Fixed clipping behavior and handling of save/restore around stroke and fill.
This commit is contained in:
parent
fd024674c0
commit
4f7bcfec4c
2396
context.js
2396
context.js
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4
package-lock.json
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4
package-lock.json
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@ -1,6 +1,6 @@
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{
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{
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"name": "svgcanvas",
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"name": "@aha-app/svgcanvas",
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"version": "2.5.0",
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"version": "2.5.0-a11",
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"lockfileVersion": 1,
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"lockfileVersion": 1,
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"requires": true,
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"requires": true,
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"dependencies": {
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"dependencies": {
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@ -1,6 +1,6 @@
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{
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{
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"name": "@aha-app/svgcanvas",
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"name": "@aha-app/svgcanvas",
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"version": "2.5.0-a6",
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"version": "2.5.0-a11",
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"description": "svgcanvas",
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"description": "svgcanvas",
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"main": "dist/svgcanvas.js",
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"main": "dist/svgcanvas.js",
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"scripts": {
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"scripts": {
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683
path2d.js
683
path2d.js
@ -1,341 +1,386 @@
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import { format } from './utils';
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import { format } from "./utils";
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export default (function () {
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export default (function () {
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"use strict";
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"use strict";
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var Path2D;
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var Path2D;
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Path2D = function (ctx, arg) {
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Path2D = function (ctx, arg) {
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if (!ctx) {
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if (!ctx) {
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console.error("Path2D must be passed the context");
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console.error("Path2D must be passed the context");
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}
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}
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if (typeof arg === 'string') {
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if (typeof arg === "string") {
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// Initialize from string path.
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// Initialize from string path.
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this.__pathString = arg;
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this.__pathString = arg;
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} else if (typeof arg === 'object') {
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} else if (typeof arg === "object") {
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// Initialize by copying another path.
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// Initialize by copying another path.
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this.__pathString = arg.__pathString;
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this.__pathString = arg.__pathString;
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} else {
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} else {
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// Initialize a new path.
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// Initialize a new path.
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this.__pathString = "";
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this.__pathString = "";
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}
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this.ctx = ctx;
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this.__currentPosition = {x: undefined, y: undefined};
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}
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}
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Path2D.prototype.__matrixTransform = function(x, y) {
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this.ctx = ctx;
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return this.ctx.__matrixTransform(x, y);
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this.__currentPosition = { x: undefined, y: undefined };
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}
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Path2D.prototype.addPath = function(path, transform) {
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if (transform) console.error("transform argument to addPath is not supported");
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this.__pathString = this.__pathString + " " + path;
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}
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/**
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* Closes the current path
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*/
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Path2D.prototype.closePath = function () {
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this.addPath("Z");
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};
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/**
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* Adds the move command to the current path element,
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* if the currentPathElement is not empty create a new path element
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*/
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Path2D.prototype.moveTo = function (x,y) {
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// creates a new subpath with the given point
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this.__currentPosition = {x: x, y: y};
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this.addPath(format("M {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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};
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/**
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* Adds a line to command
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*/
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Path2D.prototype.lineTo = function (x, y) {
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this.__currentPosition = {x: x, y: y};
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if (this.__pathString.indexOf('M') > -1) {
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this.addPath(format("L {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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} else {
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this.addPath(format("M {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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}
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};
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/**
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* Adds a rectangle to the path.
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*/
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Path2D.prototype.rect = function (x, y, width, height) {
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if (this.__currentElement.nodeName !== "path") {
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this.beginPath();
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}
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this.moveTo(x, y);
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this.lineTo(x+width, y);
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this.lineTo(x+width, y+height);
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this.lineTo(x, y+height);
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this.lineTo(x, y);
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this.closePath();
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};
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/**
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* Add a bezier command
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*/
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Path2D.prototype.bezierCurveTo = function (cp1x, cp1y, cp2x, cp2y, x, y) {
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this.__currentPosition = {x: x, y: y};
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this.addPath(format("C {cp1x} {cp1y} {cp2x} {cp2y} {x} {y}",
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{
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cp1x: this.__matrixTransform(cp1x, cp1y).x,
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cp1y: this.__matrixTransform(cp1x, cp1y).y,
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cp2x: this.__matrixTransform(cp2x, cp2y).x,
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cp2y: this.__matrixTransform(cp2x, cp2y).y,
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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};
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/**
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* Adds a quadratic curve to command
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*/
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Path2D.prototype.quadraticCurveTo = function (cpx, cpy, x, y) {
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this.__currentPosition = {x: x, y: y};
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this.addPath(format("Q {cpx} {cpy} {x} {y}", {
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cpx: this.__matrixTransform(cpx, cpy).x,
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cpy: this.__matrixTransform(cpx, cpy).y,
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y
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}));
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};
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/**
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* Arc command!
