPoint(j + 4));
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}
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break;
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case 's':
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// Smooth cubicCurveTo
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for (var j = 0; j < length; j += 4) {
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this.cubicCurveTo(
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/[cs]/.test(previous)
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? current.multiply(2).subtract(control)
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: current,
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control = getPoint(j),
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current = getPoint(j + 2));
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previous = lower;
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}
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break;
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case 'q':
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for (var j = 0; j < length; j += 4) {
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this.quadraticCurveTo(
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control = getPoint(j),
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current = getPoint(j + 2));
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}
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break;
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case 't':
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// Smooth quadraticCurveTo
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for (var j = 0; j < length; j += 2) {
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this.quadraticCurveTo(
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control = (/[qt]/.test(previous)
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? current.multiply(2).subtract(control)
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: current),
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current = getPoint(j));
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previous = lower;
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}
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break;
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case 'a':
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for (var j = 0; j < length; j += 7) {
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this.arcTo(current = getPoint(j + 5),
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new Size(+coords[j], +coords[j + 1]),
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+coords[j + 2], +coords[j + 4], +coords[j + 3]);
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}
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break;
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case 'z':
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this.closePath(true);
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break;
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}
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previous = lower;
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}
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},
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_canComposite: function() {
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// A path with only a fill or a stroke can be directly blended, but if
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// it has both, it needs to be drawn into a separate canvas first.
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return !(this.hasFill() && this.hasStroke());
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},
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_contains: function(point) {
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// NOTE: point is reverse transformed by _matrix, so we don't need to
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// apply here.
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/*#*/ if (__options.nativeContains || !__options.booleanOperations) {
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// To compare with native canvas approach:
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var ctx = CanvasProvider.getContext(1, 1);
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// Use dontFinish to tell _draw to only produce geometries for hit-test.
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this._draw(ctx, new Base({ dontFinish: true }));
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var res = ctx.isPointInPath(point.x, point.y, this.getWindingRule());
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CanvasProvider.release(ctx);
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return res;
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/*#*/ } else { // !__options.nativeContains && __options.booleanOperations
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var winding = this._getWinding(point, false, true);
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return !!(this.getWindingRule() === 'evenodd' ? winding & 1 : winding);
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/*#*/ } // !__options.nativeContains && __options.booleanOperations
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}
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/**
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* Smooth bezier curves without changing the amount of segments or their
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* points, by only smoothing and adjusting their handle points, for both
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* open ended and closed paths.
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*
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* @name PathItem#smooth
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* @function
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*
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* @example {@paperscript}
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* // Smoothing a closed shape:
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*
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* // Create a rectangular path with its top-left point at
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* // {x: 30, y: 25} and a size of {width: 50, height: 50}:
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* var path = new Path.Rectangle(new Point(30, 25), new Size(50, 50));
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* path.strokeColor = 'black';
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*
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* // Select the path, so we can see its handles:
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* path.fullySelected = true;
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*
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* // Create a copy of the path and move it 100pt to the right:
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* var copy = path.clone();
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* copy.position.x += 100;
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*
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* // Smooth the segments of the copy:
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* copy.smooth();
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*
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* @example {@paperscript height=220}
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* var path = new Path();
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* path.strokeColor = 'black';
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*
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* path.add(new Point(30, 50));
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*
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* var y = 5;
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* var x = 3;
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*
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* for (var i = 0; i < 28; i++) {
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* y *= -1.1;
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* x *= 1.1;
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* path.lineBy(x, y);
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* }
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*
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* // Create a copy of the path and move it 100pt down:
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* var copy = path.clone();
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* copy.position.y += 120;
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*
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* // Set its stroke color to red:
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* copy.strokeColor = 'red';
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*
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* // Smooth the segments of the copy:
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* copy.smooth();
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*/
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/**
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* {@grouptitle Postscript Style Drawing Commands}
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*
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* On a normal empty {@link Path}, the point is simply added as the path's
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* first segment. If called on a {@link CompoundPath}, a new {@link Path} is
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* created as a child and the point is added as its first segment.
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*
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* @name PathItem#moveTo
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* @function
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* @param {Point} point
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*/
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// DOCS: Document #lineTo()
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/**
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* @name PathItem#lineTo
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* @function
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* @param {Point} point
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*/
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/**
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* Adds a cubic bezier curve to the path, defined by two handles and a to
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* point.
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*
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* @name PathItem#cubicCurveTo
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* @function
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* @param {Point} handle1
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* @param {Point} handle2
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* @param {Point} to
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*/
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/**
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* Adds a quadratic bezier curve to the path, defined by a handle and a to
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* point.
