mirror of
https://github.com/react/react-native-devtools-frontend.git
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These packages will be used to dynamically optimize SVG images during the build. R=jacktfranklin@chromium.org Bug: 1216402 Change-Id: I04e95aa7d79c9d67beaf8a7861182c52b16b7d0f Reviewed-on: https://chromium-review.googlesource.com/c/devtools/devtools-frontend/+/2939992 Reviewed-by: Jack Franklin <jacktfranklin@chromium.org> Commit-Queue: Tim van der Lippe <tvanderlippe@chromium.org>
811 lines
20 KiB
JavaScript
811 lines
20 KiB
JavaScript
'use strict';
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const { parsePathData, stringifyPathData } = require('../lib/path.js');
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var prevCtrlPoint;
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/**
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* Convert path string to JS representation.
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*
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* @param {String} pathString input string
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* @param {Object} params plugin params
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* @return {Array} output array
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*/
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exports.path2js = function (path) {
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if (path.pathJS) return path.pathJS;
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const pathData = []; // JS representation of the path data
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const newPathData = parsePathData(path.attributes.d);
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for (const { command, args } of newPathData) {
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if (command === 'Z' || command === 'z') {
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pathData.push({ instruction: 'z' });
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} else {
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pathData.push({ instruction: command, data: args });
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}
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}
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// First moveto is actually absolute. Subsequent coordinates were separated above.
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if (pathData.length && pathData[0].instruction == 'm') {
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pathData[0].instruction = 'M';
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}
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path.pathJS = pathData;
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return pathData;
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};
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/**
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* Convert relative Path data to absolute.
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*
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* @param {Array} data input data
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* @return {Array} output data
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*/
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var relative2absolute = (exports.relative2absolute = function (data) {
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var currentPoint = [0, 0],
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subpathPoint = [0, 0],
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i;
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return data.map(function (item) {
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var instruction = item.instruction,
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itemData = item.data && item.data.slice();
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if (instruction == 'M') {
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set(currentPoint, itemData);
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set(subpathPoint, itemData);
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} else if ('mlcsqt'.indexOf(instruction) > -1) {
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for (i = 0; i < itemData.length; i++) {
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itemData[i] += currentPoint[i % 2];
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}
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set(currentPoint, itemData);
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if (instruction == 'm') {
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set(subpathPoint, itemData);
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}
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} else if (instruction == 'a') {
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itemData[5] += currentPoint[0];
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itemData[6] += currentPoint[1];
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set(currentPoint, itemData);
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} else if (instruction == 'h') {
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itemData[0] += currentPoint[0];
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currentPoint[0] = itemData[0];
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} else if (instruction == 'v') {
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itemData[0] += currentPoint[1];
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currentPoint[1] = itemData[0];
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} else if ('MZLCSQTA'.indexOf(instruction) > -1) {
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set(currentPoint, itemData);
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} else if (instruction == 'H') {
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currentPoint[0] = itemData[0];
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} else if (instruction == 'V') {
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currentPoint[1] = itemData[0];
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} else if (instruction == 'z') {
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set(currentPoint, subpathPoint);
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}
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return instruction == 'z'
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? { instruction: 'z' }
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: {
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instruction: instruction.toUpperCase(),
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data: itemData,
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};
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});
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});
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/**
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* Compute Cubic Bézie bounding box.
