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496 lines
16 KiB
496 lines
16 KiB
2 years ago
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'use strict'
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// Precision used to check determinant in quad and cubic solvers,
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// any number lower than this is considered to be zero.
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// `8.67e-19` is an example of real error occurring in tests.
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var epsilon = 1e-16
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function Point (x, y) {
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this.x = x
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this.y = y
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}
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Point.prototype.add = function (point) {
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return new Point(this.x + point.x, this.y + point.y)
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}
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Point.prototype.sub = function (point) {
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return new Point(this.x - point.x, this.y - point.y)
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}
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Point.prototype.mul = function (value) {
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return new Point(this.x * value, this.y * value)
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}
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Point.prototype.div = function (value) {
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return new Point(this.x / value, this.y / value)
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}
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/*Point.prototype.dist = function () {
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return Math.sqrt(this.x * this.x + this.y * this.y)
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}*/
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Point.prototype.sqr = function () {
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return this.x * this.x + this.y * this.y
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}
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Point.prototype.dot = function (point) {
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return this.x * point.x + this.y * point.y
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}
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function calcPowerCoefficients (p1, c1, c2, p2) {
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// point(t) = p1*(1-t)^3 + c1*t*(1-t)^2 + c2*t^2*(1-t) + p2*t^3 = a*t^3 + b*t^2 + c*t + d
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// for each t value, so
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// a = (p2 - p1) + 3 * (c1 - c2)
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// b = 3 * (p1 + c2) - 6 * c1
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// c = 3 * (c1 - p1)
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// d = p1
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var a = p2.sub(p1).add(c1.sub(c2).mul(3))
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var b = p1.add(c2).mul(3).sub(c1.mul(6))
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var c = c1.sub(p1).mul(3)
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var d = p1
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return [a, b, c, d]
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}
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function calcPowerCoefficientsQuad (p1, c1, p2) {
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// point(t) = p1*(1-t)^2 + c1*t*(1-t) + p2*t^2 = a*t^2 + b*t + c
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// for each t value, so
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// a = p1 + p2 - 2 * c1
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// b = 2 * (c1 - p1)
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// c = p1
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var a = c1.mul(-2).add(p1).add(p2)
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var b = c1.sub(p1).mul(2)
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var c = p1
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return [a, b, c]
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}
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function calcPoint (a, b, c, d, t) {
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// a*t^3 + b*t^2 + c*t + d = ((a*t + b)*t + c)*t + d
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return a.mul(t).add(b).mul(t).add(c).mul(t).add(d)
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}
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function calcPointQuad (a, b, c, t) {
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// a*t^2 + b*t + c = (a*t + b)*t + c
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return a.mul(t).add(b).mul(t).add(c)
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}
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function calcPointDerivative (a, b, c, d, t) {
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// d/dt[a*t^3 + b*t^2 + c*t + d] = 3*a*t^2 + 2*b*t + c = (3*a*t + 2*b)*t + c
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return a.mul(3 * t).add(b.mul(2)).mul(t).add(c)
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}
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function quadSolve (a, b, c) {
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// a*x^2 + b*x + c = 0
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if (a === 0) {
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return (b === 0) ? [] : [-c / b]
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}
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var D = b * b - 4 * a * c
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if (Math.abs(D) < epsilon) {
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return [-b / (2 * a)]
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} else if (D < 0) {
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return []
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}
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var DSqrt = Math.sqrt(D)
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return [(-b - DSqrt) / (2 * a), (-b + DSqrt) / (2 * a)]
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}
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/*function cubicRoot(x) {
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return (x < 0) ? -Math.pow(-x, 1/3) : Math.pow(x, 1/3)
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}
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function cubicSolve(a, b, c, d) {
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// a*x^3 + b*x^2 + c*x + d = 0
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if (a === 0) {
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return quadSolve(b, c, d)
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}
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// solve using Cardan's method, which is described in paper of R.W.D. Nickals
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// http://www.nickalls.org/dick/papers/maths/cubic1993.pdf (doi:10.2307/3619777)
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var xn = -b / (3*a) // point of symmetry x coordinate
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var yn = ((a * xn + b) * xn + c) * xn + d // point of symmetry y coordinate
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var deltaSq = (b*b - 3*a*c) / (9*a*a) // delta^2
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var hSq = 4*a*a * Math.pow(deltaSq, 3) // h^2
