mirror of
https://github.com/scratchfoundation/paper.js.git
synced 2025-01-03 19:45:44 -05:00
424 lines
15 KiB
JavaScript
424 lines
15 KiB
JavaScript
new function() {
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var MAX_RECURSION = 20;
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var MAX_ITERATION = 20;
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/**
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* This method is analogous to paperjs#PathItem.getIntersections, but calls
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* Curve.getIntersections2 instead.
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*/
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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 = [];
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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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for (var j = 0; j < length2; j++)
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Curve.getIntersections2(values1, values2[j], curve1, curves2[j],
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locations);
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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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*/
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Curve.getIntersections2 = function(v1, v2, curve1, curve2, locations) {
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var linear1 = Curve.isLinear(v1),
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linear2 = Curve.isLinear(v2);
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// Determine the correct intersection method based on values of linear1 & 2:
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(linear1 && linear2
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? getLineLineIntersection
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: linear1 || linear2
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? getCurveLineIntersections
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: getCurveIntersections)(v1, v2, curve1, curve2, locations);
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return locations;
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};
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function addLocation(locations, curve1, parameter, point, curve2) {
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// Avoid duplicates when hitting segments (closed paths too)
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var first = locations[0],
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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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locations.push(new CurveLocation(curve1, parameter, point, curve2));
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}
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function getCurveIntersections(v1, v2, curve1, curve2, locations,
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range1, range2, recursion) {
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// NOTE: range1 and range1 are only used for recusion
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recursion = (recursion || 0) + 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
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// and the infinite fatline continue to intersect with the other curve
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// outside its bounds!
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if (recursion > MAX_RECURSION)
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return;
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// Set up the parameter ranges.
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range1 = range1 || [ 0, 1 ];
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range2 = range2 || [ 0, 1 ];
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// Get the clipped parts from the original curve, to avoid cumulative errors
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var part1 = Curve.getPart(v1, range1[0], range1[1]),
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part2 = Curve.getPart(v2, range2[0], range2[1]),
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iteration = 0;
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// markCurve(part1, '#f0f', true);
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// markCurve(part2, '#0ff', false);
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// Loop until both parameter range converge. We have to handle the
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// degenerate case seperately, where fat-line clipping can become
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// numerically unstable when one of the curves has converged to a point and
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// the other hasn't.
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while (iteration++ < MAX_ITERATION
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&& (Math.abs(range1[1] - range1[0]) > /*#=*/ Numerical.TOLERANCE
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|| Math.abs(range2[1] - range2[0]) > /*#=*/ Numerical.TOLERANCE)) {
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// First we clip v2 with v1's fat-line
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var range,
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intersects1 = clipFatLine(part1, part2, range = range2.slice()),
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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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break;
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if (intersects1 > 0) {
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// Get the clipped parts from the original v2, to avoid cumulative
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// errors ...and reuse some objects.
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range2 = range;
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part2 = Curve.getPart(v2, range2[0], range2[1]);
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// markCurve(part2, '#0ff', false);
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// Next we clip v1 with nuv2's fat-line
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intersects2 = clipFatLine(part2, part1, range = range1.slice());
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// Stop if there are no possible intersections
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if (intersects2 === 0)
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break;
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if (intersects1 > 0) {
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// Get the clipped parts from the original v2, to avoid
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// cumulative errors
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range1 = range;
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part1 = Curve.getPart(v1, range1[0], range1[1]);
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}
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// markCurve(part1, '#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
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// original range [0,1], which would be the curve with the largest
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// parameter range after clipping
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if (range1[1] - range1[0] > range2[1] - range2[0]) {
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// subdivide v1 and recurse
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var t = (range1[0] + range1[1]) / 2;
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getCurveIntersections(v1, v2, curve1, curve2, locations,
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[ range1[0], t ], range2, recursion);
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getCurveIntersections(v1, v2, curve1, curve2, locations,
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[ t, range1[1] ], range2, recursion);
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break;
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} else {
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// subdivide v2 and recurse
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var t = (range2[0] + range2[1]) / 2;
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getCurveIntersections(v1, v2, curve1, curve2, locations, range1,
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[ range2[0], t ], recursion);
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getCurveIntersections(v1, v2, curve1, curve2, locations, range1,
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[ t, range2[1] ], recursion);
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break;
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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
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// (according to Numerical.TOLERANCE).
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// 3. One of the parameter range is converged enough so that it is
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// *flat enough* to 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
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// point. Now things could get only worse if we iterate more for the
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// other curve to converge if it hasn't yet happened so.
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var converged1 = Math.abs(range1[1] - range1[0]) < /*#=*/ Numerical.TOLERANCE,
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converged2 = Math.abs(range2[1] - range2[0]) < /*#=*/ Numerical.TOLERANCE;
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if (converged1 || converged2) {
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addLocation(locations, curve1, null, converged1
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? curve1.getPointAt(range1[0], true)
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: curve2.getPointAt(range2[0], true), curve2);
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break;
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}
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// see if either or both of the curves are flat enough to be treated
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// as lines.