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*
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* @see https://pomax.github.io/bezierinfo/
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*
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* @param {Float} xa
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* @param {Float} ya
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* @param {Float} xb
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* @param {Float} yb
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* @param {Float} xc
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* @param {Float} yc
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* @param {Float} xd
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* @param {Float} yd
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*
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* @return {Object}
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*/
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exports.computeCubicBoundingBox = function (xa, ya, xb, yb, xc, yc, xd, yd) {
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var minx = Number.POSITIVE_INFINITY,
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miny = Number.POSITIVE_INFINITY,
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maxx = Number.NEGATIVE_INFINITY,
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maxy = Number.NEGATIVE_INFINITY,
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ts,
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t,
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x,
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y,
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i;
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// X
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if (xa < minx) {
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minx = xa;
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}
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if (xa > maxx) {
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maxx = xa;
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}
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if (xd < minx) {
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minx = xd;
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}
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if (xd > maxx) {
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maxx = xd;
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}
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ts = computeCubicFirstDerivativeRoots(xa, xb, xc, xd);
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for (i = 0; i < ts.length; i++) {
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t = ts[i];
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if (t >= 0 && t <= 1) {
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x = computeCubicBaseValue(t, xa, xb, xc, xd);
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// y = computeCubicBaseValue(t, ya, yb, yc, yd);
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if (x < minx) {
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minx = x;
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}
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if (x > maxx) {
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maxx = x;
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}
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}
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}
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// Y
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if (ya < miny) {
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miny = ya;
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}
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if (ya > maxy) {
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maxy = ya;
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}
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if (yd < miny) {
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miny = yd;
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}
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if (yd > maxy) {
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maxy = yd;
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}
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ts = computeCubicFirstDerivativeRoots(ya, yb, yc, yd);
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for (i = 0; i < ts.length; i++) {
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t = ts[i];
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if (t >= 0 && t <= 1) {
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// x = computeCubicBaseValue(t, xa, xb, xc, xd);
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y = computeCubicBaseValue(t, ya, yb, yc, yd);
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if (y < miny) {
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miny = y;
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}
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if (y > maxy) {
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maxy = y;
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}
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}
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}
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return {
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minx: minx,
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miny: miny,
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maxx: maxx,
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maxy: maxy,
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};
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};
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// compute the value for the cubic bezier function at time=t
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function computeCubicBaseValue(t, a, b, c, d) {
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var mt = 1 - t;
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return (
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mt * mt * mt * a + 3 * mt * mt * t * b + 3 * mt * t * t * c + t * t * t * d
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);
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}
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// compute the value for the first derivative of the cubic bezier function at time=t
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function computeCubicFirstDerivativeRoots(a, b, c, d) {
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var result = [-1, -1],
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tl = -a + 2 * b - c,
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tr = -Math.sqrt(-a * (c - d) + b * b - b * (c + d) + c * c),
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dn = -a + 3 * b - 3 * c + d;
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if (dn !== 0) {
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result[0] = (tl + tr) / dn;
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result[1] = (tl - tr) / dn;
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}
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return result;
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}
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/**
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* Compute Quadratic Bézier bounding box.
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*
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* @see https://pomax.github.io/bezierinfo/
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*
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* @param {Float} xa
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* @param {Float} ya
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* @param {Float} xb
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* @param {Float} yb
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* @param {Float} xc
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* @param {Float} yc
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*
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* @return {Object}
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*/
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exports.computeQuadraticBoundingBox = function (xa, ya, xb, yb, xc, yc) {
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var minx = Number.POSITIVE_INFINITY,
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miny = Number.POSITIVE_INFINITY,
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maxx = Number.NEGATIVE_INFINITY,
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maxy = Number.NEGATIVE_INFINITY,
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t,
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x,
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y;
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// X
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if (xa < minx) {
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minx = xa;
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}
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if (xa > maxx) {
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maxx = xa;
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}
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if (xc < minx) {
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minx = xc;
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}
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if (xc > maxx) {
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maxx = xc;
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}
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t = computeQuadraticFirstDerivativeRoot(xa, xb, xc);