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*
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* @name PathItem#quadraticCurveTo
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* @function
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* @param {Point} handle
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* @param {Point} to
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*/
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// DOCS: Document PathItem#curveTo() 'paramater' param.
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/**
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* Draws a curve from the position of the last segment point in the path
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* that goes through the specified {@code through} point, to the specified
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* {@code to} point by adding one segment to the path.
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*
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* @name PathItem#curveTo
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* @function
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* @param {Point} through the point through which the curve should go
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* @param {Point} to the point where the curve should end
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* @param {Number} [parameter=0.5]
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*
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* @example {@paperscript height=300}
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* // Interactive example. Move your mouse around the view below:
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*
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* var myPath;
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* function onMouseMove(event) {
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* // If we created a path before, remove it:
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* if (myPath) {
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* myPath.remove();
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* }
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*
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* // Create a new path and add a segment point to it
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* // at {x: 150, y: 150):
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* myPath = new Path();
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* myPath.add(150, 150);
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*
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* // Draw a curve through the position of the mouse to 'toPoint'
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* var toPoint = new Point(350, 150);
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* myPath.curveTo(event.point, toPoint);
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*
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* // Select the path, so we can see its segments:
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* myPath.selected = true;
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* }
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*/
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/**
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* Draws an arc from the position of the last segment point in the path that
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* goes through the specified {@code through} point, to the specified
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* {@code to} point by adding one or more segments to the path.
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*
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* @name PathItem#arcTo
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* @function
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* @param {Point} through the point where the arc should pass through
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* @param {Point} to the point where the arc should end
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*
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* @example {@paperscript}
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* var path = new Path();
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* path.strokeColor = 'black';
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*
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* var firstPoint = new Point(30, 75);
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* path.add(firstPoint);
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*
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* // The point through which we will create the arc:
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* var throughPoint = new Point(40, 40);
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*
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* // The point at which the arc will end:
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* var toPoint = new Point(130, 75);
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*
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* // Draw an arc through 'throughPoint' to 'toPoint'
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* path.arcTo(throughPoint, toPoint);
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*
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* // Add a red circle shaped path at the position of 'throughPoint':
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* var circle = new Path.Circle(throughPoint, 3);
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* circle.fillColor = 'red';
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*
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* @example {@paperscript height=300}
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* // Interactive example. Click and drag in the view below:
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*
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* var myPath;
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* function onMouseDrag(event) {
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* // If we created a path before, remove it:
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* if (myPath) {
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* myPath.remove();
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* }
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*
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* // Create a new path and add a segment point to it
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* // at {x: 150, y: 150):
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* myPath = new Path();
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* myPath.add(150, 150);
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*
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* // Draw an arc through the position of the mouse to 'toPoint'
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* var toPoint = new Point(350, 150);
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* myPath.arcTo(event.point, toPoint);
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*
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* // Select the path, so we can see its segments:
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* myPath.selected = true;
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* }
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*
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* // When the mouse is released, deselect the path
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* // and fill it with black.
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* function onMouseUp(event) {
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* myPath.selected = false;
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* myPath.fillColor = 'black';
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* }
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*/
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/**
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* Draws an arc from the position of the last segment point in the path to
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* the specified point by adding one or more segments to the path.
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*
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* @name PathItem#arcTo
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* @function
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* @param {Point} to the point where the arc should end
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* @param {Boolean} [clockwise=true] specifies whether the arc should be
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* drawn in clockwise direction
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*
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* @example {@paperscript}
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* var path = new Path();
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* path.strokeColor = 'black';
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*
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* path.add(new Point(30, 75));
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* path.arcTo(new Point(130, 75));
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*
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* var path2 = new Path();
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* path2.strokeColor = 'red';
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* path2.add(new Point(180, 25));
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*
|
||
* // To draw an arc in anticlockwise direction,
|
||
* // we pass `false` as the second argument to arcTo:
|
||
* path2.arcTo(new Point(280, 25), false);
|
||
*
|
||
* @example {@paperscript height=300}
|
||
* // Interactive example. Click and drag in the view below:
|
||
* var myPath;
|
||
*
|
||
* // The mouse has to move at least 20 points before
|
||
* // the next mouse drag event is fired:
|
||
* tool.minDistance = 20;
|
||
*
|
||
* // When the user clicks, create a new path and add
|
||
* // the current mouse position to it as its first segment:
|
||
* function onMouseDown(event) {
|
||
* myPath = new Path();
|
||
* myPath.strokeColor = 'black';
|
||
* myPath.add(event.point);
|
||
* }
|
||
*
|
||
* // On each mouse drag event, draw an arc to the current
|
||
* // position of the mouse:
|
||
* function onMouseDrag(event) {
|
||
* myPath.arcTo(event.point);
|
||
* }
|
||
*/
|
||
// DOCS: PathItem#arcTo(to, radius, rotation, clockwise, large)
|
||
|
||
/**
|
||
* Closes the path. When closed, Paper.js connects the first and
|
||
* last segment of the path with an additional curve.