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*/
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Path2D.prototype.arc = function (x, y, radius, startAngle, endAngle, counterClockwise) {
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// in canvas no circle is drawn if no angle is provided.
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if (startAngle === endAngle) {
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return;
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}
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startAngle = startAngle % (2*Math.PI);
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endAngle = endAngle % (2*Math.PI);
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if (startAngle === endAngle) {
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//circle time! subtract some of the angle so svg is happy (svg elliptical arc can't draw a full circle)
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endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
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}
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var endX = x+radius*Math.cos(endAngle),
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endY = y+radius*Math.sin(endAngle),
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startX = x+radius*Math.cos(startAngle),
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startY = y+radius*Math.sin(startAngle),
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sweepFlag = counterClockwise ? 0 : 1,
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largeArcFlag = 0,
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diff = endAngle - startAngle;
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// https://github.com/gliffy/canvas2svg/issues/4
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if (diff < 0) {
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diff += 2*Math.PI;
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}
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if (counterClockwise) {
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largeArcFlag = diff > Math.PI ? 0 : 1;
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} else {
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largeArcFlag = diff > Math.PI ? 1 : 0;
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}
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var scaleX = Math.hypot(this.ctx.__transformMatrix.a, this.ctx.__transformMatrix.b);
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var scaleY = Math.hypot(this.ctx.__transformMatrix.c, this.ctx.__transformMatrix.d);
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this.lineTo(startX, startY);
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this.addPath(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
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{
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rx:radius * scaleX,
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ry:radius * scaleY,
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xAxisRotation:0,
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largeArcFlag:largeArcFlag,
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sweepFlag:sweepFlag,
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endX: this.__matrixTransform(endX, endY).x,
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endY: this.__matrixTransform(endX, endY).y
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}));
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this.__currentPosition = {x: endX, y: endY};
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};
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/**
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* Return a new normalized vector of given vector
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*/
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var normalize = function (vector) {
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var len = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1]);
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return [vector[0] / len, vector[1] / len];
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};
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/**
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* Adds the arcTo to the current path
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*
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* @see http://www.w3.org/TR/2015/WD-2dcontext-20150514/#dom-context-2d-arcto
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*/
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Path2D.prototype.arcTo = function (x1, y1, x2, y2, radius) {
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// Let the point (x0, y0) be the last point in the subpath.
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var x0 = this.__currentPosition && this.__currentPosition.x;
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var y0 = this.__currentPosition && this.__currentPosition.y;
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// First ensure there is a subpath for (x1, y1).
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if (typeof x0 == "undefined" || typeof y0 == "undefined") {
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return;
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}
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// Negative values for radius must cause the implementation to throw an IndexSizeError exception.
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if (radius < 0) {
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throw new Error("IndexSizeError: The radius provided (" + radius + ") is negative.");
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}
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// If the point (x0, y0) is equal to the point (x1, y1),
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// or if the point (x1, y1) is equal to the point (x2, y2),
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// or if the radius radius is zero,
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// then the method must add the point (x1, y1) to the subpath,
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// and connect that point to the previous point (x0, y0) by a straight line.
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if (((x0 === x1) && (y0 === y1))
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|| ((x1 === x2) && (y1 === y2))
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|| (radius === 0)) {
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this.lineTo(x1, y1);
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return;
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}
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// Otherwise, if the points (x0, y0), (x1, y1), and (x2, y2) all lie on a single straight line,
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// then the method must add the point (x1, y1) to the subpath,
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// and connect that point to the previous point (x0, y0) by a straight line.
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var unit_vec_p1_p0 = normalize([x0 - x1, y0 - y1]);
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var unit_vec_p1_p2 = normalize([x2 - x1, y2 - y1]);
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if (unit_vec_p1_p0[0] * unit_vec_p1_p2[1] === unit_vec_p1_p0[1] * unit_vec_p1_p2[0]) {
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this.lineTo(x1, y1);
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return;
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}
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// Otherwise, let The Arc be the shortest arc given by circumference of the circle that has radius radius,
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// and that has one point tangent to the half-infinite line that crosses the point (x0, y0) and ends at the point (x1, y1),
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// and that has a different point tangent to the half-infinite line that ends at the point (x1, y1), and crosses the point (x2, y2).