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if (t >= 0 && t <= 1) {
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x = computeQuadraticBaseValue(t, xa, xb, xc);
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// y = computeQuadraticBaseValue(t, ya, yb, yc);
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if (x < minx) {
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minx = x;
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}
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if (x > maxx) {
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maxx = x;
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}
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}
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// Y
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if (ya < miny) {
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miny = ya;
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}
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if (ya > maxy) {
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maxy = ya;
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}
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if (yc < miny) {
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miny = yc;
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}
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if (yc > maxy) {
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maxy = yc;
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}
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t = computeQuadraticFirstDerivativeRoot(ya, yb, yc);
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if (t >= 0 && t <= 1) {
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// x = computeQuadraticBaseValue(t, xa, xb, xc);
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y = computeQuadraticBaseValue(t, ya, yb, yc);
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if (y < miny) {
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miny = y;
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}
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if (y > maxy) {
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maxy = y;
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}
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}
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return {
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minx: minx,
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miny: miny,
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maxx: maxx,
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maxy: maxy,
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};
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};
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// compute the value for the quadratic bezier function at time=t
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function computeQuadraticBaseValue(t, a, b, c) {
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var mt = 1 - t;
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return mt * mt * a + 2 * mt * t * b + t * t * c;
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}
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// compute the value for the first derivative of the quadratic bezier function at time=t
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function computeQuadraticFirstDerivativeRoot(a, b, c) {
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var t = -1,
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denominator = a - 2 * b + c;
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if (denominator !== 0) {
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t = (a - b) / denominator;
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}
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return t;
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}
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/**
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* Convert path array to string.
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*
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* @param {Array} path input path data
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* @param {Object} params plugin params
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* @return {String} output path string
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*/
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exports.js2path = function (path, data, params) {
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path.pathJS = data;
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const pathData = [];
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for (const item of data) {
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// remove moveto commands which are followed by moveto commands
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if (
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pathData.length !== 0 &&
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(item.instruction === 'M' || item.instruction === 'm')
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) {
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const last = pathData[pathData.length - 1];
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if (last.command === 'M' || last.command === 'm') {
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pathData.pop();
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}
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}
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pathData.push({
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command: item.instruction,
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args: item.data || [],
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});
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}
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path.attributes.d = stringifyPathData({
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pathData,
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precision: params.floatPrecision,
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disableSpaceAfterFlags: params.noSpaceAfterFlags,
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});
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};
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function set(dest, source) {
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dest[0] = source[source.length - 2];
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dest[1] = source[source.length - 1];
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return dest;
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}
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/**
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* Checks if two paths have an intersection by checking convex hulls
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* collision using Gilbert-Johnson-Keerthi distance algorithm
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* https://web.archive.org/web/20180822200027/http://entropyinteractive.com/2011/04/gjk-algorithm/
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*
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* @param {Array} path1 JS path representation
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* @param {Array} path2 JS path representation
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* @return {Boolean}
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*/
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exports.intersects = function (path1, path2) {
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// Collect points of every subpath.
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var points1 = relative2absolute(path1).reduce(gatherPoints, []),
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points2 = relative2absolute(path2).reduce(gatherPoints, []);
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// Axis-aligned bounding box check.
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if (
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points1.maxX <= points2.minX ||
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points2.maxX <= points1.minX ||
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points1.maxY <= points2.minY ||
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points2.maxY <= points1.minY ||
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points1.every(function (set1) {
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return points2.every(function (set2) {
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return (
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set1[set1.maxX][0] <= set2[set2.minX][0] ||
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set2[set2.maxX][0] <= set1[set1.minX][0] ||
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set1[set1.maxY][1] <= set2[set2.minY][1] ||
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set2[set2.maxY][1] <= set1[set1.minY][1]
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);
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});
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})
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)
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return false;
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// Get a convex hull from points of each subpath. Has the most complexity O(n·log n).
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var hullNest1 = points1.map(convexHull),
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hullNest2 = points2.map(convexHull);
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// Check intersection of every subpath of the first path with every subpath of the second.