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var flat1 = Curve.isFlatEnough(part1, /*#=*/ Numerical.TOLERANCE),
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flat2 = Curve.isFlatEnough(part2, /*#=*/ Numerical.TOLERANCE);
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if (flat1 || flat2) {
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(flat1 && flat2
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? getLineLineIntersection
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// Use curve line intersection method while specifying
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// which curve to be treated as line
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: getCurveLineIntersections)(part1, part2,
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curve1, curve2, locations, flat1);
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break;
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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
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* fat-line
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* @param {Array} v2 section of the second curve; we will clip this curve with
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* the fat-line of v1
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* @param {Array} range2 the parameter range of v2
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* @return {Number} 0: no Intersection, 1: one intersection, -1: more than one
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* ntersection
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*/
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function clipFatLine(v1, v2, range2) {
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// P = first curve, Q = second curve
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var p0x = v1[0], p0y = v1[1], p1x = v1[2], p1y = v1[3],
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p2x = v1[4], p2y = v1[5], p3x = v1[6], p3y = v1[7],
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q0x = v2[0], q0y = v2[1], q1x = v2[2], q1y = v2[3],
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q2x = v2[4], q2y = v2[5], q3x = v2[6], q3y = v2[7],
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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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d1 = getSignedDistance(p0x, p0y, p3x, p3y, p1x, p1y) || 0,
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d2 = getSignedDistance(p0x, p0y, p3x, p3y, p2x, p2y) || 0,
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factor = d1 * d2 > 0 ? 3 / 4 : 4 / 9,
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dmin = factor * Math.min(0, d1, d2),
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dmax = factor * Math.max(0, d1, d2),
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// Calculate non-parametric bezier curve D(ti, di(t)) - di(t) is the
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// distance of Q from the baseline l of the fat-line, ti is equally
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// spaced in [0, 1]
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dq0 = getSignedDistance(p0x, p0y, p3x, p3y, q0x, q0y),
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dq1 = getSignedDistance(p0x, p0y, p3x, p3y, q1x, q1y),
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dq2 = getSignedDistance(p0x, p0y, p3x, p3y, q2x, q2y),
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dq3 = getSignedDistance(p0x, p0y, p3x, p3y, q3x, q3y),
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// Find the minimum and maximum distances from l, this is useful for
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// checking whether the curves intersect with each other or not.
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mindist = Math.min(dq0, dq1, dq2, dq3),
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maxdist = Math.max(dq0, dq1, dq2, dq3);
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// 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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var Dt = getConvexHull(dq0, dq1, dq2, dq3),
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tmp;
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if (dq3 < dq0) {
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tmp = dmin;
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dmin = dmax;
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dmax = tmp;
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}
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// Calculate the convex hull for non-parametric bezier curve D(ti, di(t))
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// Now we clip the convex hulls for D(ti, di(t)) with dmin and dmax
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// for the coorresponding t values (tmin, tmax): Portions of curve v2 before
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// tmin and after tmax can safely be clipped away
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var tmaxdmin = -Infinity,
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tmin = Infinity,
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tmax = -Infinity;
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for (var i = 0, l = Dt.length; i < l; i++) {
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var Dtl = Dt[i],
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dtlx1 = Dtl[0],
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dtly1 = Dtl[1],
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dtlx2 = Dtl[2],
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dtly2 = Dtl[3];
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if (dtly2 < dtly1) {
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tmp = dtly2;
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dtly2 = dtly1;
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dtly1 = tmp;
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tmp = dtlx2;
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dtlx2 = dtlx1;
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dtlx1 = tmp;
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}
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// We know that (dtlx2 - dtlx1) is never 0
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var inv = (dtly2 - dtly1) / (dtlx2 - dtlx1);
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if (dmin >= dtly1 && dmin <= dtly2) {
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var ixdx = dtlx1 + (dmin - dtly1) / inv;
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if (ixdx < tmin)
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tmin = ixdx;
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if (ixdx > tmaxdmin)
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tmaxdmin = ixdx;
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}
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if (dmax >= dtly1 && dmax <= dtly2) {
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var ixdx = dtlx1 + (dmax - dtly1) / inv;
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if (ixdx > tmax)
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tmax = ixdx;
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if (ixdx < tmin)
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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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mindmax = Math.max(dmin, dmax);
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if (dq3 > mindmin && dq3 < mindmax)
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tmax = 1;
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if (dq0 > mindmin && dq0 < mindmax)
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tmin = 0;
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if (tmaxdmin > tmax)
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tmax = 1;
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// tmin and tmax are within the range (0, 1). We need to project it to
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// the original parameter range for v2.