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// The points at which this circle touches these two lines are called the start and end tangent points respectively.
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// note that both vectors are unit vectors, so the length is 1
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var cos = (unit_vec_p1_p0[0] * unit_vec_p1_p2[0] + unit_vec_p1_p0[1] * unit_vec_p1_p2[1]);
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var theta = Math.acos(Math.abs(cos));
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// Calculate origin
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var unit_vec_p1_origin = normalize([
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unit_vec_p1_p0[0] + unit_vec_p1_p2[0],
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unit_vec_p1_p0[1] + unit_vec_p1_p2[1]
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]);
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var len_p1_origin = radius / Math.sin(theta / 2);
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var x = x1 + len_p1_origin * unit_vec_p1_origin[0];
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var y = y1 + len_p1_origin * unit_vec_p1_origin[1];
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// Calculate start angle and end angle
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// rotate 90deg clockwise (note that y axis points to its down)
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var unit_vec_origin_start_tangent = [
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-unit_vec_p1_p0[1],
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unit_vec_p1_p0[0]
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];
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// rotate 90deg counter clockwise (note that y axis points to its down)
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var unit_vec_origin_end_tangent = [
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unit_vec_p1_p2[1],
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-unit_vec_p1_p2[0]
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];
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var getAngle = function (vector) {
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// get angle (clockwise) between vector and (1, 0)
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var x = vector[0];
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var y = vector[1];
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if (y >= 0) { // note that y axis points to its down
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return Math.acos(x);
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} else {
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return -Math.acos(x);
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}
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};
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var startAngle = getAngle(unit_vec_origin_start_tangent);
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var endAngle = getAngle(unit_vec_origin_end_tangent);
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// Connect the point (x0, y0) to the start tangent point by a straight line
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this.lineTo(x + unit_vec_origin_start_tangent[0] * radius,
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y + unit_vec_origin_start_tangent[1] * radius);
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// Connect the start tangent point to the end tangent point by arc
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// and adding the end tangent point to the subpath.
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this.arc(x, y, radius, startAngle, endAngle);
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};
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};
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Path2D.prototype.__matrixTransform = function (x, y) {
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return this.ctx.__matrixTransform(x, y);
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};
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Path2D.prototype.addPath = function (path, transform) {
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if (transform)
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console.error("transform argument to addPath is not supported");
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this.__pathString = this.__pathString + " " + path;
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};
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/**
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* Closes the current path
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*/
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Path2D.prototype.closePath = function () {
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this.addPath("Z");
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};
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/**
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* Adds the move command to the current path element,
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* if the currentPathElement is not empty create a new path element
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*/
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Path2D.prototype.moveTo = function (x, y) {
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// creates a new subpath with the given point
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this.__currentPosition = { x: x, y: y };
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this.addPath(
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format("M {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y,
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})
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);
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};
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/**
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* Adds a line to command
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*/
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Path2D.prototype.lineTo = function (x, y) {
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this.__currentPosition = { x: x, y: y };
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if (this.__pathString.indexOf("M") > -1) {
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this.addPath(
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format("L {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y,
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})
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);
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} else {
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this.addPath(
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format("M {x} {y}", {
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x: this.__matrixTransform(x, y).x,
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y: this.__matrixTransform(x, y).y,
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})
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);
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}
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};
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/**
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* Adds a rectangle to the path.