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return hullNest1.some(function (hull1) {
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if (hull1.length < 3) return false;
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return hullNest2.some(function (hull2) {
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if (hull2.length < 3) return false;
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var simplex = [getSupport(hull1, hull2, [1, 0])], // create the initial simplex
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direction = minus(simplex[0]); // set the direction to point towards the origin
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var iterations = 1e4; // infinite loop protection, 10 000 iterations is more than enough
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// eslint-disable-next-line no-constant-condition
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while (true) {
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// eslint-disable-next-line no-constant-condition
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if (iterations-- == 0) {
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console.error(
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'Error: infinite loop while processing mergePaths plugin.'
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);
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return true; // true is the safe value that means “do nothing with paths”
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}
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// add a new point
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simplex.push(getSupport(hull1, hull2, direction));
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// see if the new point was on the correct side of the origin
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if (dot(direction, simplex[simplex.length - 1]) <= 0) return false;
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// process the simplex
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if (processSimplex(simplex, direction)) return true;
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}
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});
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});
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function getSupport(a, b, direction) {
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return sub(supportPoint(a, direction), supportPoint(b, minus(direction)));
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}
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// Computes farthest polygon point in particular direction.
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// Thanks to knowledge of min/max x and y coordinates we can choose a quadrant to search in.
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// Since we're working on convex hull, the dot product is increasing until we find the farthest point.
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function supportPoint(polygon, direction) {
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var index =
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direction[1] >= 0
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? direction[0] < 0
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? polygon.maxY
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: polygon.maxX
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: direction[0] < 0
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? polygon.minX
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: polygon.minY,
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max = -Infinity,
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value;
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while ((value = dot(polygon[index], direction)) > max) {
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max = value;
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index = ++index % polygon.length;
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}
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return polygon[(index || polygon.length) - 1];
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}
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};
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function processSimplex(simplex, direction) {
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// we only need to handle to 1-simplex and 2-simplex
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if (simplex.length == 2) {
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// 1-simplex
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let a = simplex[1],
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b = simplex[0],
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AO = minus(simplex[1]),
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AB = sub(b, a);
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// AO is in the same direction as AB
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if (dot(AO, AB) > 0) {
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// get the vector perpendicular to AB facing O
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set(direction, orth(AB, a));
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} else {
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set(direction, AO);
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// only A remains in the simplex
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simplex.shift();
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}
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} else {
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// 2-simplex
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let a = simplex[2], // [a, b, c] = simplex
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b = simplex[1],
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c = simplex[0],
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AB = sub(b, a),
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AC = sub(c, a),
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AO = minus(a),
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ACB = orth(AB, AC), // the vector perpendicular to AB facing away from C
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ABC = orth(AC, AB); // the vector perpendicular to AC facing away from B
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if (dot(ACB, AO) > 0) {
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if (dot(AB, AO) > 0) {
