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import BBox from './BBox';
const SVG_COMMANDS = {
moveTo: 'M',
lineTo: 'L',
quadraticCurveTo: 'Q',
bezierCurveTo: 'C',
closePath: 'Z'
};
/**
* Path objects are returned by glyphs and represent the actual
* vector outlines for each glyph in the font. Paths can be converted
* to SVG path data strings, or to functions that can be applied to
* render the path to a graphics context.
*/
export default class Path {
constructor() {
this.commands = [];
this._bbox = null;
this._cbox = null;
}
/**
* Compiles the path to a JavaScript function that can be applied with
* a graphics context in order to render the path.
* @return {string}
*/
toFunction() {
return ctx => {
this.commands.forEach(c => {
return ctx[c.command].apply(ctx, c.args)
})
};
}
/**
* Converts the path to an SVG path data string
* @return {string}
*/
toSVG() {
let cmds = this.commands.map(c => {
let args = c.args.map(arg => Math.round(arg * 100) / 100);
return `${SVG_COMMANDS[c.command]}${args.join(' ')}`;
});
return cmds.join('');
}
/**
* Gets the "control box" of a path.
* This is like the bounding box, but it includes all points including
* control points of bezier segments and is much faster to compute than
* the real bounding box.
* @type {BBox}
*/
get cbox() {
if (!this._cbox) {
let cbox = new BBox;
for (let command of this.commands) {
for (let i = 0; i < command.args.length; i += 2) {
cbox.addPoint(command.args[i], command.args[i + 1]);
}
}
this._cbox = Object.freeze(cbox);
}
return this._cbox;
}
/**
* Gets the exact bounding box of the path by evaluating curve segments.
* Slower to compute than the control box, but more accurate.
* @type {BBox}
*/
get bbox() {
if (this._bbox) {
return this._bbox;
}
let bbox = new BBox;
let cx = 0, cy = 0;
let f = t => (
Math.pow(1 - t, 3) * p0[i]
+ 3 * Math.pow(1 - t, 2) * t * p1[i]
+ 3 * (1 - t) * Math.pow(t, 2) * p2[i]
+ Math.pow(t, 3) * p3[i]
);
for (let c of this.commands) {
switch (c.command) {
case 'moveTo':
case 'lineTo':
let [x, y] = c.args;
bbox.addPoint(x, y);
cx = x;
cy = y;
break;
case 'quadraticCurveTo':
case 'bezierCurveTo':
if (c.command === 'quadraticCurveTo') {
// http://fontforge.org/bezier.html
var [qp1x, qp1y, p3x, p3y] = c.args;
var cp1x = cx + 2 / 3 * (qp1x - cx); // CP1 = QP0 + 2/3 * (QP1-QP0)
var cp1y = cy + 2 / 3 * (qp1y - cy);
var cp2x = p3x + 2 / 3 * (qp1x - p3x); // CP2 = QP2 + 2/3 * (QP1-QP2)
var cp2y = p3y + 2 / 3 * (qp1y - p3y);
} else {
var [cp1x, cp1y, cp2x, cp2y, p3x, p3y] = c.args;
}
// http://blog.hackers-cafe.net/2009/06/how-to-calculate-bezier-curves-bounding.html
bbox.addPoint(p3x, p3y);
var p0 = [cx, cy];
var p1 = [cp1x, cp1y];
var p2 = [cp2x, cp2y];
var p3 = [p3x, p3y];
for (var i = 0; i <= 1; i++) {
let b = 6 * p0[i] - 12 * p1[i] + 6 * p2[i];
let a = -3 * p0[i] + 9 * p1[i] - 9 * p2[i] + 3 * p3[i];
c = 3 * p1[i] - 3 * p0[i];
if (a === 0) {
if (b === 0) {
continue;
}
let t = -c / b;
if (0 < t && t < 1) {
if (i === 0) {
bbox.addPoint(f(t), bbox.maxY);
} else if (i === 1) {
bbox.addPoint(bbox.maxX, f(t));
}
}
continue;
}
let b2ac = Math.pow(b, 2) - 4 * c * a;
if (b2ac < 0) {
continue;
}
let t1 = (-b + Math.sqrt(b2ac)) / (2 * a);
if (0 < t1 && t1 < 1) {
if (i === 0) {
bbox.addPoint(f(t1), bbox.maxY);
} else if (i === 1) {
bbox.addPoint(bbox.maxX, f(t1));
}
}
let t2 = (-b - Math.sqrt(b2ac)) / (2 * a);
if (0 < t2 && t2 < 1) {
if (i === 0) {
bbox.addPoint(f(t2), bbox.maxY);
} else if (i === 1) {
bbox.addPoint(bbox.maxX, f(t2));
}
}
}
cx = p3x;
cy = p3y;
break;
}
}
return this._bbox = Object.freeze(bbox);
}
/**
* Applies a mapping function to each point in the path.
* @param {function} fn
* @return {Path}
*/
mapPoints(fn) {
let path = new Path;
for (let c of this.commands) {
let args = [];
for (let i = 0; i < c.args.length; i += 2) {
let [x, y] = fn(c.args[i], c.args[i + 1]);
args.push(x, y);
}
path[c.command](...args);
}
return path;
}
/**
* Transforms the path by the given matrix.
*/
transform(m0, m1, m2, m3, m4, m5) {
return this.mapPoints((x, y) => {
x = m0 * x + m2 * y + m4;
y = m1 * x + m3 * y + m5;
return [x, y];
});
}
/**
* Translates the path by the given offset.
*/
translate(x, y) {
return this.transform(1, 0, 0, 1, x, y);
}
/**
* Rotates the path by the given angle (in radians).
*/
rotate(angle) {
let cos = Math.cos(angle);
let sin = Math.sin(angle);
return this.transform(cos, sin, -sin, cos, 0, 0);
}
/**
* Scales the path.
*/
scale(scaleX, scaleY = scaleX) {
return this.transform(scaleX, 0, 0, scaleY, 0, 0);
}
}
for (let command of ['moveTo', 'lineTo', 'quadraticCurveTo', 'bezierCurveTo', 'closePath']) {
Path.prototype[command] = function(...args) {
this._bbox = this._cbox = null;
this.commands.push({
command,
args
});
return this;
};
}