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*/
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Path2D.prototype.rect = function (x, y, width, height) {
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this.moveTo(x, y);
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this.lineTo(x + width, y);
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this.lineTo(x + width, y + height);
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this.lineTo(x, y + height);
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||||||
|
this.lineTo(x, y);
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Add a bezier command
|
||||||
|
*/
|
||||||
|
Path2D.prototype.bezierCurveTo = function (cp1x, cp1y, cp2x, cp2y, x, y) {
|
||||||
|
this.__currentPosition = { x: x, y: y };
|
||||||
|
this.addPath(
|
||||||
|
format("C {cp1x} {cp1y} {cp2x} {cp2y} {x} {y}", {
|
||||||
|
cp1x: this.__matrixTransform(cp1x, cp1y).x,
|
||||||
|
cp1y: this.__matrixTransform(cp1x, cp1y).y,
|
||||||
|
cp2x: this.__matrixTransform(cp2x, cp2y).x,
|
||||||
|
cp2y: this.__matrixTransform(cp2x, cp2y).y,
|
||||||
|
x: this.__matrixTransform(x, y).x,
|
||||||
|
y: this.__matrixTransform(x, y).y,
|
||||||
|
})
|
||||||
|
);
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adds a quadratic curve to command
|
||||||
|
*/
|
||||||
|
Path2D.prototype.quadraticCurveTo = function (cpx, cpy, x, y) {
|
||||||
|
this.__currentPosition = { x: x, y: y };
|
||||||
|
this.addPath(
|
||||||
|
format("Q {cpx} {cpy} {x} {y}", {
|
||||||
|
cpx: this.__matrixTransform(cpx, cpy).x,
|
||||||
|
cpy: this.__matrixTransform(cpx, cpy).y,
|
||||||
|
x: this.__matrixTransform(x, y).x,
|
||||||
|
y: this.__matrixTransform(x, y).y,
|
||||||
|
})
|
||||||
|
);
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Arc command!
|
||||||
|
*/
|
||||||
|
Path2D.prototype.arc = function (
|
||||||
|
x,
|
||||||
|
y,
|
||||||
|
radius,
|
||||||
|
startAngle,
|
||||||
|
endAngle,
|
||||||
|
counterClockwise
|
||||||
|
) {
|
||||||
|
// in canvas no circle is drawn if no angle is provided.
|
||||||
|
if (startAngle === endAngle) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
startAngle = startAngle % (2 * Math.PI);
|
||||||
|
endAngle = endAngle % (2 * Math.PI);
|
||||||
|
if (startAngle === endAngle) {
|
||||||
|
//circle time! subtract some of the angle so svg is happy (svg elliptical arc can't draw a full circle)
|
||||||
|
endAngle =
|
||||||
|
(endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) %
|
||||||
|
(2 * Math.PI);
|
||||||
|
}
|
||||||
|
var endX = x + radius * Math.cos(endAngle),
|
||||||
|
endY = y + radius * Math.sin(endAngle),
|
||||||
|
startX = x + radius * Math.cos(startAngle),
|
||||||
|
startY = y + radius * Math.sin(startAngle),
|
||||||
|
sweepFlag = counterClockwise ? 0 : 1,
|
||||||
|
largeArcFlag = 0,
|
||||||
|
diff = endAngle - startAngle;
|
||||||
|
|
||||||
|
// https://github.com/gliffy/canvas2svg/issues/4
|
||||||
|
if (diff < 0) {
|
||||||
|
diff += 2 * Math.PI;
|
||||||
|
}
|
||||||
|
|
||||||
|
if (counterClockwise) {
|
||||||
|
largeArcFlag = diff > Math.PI ? 0 : 1;
|
||||||
|
} else {
|
||||||
|
largeArcFlag = diff > Math.PI ? 1 : 0;
|
||||||
|
}
|
||||||
|
|
||||||
|
var scaleX = Math.hypot(
|
||||||
|
this.ctx.__transformMatrix.a,
|
||||||
|
this.ctx.__transformMatrix.b
|
||||||
|
);
|
||||||
|
var scaleY = Math.hypot(
|
||||||
|
this.ctx.__transformMatrix.c,
|
||||||
|
this.ctx.__transformMatrix.d
|
||||||
|
);
|
||||||
|
|
||||||
|
this.lineTo(startX, startY);
|
||||||
|
this.addPath(
|
||||||
|
format(
|
||||||
|
"A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
|
||||||
|
{
|
||||||
|
rx: radius * scaleX,
|
||||||
|
ry: radius * scaleY,
|
||||||
|
xAxisRotation: 0,
|
||||||
|
largeArcFlag: largeArcFlag,
|
||||||
|
sweepFlag: sweepFlag,
|
||||||
|
endX: this.__matrixTransform(endX, endY).x,
|
||||||
|
endY: this.__matrixTransform(endX, endY).y,
|
||||||
|
}
|
||||||
|
)
|
||||||
|
);
|
||||||
|
|
||||||
|
this.__currentPosition = { x: endX, y: endY };
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Return a new normalized vector of given vector
|
||||||
|
*/
|
||||||
|
var normalize = function (vector) {
|
||||||
|
var len = Math.sqrt(vector[0] * vector[0] + vector[1] * vector[1]);
|
||||||
|
return [vector[0] / len, vector[1] / len];
|
||||||
|
};
|
||||||
|
|
||||||
|
/**
|
||||||
|
* Adds the arcTo to the current path
|
||||||
|
*
|
||||||
|
* @see http://www.w3.org/TR/2015/WD-2dcontext-20150514/#dom-context-2d-arcto
|
||||||
|
*/
|
||||||
|
Path2D.prototype.arcTo = function (x1, y1, x2, y2, radius) {
|
||||||
|
// Let the point (x0, y0) be the last point in the subpath.