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// region 4
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set(direction, ACB);
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simplex.shift(); // simplex = [b, a]
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} else {
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// region 5
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set(direction, AO);
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simplex.splice(0, 2); // simplex = [a]
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}
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} else if (dot(ABC, AO) > 0) {
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if (dot(AC, AO) > 0) {
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// region 6
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set(direction, ABC);
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simplex.splice(1, 1); // simplex = [c, a]
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} else {
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// region 5 (again)
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set(direction, AO);
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simplex.splice(0, 2); // simplex = [a]
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}
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} // region 7
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else return true;
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}
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return false;
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}
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function minus(v) {
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return [-v[0], -v[1]];
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}
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function sub(v1, v2) {
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return [v1[0] - v2[0], v1[1] - v2[1]];
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}
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function dot(v1, v2) {
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return v1[0] * v2[0] + v1[1] * v2[1];
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}
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function orth(v, from) {
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var o = [-v[1], v[0]];
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return dot(o, minus(from)) < 0 ? minus(o) : o;
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}
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function gatherPoints(points, item, index, path) {
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var subPath = points.length && points[points.length - 1],
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prev = index && path[index - 1],
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basePoint = subPath.length && subPath[subPath.length - 1],
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data = item.data,
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ctrlPoint = basePoint;
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|
|
switch (item.instruction) {
|
|
case 'M':
|
|
points.push((subPath = []));
|
|
break;
|
|
case 'H':
|
|
addPoint(subPath, [data[0], basePoint[1]]);
|
|
break;
|
|
case 'V':
|
|
addPoint(subPath, [basePoint[0], data[0]]);
|
|
break;
|
|
case 'Q':
|
|
addPoint(subPath, data.slice(0, 2));
|
|
prevCtrlPoint = [data[2] - data[0], data[3] - data[1]]; // Save control point for shorthand
|
|
break;
|
|
case 'T':
|
|
if (prev.instruction == 'Q' || prev.instruction == 'T') {
|
|
ctrlPoint = [
|
|
basePoint[0] + prevCtrlPoint[0],
|
|
basePoint[1] + prevCtrlPoint[1],
|
|
];
|
|
addPoint(subPath, ctrlPoint);
|
|
prevCtrlPoint = [data[0] - ctrlPoint[0], data[1] - ctrlPoint[1]];
|
|
}
|
|
break;
|
|
case 'C':
|
|
// Approximate quibic Bezier curve with middle points between control points
|
|
addPoint(subPath, [
|
|
0.5 * (basePoint[0] + data[0]),
|
|
0.5 * (basePoint[1] + data[1]),
|
|
]);
|
|
addPoint(subPath, [0.5 * (data[0] + data[2]), 0.5 * (data[1] + data[3])]);
|
|
addPoint(subPath, [0.5 * (data[2] + data[4]), 0.5 * (data[3] + data[5])]);
|
|
prevCtrlPoint = [data[4] - data[2], data[5] - data[3]]; // Save control point for shorthand
|
|
break;
|
|
case 'S':
|
|
if (prev.instruction == 'C' || prev.instruction == 'S') {
|
|
addPoint(subPath, [
|
|
basePoint[0] + 0.5 * prevCtrlPoint[0],
|
|
basePoint[1] + 0.5 * prevCtrlPoint[1],
|
|
]);
|
|
ctrlPoint = [
|
|
basePoint[0] + prevCtrlPoint[0],
|
|
basePoint[1] + prevCtrlPoint[1],
|
|
];
|
|
}
|
|
addPoint(subPath, [
|
|
0.5 * (ctrlPoint[0] + data[0]),
|
|
0.5 * (ctrlPoint[1] + data[1]),
|
|
]);
|
|
addPoint(subPath, [0.5 * (data[0] + data[2]), 0.5 * (data[1] + data[3])]);
|
|
prevCtrlPoint = [data[2] - data[0], data[3] - data[1]];
|
|
break;
|
|
case 'A':
|
|
// Convert the arc to bezier curves and use the same approximation
|
|
var curves = a2c.apply(0, basePoint.concat(data));
|
|
for (var cData; (cData = curves.splice(0, 6).map(toAbsolute)).length; ) {
|
|
addPoint(subPath, [
|
|
0.5 * (basePoint[0] + cData[0]),
|
|
0.5 * (basePoint[1] + cData[1]),
|
|
]);
|
|
addPoint(subPath, [
|
|
0.5 * (cData[0] + cData[2]),
|
|
0.5 * (cData[1] + cData[3]),
|
|
]);
|
|
addPoint(subPath, [
|
|
0.5 * (cData[2] + cData[4]),
|
|
0.5 * (cData[3] + cData[5]),
|
|
]);
|
|
if (curves.length) addPoint(subPath, (basePoint = cData.slice(-2)));
|
|
}
|
|
break;
|
|
}
|
|
// Save final command coordinates
|
|
if (data && data.length >= 2) addPoint(subPath, data.slice(-2));
|
|
return points;
|
|
|
|
function toAbsolute(n, i) {
|
|
return n + basePoint[i % 2];
|
|
}
|
|
|
|
// Writes data about the extreme points on each axle
|
|
function addPoint(path, point) {
|
|
if (!path.length || point[1] > path[path.maxY][1]) {
|
|
path.maxY = path.length;
|
|
points.maxY = points.length ? Math.max(point[1], points.maxY) : point[1];
|
|
}
|
|
if (!path.length || point[0] > path[path.maxX][0]) {
|
|
path.maxX = path.length;
|
|
points.maxX = points.length ? Math.max(point[0], points.maxX) : point[0];
|
|
}
|
|
if (!path.length || point[1] < path[path.minY][1]) {
|
|
path.minY = path.length;
|
|
points.minY = points.length ? Math.min(point[1], points.minY) : point[1];
|
|
}
|
|
if (!path.length || point[0] < path[path.minX][0]) {
|
|
path.minX = path.length;
|
|
points.minX = points.length ? Math.min(point[0], points.minX) : point[0];
|
|
}
|
|
path.push(point);
|
|
}
|
|
}
|
|
|
|
/**
|
|
* Forms a convex hull from set of points of every subpath using monotone chain convex hull algorithm.