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var D3 = yn*yn - hSq
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if (Math.abs(D3) < epsilon) { // 2 real roots
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var delta1 = cubicRoot(yn/(2*a))
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return [ xn - 2 * delta1, xn + delta1 ]
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} else if (D3 > 0) { // 1 real root
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var D3Sqrt = Math.sqrt(D3)
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return [ xn + cubicRoot((-yn + D3Sqrt)/(2*a)) + cubicRoot((-yn - D3Sqrt)/(2*a)) ]
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}
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// 3 real roots
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var theta = Math.acos(-yn / Math.sqrt(hSq)) / 3
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var delta = Math.sqrt(deltaSq)
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return [
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xn + 2 * delta * Math.cos(theta),
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xn + 2 * delta * Math.cos(theta + Math.PI * 2 / 3),
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xn + 2 * delta * Math.cos(theta + Math.PI * 4 / 3)
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]
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}*/
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/*
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* Calculate a distance between a `point` and a line segment `p1, p2`
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* (result is squared for performance reasons), see details here:
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* https://stackoverflow.com/questions/849211/shortest-distance-between-a-point-and-a-line-segment
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*/
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function minDistanceToLineSq (point, p1, p2) {
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var p1p2 = p2.sub(p1)
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var dot = point.sub(p1).dot(p1p2)
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var lenSq = p1p2.sqr()
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var param = 0
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var diff
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if (lenSq !== 0) param = dot / lenSq
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if (param <= 0) {
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diff = point.sub(p1)
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} else if (param >= 1) {
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diff = point.sub(p2)
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} else {
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diff = point.sub(p1.add(p1p2.mul(param)))
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}
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return diff.sqr()
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}
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/*function minDistanceToQuad(point, p1, c1, p2) {
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// f(t) = (1-t)^2 * p1 + 2*t*(1 - t) * c1 + t^2 * p2 = a*t^2 + b*t + c, t in [0, 1],
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// a = p1 + p2 - 2 * c1
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// b = 2 * (c1 - p1)
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// c = p1; a, b, c are vectors because p1, c1, p2 are vectors too
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// The distance between given point and quadratic curve is equal to
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// sqrt((f(t) - point)^2), so these expression has zero derivative by t at points where
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// (f'(t), (f(t) - point)) = 0.
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// Substituting quadratic curve as f(t) one could obtain a cubic equation
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// e3*t^3 + e2*t^2 + e1*t + e0 = 0 with following coefficients:
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// e3 = 2 * a^2
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// e2 = 3 * a*b
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// e1 = (b^2 + 2 * a*(c - point))
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// e0 = (c - point)*b
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// One of the roots of the equation from [0, 1], or t = 0 or t = 1 is a value of t
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// at which the distance between given point and quadratic Bezier curve has minimum.
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// So to find the minimal distance one have to just pick the minimum value of
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// the distance on set {t = 0 | t = 1 | t is root of the equation from [0, 1] }.
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var a = p1.add(p2).sub(c1.mul(2))
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var b = c1.sub(p1).mul(2)
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var c = p1
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var e3 = 2 * a.sqr()
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var e2 = 3 * a.dot(b)
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var e1 = (b.sqr() + 2 * a.dot(c.sub(point)))
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var e0 = c.sub(point).dot(b)
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var candidates = cubicSolve(e3, e2, e1, e0).filter(function (t) { return t > 0 && t < 1 }).concat([ 0, 1 ])
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var minDistance = 1e9
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for (var i = 0; i < candidates.length; i++) {
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var distance = calcPointQuad(a, b, c, candidates[i]).sub(point).dist()
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if (distance < minDistance) {
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minDistance = distance
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}
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}
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return minDistance
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}*/
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function processSegment (a, b, c, d, t1, t2) {
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// Find a single control point for given segment of cubic Bezier curve
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// These control point is an interception of tangent lines to the boundary points
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// Let's denote that f(t) is a vector function of parameter t that defines the cubic Bezier curve,
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// f(t1) + f'(t1)*z1 is a parametric equation of tangent line to f(t1) with parameter z1
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// f(t2) + f'(t2)*z2 is the same for point f(t2) and the vector equation
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// f(t1) + f'(t1)*z1 = f(t2) + f'(t2)*z2 defines the values of parameters z1 and z2.
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// Defining fx(t) and fy(t) as the x and y components of vector function f(t) respectively
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// and solving the given system for z1 one could obtain that
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//
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// -(fx(t2) - fx(t1))*fy'(t2) + (fy(t2) - fy(t1))*fx'(t2)
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// z1 = ------------------------------------------------------.