|
||||||
|
var x0 = this.__currentPosition && this.__currentPosition.x;
|
||||||
|
var y0 = this.__currentPosition && this.__currentPosition.y;
|
||||||
|
|
||||||
|
// First ensure there is a subpath for (x1, y1).
|
||||||
|
if (typeof x0 == "undefined" || typeof y0 == "undefined") {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Negative values for radius must cause the implementation to throw an IndexSizeError exception.
|
||||||
|
if (radius < 0) {
|
||||||
|
throw new Error(
|
||||||
|
"IndexSizeError: The radius provided (" + radius + ") is negative."
|
||||||
|
);
|
||||||
|
}
|
||||||
|
|
||||||
|
// If the point (x0, y0) is equal to the point (x1, y1),
|
||||||
|
// or if the point (x1, y1) is equal to the point (x2, y2),
|
||||||
|
// or if the radius radius is zero,
|
||||||
|
// then the method must add the point (x1, y1) to the subpath,
|
||||||
|
// and connect that point to the previous point (x0, y0) by a straight line.
|
||||||
|
if ((x0 === x1 && y0 === y1) || (x1 === x2 && y1 === y2) || radius === 0) {
|
||||||
|
this.lineTo(x1, y1);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Otherwise, if the points (x0, y0), (x1, y1), and (x2, y2) all lie on a single straight line,
|
||||||
|
// then the method must add the point (x1, y1) to the subpath,
|
||||||
|
// and connect that point to the previous point (x0, y0) by a straight line.
|
||||||
|
var unit_vec_p1_p0 = normalize([x0 - x1, y0 - y1]);
|
||||||
|
var unit_vec_p1_p2 = normalize([x2 - x1, y2 - y1]);
|
||||||
|
if (
|
||||||
|
unit_vec_p1_p0[0] * unit_vec_p1_p2[1] ===
|
||||||
|
unit_vec_p1_p0[1] * unit_vec_p1_p2[0]
|
||||||
|
) {
|
||||||
|
this.lineTo(x1, y1);
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
// Otherwise, let The Arc be the shortest arc given by circumference of the circle that has radius radius,
|
||||||
|
// and that has one point tangent to the half-infinite line that crosses the point (x0, y0) and ends at the point (x1, y1),
|
||||||
|
// and that has a different point tangent to the half-infinite line that ends at the point (x1, y1), and crosses the point (x2, y2).
|
||||||
|
// The points at which this circle touches these two lines are called the start and end tangent points respectively.