|
|
* https://en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain
|
|
*
|
|
* @param points An array of [X, Y] coordinates
|
|
*/
|
|
function convexHull(points) {
|
|
points.sort(function (a, b) {
|
|
return a[0] == b[0] ? a[1] - b[1] : a[0] - b[0];
|
|
});
|
|
|
|
var lower = [],
|
|
minY = 0,
|
|
bottom = 0;
|
|
for (let i = 0; i < points.length; i++) {
|
|
while (
|
|
lower.length >= 2 &&
|
|
cross(lower[lower.length - 2], lower[lower.length - 1], points[i]) <= 0
|
|
) {
|
|
lower.pop();
|
|
}
|
|
if (points[i][1] < points[minY][1]) {
|
|
minY = i;
|
|
bottom = lower.length;
|
|
}
|
|
lower.push(points[i]);
|
|
}
|
|
|
|
var upper = [],
|
|
maxY = points.length - 1,
|
|
top = 0;
|
|
for (let i = points.length; i--; ) {
|
|
while (
|
|
upper.length >= 2 &&
|
|
cross(upper[upper.length - 2], upper[upper.length - 1], points[i]) <= 0
|
|
) {
|
|
upper.pop();
|
|
}
|
|
if (points[i][1] > points[maxY][1]) {
|
|
maxY = i;
|
|
top = upper.length;
|
|
}
|
|
upper.push(points[i]);
|
|
}
|
|
|
|
// last points are equal to starting points of the other part
|
|
upper.pop();
|
|
lower.pop();
|
|
|
|
var hull = lower.concat(upper);
|
|
|
|
hull.minX = 0; // by sorting
|
|
hull.maxX = lower.length;
|
|
hull.minY = bottom;
|
|
hull.maxY = (lower.length + top) % hull.length;
|
|
|
|
return hull;
|
|
}
|
|
|
|
function cross(o, a, b) {
|
|
return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]);
|
|
}
|
|
|
|
/* Based on code from Snap.svg (Apache 2 license). http://snapsvg.io/
|
|
* Thanks to Dmitry Baranovskiy for his great work!