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// -fx'(t1)*fy'(t2) + fx'(t2)*fy'(t1)
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//
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// Let's assign letter D to the denominator and note that if D = 0 it means that the curve actually
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// is a line. Substituting z1 to the equation of tangent line to the point f(t1), one could obtain that
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// cx = [fx'(t1)*(fy(t2)*fx'(t2) - fx(t2)*fy'(t2)) + fx'(t2)*(fx(t1)*fy'(t1) - fy(t1)*fx'(t1))]/D
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// cy = [fy'(t1)*(fy(t2)*fx'(t2) - fx(t2)*fy'(t2)) + fy'(t2)*(fx(t1)*fy'(t1) - fy(t1)*fx'(t1))]/D
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// where c = (cx, cy) is the control point of quadratic Bezier curve.
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var f1 = calcPoint(a, b, c, d, t1)
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var f2 = calcPoint(a, b, c, d, t2)
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var f1_ = calcPointDerivative(a, b, c, d, t1)
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var f2_ = calcPointDerivative(a, b, c, d, t2)
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var D = -f1_.x * f2_.y + f2_.x * f1_.y
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if (Math.abs(D) < 1e-8) {
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return [f1, f1.add(f2).div(2), f2] // straight line segment
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}
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var cx = (f1_.x * (f2.y * f2_.x - f2.x * f2_.y) + f2_.x * (f1.x * f1_.y - f1.y * f1_.x)) / D
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var cy = (f1_.y * (f2.y * f2_.x - f2.x * f2_.y) + f2_.y * (f1.x * f1_.y - f1.y * f1_.x)) / D
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return [f1, new Point(cx, cy), f2]
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}
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/*function isSegmentApproximationClose(a, b, c, d, tmin, tmax, p1, c1, p2, errorBound) {
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// a,b,c,d define cubic curve
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// tmin, tmax are boundary points on cubic curve
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// p1, c1, p2 define quadratic curve
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// errorBound is maximum allowed distance
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// Try to find maximum distance between one of N points segment of given cubic
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// and corresponding quadratic curve that estimates the cubic one, assuming
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// that the boundary points of cubic and quadratic points are equal.
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//
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// The distance calculation method comes from Hausdorff distance defenition
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// (https://en.wikipedia.org/wiki/Hausdorff_distance), but with following simplifications
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// * it looks for maximum distance only for finite number of points of cubic curve
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// * it doesn't perform reverse check that means selecting set of fixed points on
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// the quadratic curve and looking for the closest points on the cubic curve
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// But this method allows easy estimation of approximation error, so it is enough
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// for practical purposes.
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var n = 10 // number of points + 1
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var dt = (tmax - tmin) / n
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for (var t = tmin + dt; t < tmax - dt; t += dt) { // don't check distance on boundary points
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// because they should be the same
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var point = calcPoint(a, b, c, d, t)
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if (minDistanceToQuad(point, p1, c1, p2) > errorBound) {
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return false
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}
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}
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return true
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}*/
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/*
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* Divide cubic and quadratic curves into 10 points and 9 line segments.
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* Calculate distances between each point on cubic and nearest line segment
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* on quadratic (and vice versa), and make sure all distances are less
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* than `errorBound`.
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*
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* We need to calculate BOTH distance from all points on quadratic to any cubic,
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* and all points on cubic to any quadratic.
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*
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* If we do it only one way, it may lead to an error if the entire original curve
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* falls within errorBound (then **any** quad will erroneously treated as good):
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* https://github.com/fontello/svg2ttf/issues/105#issuecomment-842558027
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*
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* - a,b,c,d define cubic curve (power coefficients)
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* - tmin, tmax are boundary points on cubic curve (in 0-1 range)
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* - p1, c1, p2 define quadratic curve (control points)
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* - errorBound is maximum allowed distance
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*/
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function isSegmentApproximationClose (a, b, c, d, tmin, tmax, p1, c1, p2, errorBound) {
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var n = 10 // number of points
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var t, dt
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var p = calcPowerCoefficientsQuad(p1, c1, p2)
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var qa = p[0], qb = p[1], qc = p[2]
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var i, j, distSq
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var errorBoundSq = errorBound * errorBound
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var cubicPoints = []