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var v2tmin = range2[0],
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tdiff = range2[1] - v2tmin;
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range2[0] = v2tmin + tmin * tdiff;
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range2[1] = v2tmin + tmax * tdiff;
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// If the new parameter range fails to converge by atleast 20% of the
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// original range, possibly we have multiple intersections. We need to
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// subdivide one of the curves.
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if ((tdiff - (range2[1] - range2[0])) / tdiff >= 0.2)
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return 1;
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}
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// TODO: Try checking with a perpendicular fatline to see if the curves
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// overlap 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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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
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* curve are already sorted in the X axis in the increasing order. Calculating
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* convex-hull is much easier than a set of arbitrary points.
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*/
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function getConvexHull(dq0, dq1, dq2, dq3) {
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var distq1 = getSignedDistance(0, dq0, 1, dq3, 1 / 3, dq1),
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distq2 = getSignedDistance(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
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// [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]. The hull is a
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// quadrilateral and line [0, q0, 1, q3] is NOT part of the hull so we
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// are pretty much done here.
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return [
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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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}
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// dq1 and dq2 lie on the same sides on [0, q0, 1, q3]. The hull can be
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// a triangle or a quadrilateral and line [0, q0, 1, q3] is part of the
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// hull. Check if the hull is a triangle or a quadrilateral.
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var dqMaxX, dqMaxY, vqa1a2X, vqa1a2Y, vqa1MaxX, vqa1MaxY, vqa1MinX, vqa1MinY;
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if (Math.abs(distq1) > Math.abs(distq2)) {
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dqMaxX = 1 / 3;
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dqMaxY = dq1;
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// apex is dq3 and the other apex point is dq0 vector
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// dqapex->dqapex2 or base vector which is already part of the 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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dqMaxX = 2 / 3;
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dqMaxY = dq2;
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// apex is dq0 in this case, and the other apex point is dq3 vector
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// dqapex->dqapex2 or base vector which is already part of the 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 a1a2_a1Min = vqa1a2X * vqa1MinY - vqa1a2Y * vqa1MinX,
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a1Max_a1Min = vqa1MaxX * vqa1MinY - vqa1MaxY * vqa1MinX;
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return a1a2_a1Min * a1Max_a1Min < 0
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// Point [2/3, dq2] is inside the triangle, the hull is a triangle.
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? [
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[ 0, dq0, dqMaxX, dqMaxY ],
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[ dqMaxX, dqMaxY, 1, dq3 ],
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[ 1, dq3, 0, dq0 ]
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]
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// Convexhull is a quadrilateral and we need all lines in the
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// correct order where line [0, q0, 1, q3] is part of the hull.
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: [
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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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// 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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function getSignedDistance(a1x, a1y, a2x, a2y, bx, by) {
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var m = (a2y - a1y) / (a2x - a1x),
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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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* Intersections between curve and line becomes rather simple here mostly
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* because of Numerical class. We can rotate the curve and line so that the line
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* is on X axis, and solve the implicit equations for X axis and the curve.
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*/
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function getCurveLineIntersections(v1, v2, curve1, curve2, locations, flip) {
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if (flip === undefined)
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flip = Curve.isLinear(v1);
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var vc = flip ? v2 : v1,
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vl = flip ? v1 : v2,
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l1x = vl[0], l1y = vl[1],
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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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lvx = l2x - l1x,
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lvy = l2y - l1y,
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// Angle with x axis (1, 0)
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angle = Math.atan2(-lvy, lvx),
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sin = Math.sin(angle),
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cos = Math.cos(angle),
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// (rl1x, rl1y) = (0, 0)
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rl2x = lvx * cos - lvy * sin,
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rl2y = lvy * cos + lvx * sin,
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vcr = [];
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for(var i = 0; i < 8; i += 2) {
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var x = vc[i] - l1x,
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y = vc[i + 1] - l1y;
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vcr.push(
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x * cos - y * sin,
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y * cos + x * sin);
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}
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var roots = [],
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count = Curve.solveCubic(vcr, 1, 0, roots);
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// NOTE: count could theoretically be -1 for inifnite solutions, although
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// that should only happen with lines, in which case we should not be here.
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for (var i = 0; i < count; i++) {
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var t = roots[i];
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if (t >= 0 && t <= 1) {
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var point = Curve.evaluate(vcr, t, true, 0);
|
|
// We do have a point on the infinite line. Check if it falls on the
|
|
// line *segment*.
|
|
if (point.x >= 0 && point.x <= rl2x)
|
|
addLocation(locations,
|
|
flip ? curve2 : curve1,
|
|
// The actual intersection point
|
|
t, Curve.evaluate(vc, t, true, 0),
|
|
flip ? curve1 : curve2);
|
|
}
|
|
}
|
|
}
|
|
|
|
function getLineLineIntersection(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);
|
|
// Passing null for parameter leads to lazy determination of parameter
|
|
// values in CurveLocation#getParameter() only once they are requested.
|
|
if (point)
|
|
addLocation(locations, curve1, null, point, curve2);
|
|
}
|
|
|
|
};
|