|
||||||
|
|
||||||
|
// note that both vectors are unit vectors, so the length is 1
|
||||||
|
var cos =
|
||||||
|
unit_vec_p1_p0[0] * unit_vec_p1_p2[0] +
|
||||||
|
unit_vec_p1_p0[1] * unit_vec_p1_p2[1];
|
||||||
|
var theta = Math.acos(Math.abs(cos));
|
||||||
|
|
||||||
|
// Calculate origin
|
||||||
|
var unit_vec_p1_origin = normalize([
|
||||||
|
unit_vec_p1_p0[0] + unit_vec_p1_p2[0],
|
||||||
|
unit_vec_p1_p0[1] + unit_vec_p1_p2[1],
|
||||||
|
]);
|
||||||
|
var len_p1_origin = radius / Math.sin(theta / 2);
|
||||||
|
var x = x1 + len_p1_origin * unit_vec_p1_origin[0];
|
||||||
|
var y = y1 + len_p1_origin * unit_vec_p1_origin[1];
|
||||||
|
|
||||||
|
// Calculate start angle and end angle
|
||||||
|
// rotate 90deg clockwise (note that y axis points to its down)
|
||||||
|
var unit_vec_origin_start_tangent = [-unit_vec_p1_p0[1], unit_vec_p1_p0[0]];
|
||||||
|
// rotate 90deg counter clockwise (note that y axis points to its down)
|
||||||
|
var unit_vec_origin_end_tangent = [unit_vec_p1_p2[1], -unit_vec_p1_p2[0]];
|
||||||
|
var getAngle = function (vector) {
|
||||||
|
// get angle (clockwise) between vector and (1, 0)
|
||||||
|
var x = vector[0];
|
||||||
|
var y = vector[1];
|
||||||
|
if (y >= 0) {
|
||||||
|
// note that y axis points to its down
|
||||||
|
return Math.acos(x);
|
||||||
|
} else {
|
||||||
|
return -Math.acos(x);
|
||||||
|
}
|
||||||
|
};
|
||||||
|
var startAngle = getAngle(unit_vec_origin_start_tangent);
|
||||||
|
var endAngle = getAngle(unit_vec_origin_end_tangent);
|
||||||
|
|
||||||
|
// Connect the point (x0, y0) to the start tangent point by a straight line
|
||||||
|
this.lineTo(
|
||||||
|
x + unit_vec_origin_start_tangent[0] * radius,
|
||||||
|
y + unit_vec_origin_start_tangent[1] * radius
|
||||||
|
);
|
||||||
|
|
||||||
|
// Connect the start tangent point to the end tangent point by arc
|
||||||
|
// and adding the end tangent point to the subpath.
|
||||||
|
this.arc(x, y, radius, startAngle, endAngle);
|
||||||
|
};
|
||||||
|
|
||||||
/**
|
/**
|
||||||
* Ellipse command!
|
* Ellipse command!
|
||||||
*/
|
*/
|
||||||
Path2D.prototype.ellipse = function(x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterClockwise) {
|
Path2D.prototype.ellipse = function (
|
||||||
if (startAngle === endAngle) {
|
x,
|
||||||
return;
|
y,
|
||||||
}
|
radiusX,
|
||||||
|
radiusY,
|
||||||
|
rotation,
|
||||||
|
startAngle,
|
||||||
|
endAngle,
|
||||||
|
counterClockwise
|
||||||
|
) {
|
||||||
|
if (startAngle === endAngle) {
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
var transformedCenter = this.__matrixTransform(x, y);
|
var transformedCenter = this.__matrixTransform(x, y);
|
||||||
x = transformedCenter.x;
|
x = transformedCenter.x;
|
||||||
y = transformedCenter.y;
|
y = transformedCenter.y;
|
||||||
var scale = this.ctx.__getTransformScale();
|
var scale = this.ctx.__getTransformScale();
|
||||||
radiusX = radiusX * scale.x;
|
radiusX = radiusX * scale.x;
|
||||||
radiusY = radiusY * scale.y;
|
radiusY = radiusY * scale.y;
|
||||||
rotation = rotation + this.ctx.__getTransformRotation()
|
rotation = rotation + this.ctx.__getTransformRotation();
|
||||||
|
|
||||||
startAngle = startAngle % (2*Math.PI);
|
startAngle = startAngle % (2 * Math.PI);
|
||||||
endAngle = endAngle % (2*Math.PI);
|
endAngle = endAngle % (2 * Math.PI);
|
||||||
if(startAngle === endAngle) {
|
if (startAngle === endAngle) {
|
||||||
endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
|
endAngle =
|
||||||
}
|
(endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) %
|
||||||