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var quadPoints = []
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var minDistSq
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dt = (tmax - tmin) / n
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for (i = 0, t = tmin; i <= n; i++, t += dt) {
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cubicPoints.push(calcPoint(a, b, c, d, t))
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}
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dt = 1 / n
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for (i = 0, t = 0; i <= n; i++, t += dt) {
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quadPoints.push(calcPointQuad(qa, qb, qc, t))
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}
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for (i = 1; i < cubicPoints.length - 1; i++) {
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minDistSq = Infinity
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for (j = 0; j < quadPoints.length - 1; j++) {
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distSq = minDistanceToLineSq(cubicPoints[i], quadPoints[j], quadPoints[j + 1])
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minDistSq = Math.min(minDistSq, distSq)
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}
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if (minDistSq > errorBoundSq) return false
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}
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for (i = 1; i < quadPoints.length - 1; i++) {
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minDistSq = Infinity
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for (j = 0; j < cubicPoints.length - 1; j++) {
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distSq = minDistanceToLineSq(quadPoints[i], cubicPoints[j], cubicPoints[j + 1])
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minDistSq = Math.min(minDistSq, distSq)
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}
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if (minDistSq > errorBoundSq) return false
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}
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return true
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}
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function _isApproximationClose (a, b, c, d, quadCurves, errorBound) {
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var dt = 1 / quadCurves.length
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for (var i = 0; i < quadCurves.length; i++) {
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var p1 = quadCurves[i][0]
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var c1 = quadCurves[i][1]
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var p2 = quadCurves[i][2]
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if (!isSegmentApproximationClose(a, b, c, d, i * dt, (i + 1) * dt, p1, c1, p2, errorBound)) {
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return false
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}
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}
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return true
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}
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function fromFlatArray (points) {
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var result = []
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var segmentsNumber = (points.length - 2) / 4
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for (var i = 0; i < segmentsNumber; i++) {
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result.push([
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new Point(points[4 * i], points[4 * i + 1]),
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new Point(points[4 * i + 2], points[4 * i + 3]),
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new Point(points[4 * i + 4], points[4 * i + 5])
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])
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}
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return result
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}
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function toFlatArray (quadsList) {
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var result = []
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result.push(quadsList[0][0].x)
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result.push(quadsList[0][0].y)
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for (var i = 0; i < quadsList.length; i++) {
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result.push(quadsList[i][1].x)
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result.push(quadsList[i][1].y)
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result.push(quadsList[i][2].x)
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result.push(quadsList[i][2].y)
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}
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return result
|
||
|
}
|
||
|
|
||
|
function isApproximationClose (p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, quads, errorBound) {
|
||
|
// TODO: rewrite it in C-style and remove _isApproximationClose
|
||
|
var pc = calcPowerCoefficients(
|
||
|
new Point(p1x, p1y),
|
||
|
new Point(c1x, c1y),
|
||
|
new Point(c2x, c2y),
|
||
|
new Point(p2x, p2y)
|
||
|
)
|
||
|
return _isApproximationClose(pc[0], pc[1], pc[2], pc[3], fromFlatArray(quads), errorBound)
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Split cubic bézier curve into two cubic curves, see details here:
|
||
|
* https://math.stackexchange.com/questions/877725
|
||
|
*/
|
||
|
function subdivideCubic (x1, y1, x2, y2, x3, y3, x4, y4, t) {
|
||
|
var u = 1 - t
|
||
|
var v = t
|
||
|
|
||
|
var bx = x1 * u + x2 * v
|
||
|
var sx = x2 * u + x3 * v
|
||
|
var fx = x3 * u + x4 * v
|
||
|
var cx = bx * u + sx * v
|
||
|
var ex = sx * u + fx * v
|
||
|
var dx = cx * u + ex * v
|
||
|
|
||
|
var by = y1 * u + y2 * v
|
||
|
var sy = y2 * u + y3 * v
|
||
|
var fy = y3 * u + y4 * v
|
||
|
var cy = by * u + sy * v
|
||
|
var ey = sy * u + fy * v
|
||
|
var dy = cy * u + ey * v
|
||
|
|
||
|
return [
|
||
|
[x1, y1, bx, by, cx, cy, dx, dy],
|
||
|
[dx, dy, ex, ey, fx, fy, x4, y4]
|
||
|
]
|
||
|
}
|
||
|
|
||
|
function byNumber (x, y) { return x - y }
|
||
|
|
||
|
/*
|
||
|
* Find inflection points on a cubic curve, algorithm is similar to this one:
|
||
|
* http://www.caffeineowl.com/graphics/2d/vectorial/cubic-inflexion.html
|
||
|
*/
|
||
|
function solveInflections (x1, y1, x2, y2, x3, y3, x4, y4) {
|
||
|
var p = -(x4 * (y1 - 2 * y2 + y3)) + x3 * (2 * y1 - 3 * y2 + y4) +
|
||
|
x1 * (y2 - 2 * y3 + y4) - x2 * (y1 - 3 * y3 + 2 * y4)
|
||
|
var q = x4 * (y1 - y2) + 3 * x3 * (-y1 + y2) + x2 * (2 * y1 - 3 * y3 + y4) - x1 * (2 * y2 - 3 * y3 + y4)
|
||
|
var r = x3 * (y1 - y2) + x1 * (y2 - y3) + x2 * (-y1 + y3)
|
||
|
|
||
|
return quadSolve(p, q, r).filter(function (t) { return t > 1e-8 && t < 1 - 1e-8 }).sort(byNumber)
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* Approximate cubic Bezier curve defined with base points p1, p2 and control points c1, c2 with
|
||
|
* with a few quadratic Bezier curves.