|
||
*
|
||
* @name PathItem#closePath
|
||
* @function
|
||
* @param {Boolean} join controls whether the method should attempt to merge
|
||
* the first segment with the last if they lie in the same location
|
||
* @see Path#closed
|
||
*/
|
||
|
||
/**
|
||
* {@grouptitle Relative Drawing Commands}
|
||
*
|
||
* If called on a {@link CompoundPath}, a new {@link Path} is created as a
|
||
* child and a point is added as its first segment relative to the
|
||
* position of the last segment of the current path.
|
||
*
|
||
* @name PathItem#moveBy
|
||
* @function
|
||
* @param {Point} to
|
||
*/
|
||
|
||
/**
|
||
* Adds a segment relative to the last segment point of the path.
|
||
*
|
||
* @name PathItem#lineBy
|
||
* @function
|
||
* @param {Point} to the vector which is added to the position of the last
|
||
* segment of the path, to get to the position of the new segment
|
||
*
|
||
* @example {@paperscript}
|
||
* var path = new Path();
|
||
* path.strokeColor = 'black';
|
||
*
|
||
* // Add a segment at {x: 50, y: 50}
|
||
* path.add(25, 25);
|
||
*
|
||
* // Add a segment relative to the last segment of the path.
|
||
* // 50 in x direction and 0 in y direction, becomes {x: 75, y: 25}
|
||
* path.lineBy(50, 0);
|
||
*
|
||
* // 0 in x direction and 50 in y direction, becomes {x: 75, y: 75}
|
||
* path.lineBy(0, 50);
|
||
*
|
||
* @example {@paperscript height=300}
|
||
* // Drawing a spiral using lineBy:
|
||
* var path = new Path();
|
||
* path.strokeColor = 'black';
|
||
*
|
||
* // Add the first segment at {x: 50, y: 50}
|
||
* path.add(view.center);
|
||
*
|
||
* // Loop 500 times:
|
||
* for (var i = 0; i < 500; i++) {
|
||
* // Create a vector with an ever increasing length
|
||
* // and an angle in increments of 45 degrees
|
||
* var vector = new Point({
|
||
* angle: i * 45,
|
||
* length: i / 2
|
||
* });
|
||
* // Add the vector relatively to the last segment point:
|
||
* path.lineBy(vector);
|
||
* }
|
||
*
|
||
* // Smooth the handles of the path:
|
||
* path.smooth();
|
||
*
|
||
* // Uncomment the following line and click on 'run' to see
|
||
* // the construction of the path:
|
||
* // path.selected = true;
|
||
*/
|
||
|
||
// DOCS: Document Path#curveBy()
|
||
/**
|
||
* @name PathItem#curveBy
|
||
* @function
|
||
* @param {Point} through
|
||
* @param {Point} to
|
||
* @param {Number} [parameter=0.5]
|
||
*/
|
||
|
||
// DOCS: Document Path#cubicCurveBy()
|
||
/**
|
||
* @name PathItem#cubicCurveBy
|
||
* @function
|
||
* @param {Point} handle1
|
||
* @param {Point} handle2
|
||
* @param {Point} to
|
||
*/
|
||
|
||
// DOCS: Document Path#quadraticCurveBy()
|
||
/**
|
||
* @name PathItem#quadraticCurveBy
|
||
* @function
|
||
* @param {Point} handle
|
||
* @param {Point} to
|
||
*/
|
||
|
||
// DOCS: Document Path#arcBy(through, to)
|
||
/**
|
||
* @name PathItem#arcBy
|
||
* @function
|
||
* @param {Point} through
|
||
* @param {Point} to
|
||
*/
|
||
|
||
// DOCS: Document Path#arcBy(to, clockwise)
|
||
/**
|
||
* @name PathItem#arcBy
|
||
* @function
|
||
* @param {Point} to
|
||
* @param {Boolean} [clockwise=true]
|
||
*/
|
||
});
|