|
|
*/
|
|
|
|
function a2c(
|
|
x1,
|
|
y1,
|
|
rx,
|
|
ry,
|
|
angle,
|
|
large_arc_flag,
|
|
sweep_flag,
|
|
x2,
|
|
y2,
|
|
recursive
|
|
) {
|
|
// for more information of where this Math came from visit:
|
|
// https://www.w3.org/TR/SVG11/implnote.html#ArcImplementationNotes
|
|
var _120 = (Math.PI * 120) / 180,
|
|
rad = (Math.PI / 180) * (+angle || 0),
|
|
res = [],
|
|
rotateX = function (x, y, rad) {
|
|
return x * Math.cos(rad) - y * Math.sin(rad);
|
|
},
|
|
rotateY = function (x, y, rad) {
|
|
return x * Math.sin(rad) + y * Math.cos(rad);
|
|
};
|
|
if (!recursive) {
|
|
x1 = rotateX(x1, y1, -rad);
|
|
y1 = rotateY(x1, y1, -rad);
|
|
x2 = rotateX(x2, y2, -rad);
|
|
y2 = rotateY(x2, y2, -rad);
|
|
var x = (x1 - x2) / 2,
|
|
y = (y1 - y2) / 2;
|
|
var h = (x * x) / (rx * rx) + (y * y) / (ry * ry);
|
|
if (h > 1) {
|
|
h = Math.sqrt(h);
|
|
rx = h * rx;
|
|
ry = h * ry;
|
|
}
|
|
var rx2 = rx * rx,
|
|
ry2 = ry * ry,
|
|
k =
|
|
(large_arc_flag == sweep_flag ? -1 : 1) *
|
|
Math.sqrt(
|
|
Math.abs(
|
|
(rx2 * ry2 - rx2 * y * y - ry2 * x * x) /
|
|
(rx2 * y * y + ry2 * x * x)
|
|
)
|
|
),
|
|
cx = (k * rx * y) / ry + (x1 + x2) / 2,
|
|
cy = (k * -ry * x) / rx + (y1 + y2) / 2,
|
|
f1 = Math.asin(((y1 - cy) / ry).toFixed(9)),
|
|
f2 = Math.asin(((y2 - cy) / ry).toFixed(9));
|
|
|
|
f1 = x1 < cx ? Math.PI - f1 : f1;
|
|
f2 = x2 < cx ? Math.PI - f2 : f2;
|
|
f1 < 0 && (f1 = Math.PI * 2 + f1);
|
|
f2 < 0 && (f2 = Math.PI * 2 + f2);
|
|
if (sweep_flag && f1 > f2) {
|
|
f1 = f1 - Math.PI * 2;
|
|
}
|
|
if (!sweep_flag && f2 > f1) {
|
|
f2 = f2 - Math.PI * 2;
|
|
}
|
|
} else {
|
|
f1 = recursive[0];
|
|
f2 = recursive[1];
|
|
cx = recursive[2];
|
|
cy = recursive[3];
|
|
}
|
|
var df = f2 - f1;
|
|
if (Math.abs(df) > _120) {
|
|
var f2old = f2,
|
|
x2old = x2,
|
|
y2old = y2;
|
|
f2 = f1 + _120 * (sweep_flag && f2 > f1 ? 1 : -1);
|
|
x2 = cx + rx * Math.cos(f2);
|
|
y2 = cy + ry * Math.sin(f2);
|
|
res = a2c(x2, y2, rx, ry, angle, 0, sweep_flag, x2old, y2old, [
|
|
f2,
|
|
f2old,
|
|
cx,
|
|
cy,
|
|
]);
|
|
}
|
|
df = f2 - f1;
|
|
var c1 = Math.cos(f1),
|
|
s1 = Math.sin(f1),
|
|
c2 = Math.cos(f2),
|
|
s2 = Math.sin(f2),
|
|
t = Math.tan(df / 4),
|
|
hx = (4 / 3) * rx * t,
|
|
hy = (4 / 3) * ry * t,
|
|
m = [
|
|
-hx * s1,
|
|
hy * c1,
|
|
x2 + hx * s2 - x1,
|
|
y2 - hy * c2 - y1,
|
|
x2 - x1,
|
|
y2 - y1,
|
|
];
|
|
if (recursive) {
|
|
return m.concat(res);
|
|
} else {
|
|
res = m.concat(res);
|
|
var newres = [];
|
|
for (var i = 0, n = res.length; i < n; i++) {
|
|
newres[i] =
|
|
i % 2
|
|
? rotateY(res[i - 1], res[i], rad)
|
|
: rotateX(res[i], res[i + 1], rad);
|
|
}
|
|
return newres;
|
|
}
|
|
}
|