var endX = x + Math.cos(-rotation) * radiusX * Math.cos(endAngle)
|
(2 * Math.PI);
|
||||||
+ Math.sin(-rotation) * radiusY * Math.sin(endAngle),
|
}
|
||||||
endY = y - Math.sin(-rotation) * radiusX * Math.cos(endAngle)
|
var endX =
|
||||||
+ Math.cos(-rotation) * radiusY * Math.sin(endAngle),
|
x +
|
||||||
startX = x + Math.cos(-rotation) * radiusX * Math.cos(startAngle)
|
Math.cos(-rotation) * radiusX * Math.cos(endAngle) +
|
||||||
+ Math.sin(-rotation) * radiusY * Math.sin(startAngle),
|
Math.sin(-rotation) * radiusY * Math.sin(endAngle),
|
||||||
startY = y - Math.sin(-rotation) * radiusX * Math.cos(startAngle)
|
endY =
|
||||||
+ Math.cos(-rotation) * radiusY * Math.sin(startAngle),
|
y -
|
||||||
sweepFlag = counterClockwise ? 0 : 1,
|
Math.sin(-rotation) * radiusX * Math.cos(endAngle) +
|
||||||
largeArcFlag = 0,
|
Math.cos(-rotation) * radiusY * Math.sin(endAngle),
|
||||||
diff = endAngle - startAngle;
|
startX =
|
||||||
|
x +
|
||||||
|
Math.cos(-rotation) * radiusX * Math.cos(startAngle) +
|
||||||
|
Math.sin(-rotation) * radiusY * Math.sin(startAngle),
|
||||||
|
startY =
|
||||||
|
y -
|
||||||
|
Math.sin(-rotation) * radiusX * Math.cos(startAngle) +
|
||||||
|
Math.cos(-rotation) * radiusY * Math.sin(startAngle),
|
||||||
|
sweepFlag = counterClockwise ? 0 : 1,
|
||||||
|
largeArcFlag = 0,
|
||||||
|
diff = endAngle - startAngle;
|
||||||
|
|
||||||
if(diff < 0) {
|
if (diff < 0) {
|
||||||
diff += 2*Math.PI;
|
diff += 2 * Math.PI;
|
||||||
}
|
}
|
||||||
|
|
||||||
if(counterClockwise) {
|
if (counterClockwise) {
|
||||||
largeArcFlag = diff > Math.PI ? 0 : 1;
|
largeArcFlag = diff > Math.PI ? 0 : 1;
|
||||||
} else {
|
} else {
|
||||||
largeArcFlag = diff > Math.PI ? 1 : 0;
|
largeArcFlag = diff > Math.PI ? 1 : 0;
|
||||||
}
|
}
|
||||||
|
|
||||||
// Transform is already applied, so temporarily remove since lineTo
|
// Transform is already applied, so temporarily remove since lineTo
|
||||||
// will apply it again.
|
// will apply it again.
|
||||||
var currentTransform = this.ctx.__transformMatrix;
|
var currentTransform = this.ctx.__transformMatrix;
|
||||||
this.ctx.resetTransform();
|
this.ctx.resetTransform();
|
||||||
this.lineTo(startX, startY);
|
this.lineTo(startX, startY);
|
||||||
this.ctx.__transformMatrix = currentTransform;
|
this.ctx.__transformMatrix = currentTransform;
|
||||||
|
|
||||||
this.addPath(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
|
this.addPath(
|
||||||
{
|
format(
|
||||||
rx:radiusX,
|
"A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
|
||||||
ry:radiusY,
|
{
|
||||||
xAxisRotation:rotation*(180/Math.PI),
|
rx: radiusX,
|
||||||
largeArcFlag:largeArcFlag,
|
ry: radiusY,
|
||||||
sweepFlag:sweepFlag,
|
xAxisRotation: rotation * (180 / Math.PI),
|
||||||
endX:endX,
|
largeArcFlag: largeArcFlag,
|
||||||
endY:endY
|
sweepFlag: sweepFlag,
|
||||||
}));
|
endX: endX,
|
||||||
|
endY: endY,
|
||||||
|
}
|
||||||
|
)
|
||||||
|
);
|
||||||
|
|
||||||
this.__currentPosition = {x: endX, y: endY};
|
this.__currentPosition = { x: endX, y: endY };
|
||||||
};
|
};
|
||||||
|
|
||||||
return Path2D;
|
return Path2D;
|
||||||
}());
|
})();
|
||||||
|
@ -19,7 +19,7 @@ export default function clip(ctx) {
|
|||||||
ctx.beginPath();
|
ctx.beginPath();
|
||||||
ctx.rect(20, 30, 30, 10);
|
ctx.rect(20, 30, 30, 10);
|
||||||
ctx.rect(0, 0, 300, 300);
|
ctx.rect(0, 0, 300, 300);
|
||||||
// ctx.stroke(); // Uncomment for debugging clip.
|
ctx.stroke();
|
||||||
ctx.clip("evenodd");
|
ctx.clip("evenodd");
|
||||||
|
|
||||||
// Draw line.
|
// Draw line.
|
||||||
|
Loading…
x
Reference in New Issue
Block a user