|
||
|
* The function uses tangent method to find quadratic approximation of cubic curve segment and
|
||
|
* simplified Hausdorff distance to determine number of segments that is enough to make error small.
|
||
|
* In general the method is the same as described here: https://fontforge.github.io/bezier.html.
|
||
|
*/
|
||
|
function _cubicToQuad (p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, errorBound) {
|
||
|
var p1 = new Point(p1x, p1y)
|
||
|
var c1 = new Point(c1x, c1y)
|
||
|
var c2 = new Point(c2x, c2y)
|
||
|
var p2 = new Point(p2x, p2y)
|
||
|
var pc = calcPowerCoefficients(p1, c1, c2, p2)
|
||
|
var a = pc[0], b = pc[1], c = pc[2], d = pc[3]
|
||
|
|
||
|
var approximation
|
||
|
for (var segmentsCount = 1; segmentsCount <= 8; segmentsCount++) {
|
||
|
approximation = []
|
||
|
for (var t = 0; t < 1; t += (1 / segmentsCount)) {
|
||
|
approximation.push(processSegment(a, b, c, d, t, t + (1 / segmentsCount)))
|
||
|
}
|
||
|
if (segmentsCount === 1 &&
|
||
|
(approximation[0][1].sub(p1).dot(c1.sub(p1)) < 0 ||
|
||
|
approximation[0][1].sub(p2).dot(c2.sub(p2)) < 0)) {
|
||
|
// approximation concave, while the curve is convex (or vice versa)
|
||
|
continue
|
||
|
}
|
||
|
if (_isApproximationClose(a, b, c, d, approximation, errorBound)) {
|
||
|
break
|
||
|
}
|
||
|
}
|
||
|
return toFlatArray(approximation)
|
||
|
}
|
||
|
|
||
|
|
||
|
/*
|
||
|
* If this curve has any inflection points, split the curve and call
|
||
|
* _cubicToQuad function on each resulting curve.
|
||
|
*/
|
||
|
function cubicToQuad (p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, errorBound) {
|
||
|
var inflections = solveInflections(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y)
|
||
|
|
||
|
if (!inflections.length) {
|
||
|
return _cubicToQuad(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, errorBound)
|
||
|
}
|
||
|
|
||
|
var result = []
|
||
|
var curve = [p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y]
|
||
|
var prevPoint = 0
|
||
|
var quad, split
|
||
|
|
||
|
for (var inflectionIdx = 0; inflectionIdx < inflections.length; inflectionIdx++) {
|
||
|
split = subdivideCubic(
|
||
|
curve[0], curve[1], curve[2], curve[3],
|
||
|
curve[4], curve[5], curve[6], curve[7],
|
||
|
// we make a new curve, so adjust inflection point accordingly
|
||
|
1 - (1 - inflections[inflectionIdx]) / (1 - prevPoint)
|
||
|
)
|
||
|
|
||
|
quad = _cubicToQuad(
|
||
|
split[0][0], split[0][1], split[0][2], split[0][3],
|
||
|
split[0][4], split[0][5], split[0][6], split[0][7],
|
||
|
errorBound
|
||
|
)
|
||
|
|
||
|
result = result.concat(quad.slice(0, -2))
|
||
|
curve = split[1]
|
||
|
prevPoint = inflections[inflectionIdx]
|
||
|
}
|
||
|
|
||
|
quad = _cubicToQuad(
|
||
|
curve[0], curve[1], curve[2], curve[3],
|
||
|
curve[4], curve[5], curve[6], curve[7],
|
||
|
errorBound
|
||
|
)
|
||
|
|
||
|
return result.concat(quad)
|
||
|
}
|
||
|
|
||
|
|
||
|
module.exports = cubicToQuad
|
||
|
// following exports are for testing purposes
|
||
|
module.exports.isApproximationClose = isApproximationClose
|
||
|
//module.exports.cubicSolve = cubicSolve
|
||
|
module.exports.quadSolve = quadSolve
|