Fixed clipping behavior and handling of save/restore around stroke and fill.

This commit is contained in:
k1w1 2022-12-24 14:49:29 -08:00
parent fd024674c0
commit 4f7bcfec4c
5 changed files with 1669 additions and 1418 deletions

2396
context.js

File diff suppressed because it is too large Load Diff

4
package-lock.json generated
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@ -1,6 +1,6 @@
{
"name": "svgcanvas",
"version": "2.5.0",
"name": "@aha-app/svgcanvas",
"version": "2.5.0-a11",
"lockfileVersion": 1,
"requires": true,
"dependencies": {

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@ -1,6 +1,6 @@
{
"name": "@aha-app/svgcanvas",
"version": "2.5.0-a6",
"version": "2.5.0-a11",
"description": "svgcanvas",
"main": "dist/svgcanvas.js",
"scripts": {

683
path2d.js
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@ -1,341 +1,386 @@
import { format } from './utils';
import { format } from "./utils";
export default (function () {
"use strict";
"use strict";
var Path2D;
var Path2D;
Path2D = function (ctx, arg) {
if (!ctx) {
console.error("Path2D must be passed the context");
}
if (typeof arg === 'string') {
// Initialize from string path.
this.__pathString = arg;
} else if (typeof arg === 'object') {
// Initialize by copying another path.
this.__pathString = arg.__pathString;
} else {
// Initialize a new path.
this.__pathString = "";
}
this.ctx = ctx;
this.__currentPosition = {x: undefined, y: undefined};
Path2D = function (ctx, arg) {
if (!ctx) {
console.error("Path2D must be passed the context");
}
if (typeof arg === "string") {
// Initialize from string path.
this.__pathString = arg;
} else if (typeof arg === "object") {
// Initialize by copying another path.
this.__pathString = arg.__pathString;
} else {
// Initialize a new path.
this.__pathString = "";
}
Path2D.prototype.__matrixTransform = function(x, y) {
return this.ctx.__matrixTransform(x, y);
}
Path2D.prototype.addPath = function(path, transform) {
if (transform) console.error("transform argument to addPath is not supported");
this.__pathString = this.__pathString + " " + path;
}
/**
* Closes the current path
*/
Path2D.prototype.closePath = function () {
this.addPath("Z");
};
/**
* Adds the move command to the current path element,
* if the currentPathElement is not empty create a new path element
*/
Path2D.prototype.moveTo = function (x,y) {
// creates a new subpath with the given point
this.__currentPosition = {x: x, y: y};
this.addPath(format("M {x} {y}", {
x: this.__matrixTransform(x, y).x,
y: this.__matrixTransform(x, y).y
}));
};
/**
* Adds a line to command
*/
Path2D.prototype.lineTo = function (x, y) {
this.__currentPosition = {x: x, y: y};
if (this.__pathString.indexOf('M') > -1) {
this.addPath(format("L {x} {y}", {
x: this.__matrixTransform(x, y).x,
y: this.__matrixTransform(x, y).y
}));
} else {
this.addPath(format("M {x} {y}", {
x: this.__matrixTransform(x, y).x,
y: this.__matrixTransform(x, y).y
}));
}
};
/**
* Adds a rectangle to the path.
*/
Path2D.prototype.rect = function (x, y, width, height) {
if (this.__currentElement.nodeName !== "path") {
this.beginPath();
}
this.moveTo(x, y);
this.lineTo(x+width, y);
this.lineTo(x+width, y+height);
this.lineTo(x, y+height);
this.lineTo(x, y);
this.closePath();
};
/**
* 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);
this.ctx = ctx;
this.__currentPosition = { x: undefined, y: undefined };
};
Path2D.prototype.__matrixTransform = function (x, y) {
return this.ctx.__matrixTransform(x, y);
};
Path2D.prototype.addPath = function (path, transform) {
if (transform)
console.error("transform argument to addPath is not supported");
this.__pathString = this.__pathString + " " + path;
};
/**
* Closes the current path
*/
Path2D.prototype.closePath = function () {
this.addPath("Z");
};
/**
* Adds the move command to the current path element,
* if the currentPathElement is not empty create a new path element
*/
Path2D.prototype.moveTo = function (x, y) {
// creates a new subpath with the given point
this.__currentPosition = { x: x, y: y };
this.addPath(
format("M {x} {y}", {
x: this.__matrixTransform(x, y).x,
y: this.__matrixTransform(x, y).y,
})
);
};
/**
* Adds a line to command
*/
Path2D.prototype.lineTo = function (x, y) {
this.__currentPosition = { x: x, y: y };
if (this.__pathString.indexOf("M") > -1) {
this.addPath(
format("L {x} {y}", {
x: this.__matrixTransform(x, y).x,
y: this.__matrixTransform(x, y).y,
})
);
} else {
this.addPath(
format("M {x} {y}", {
x: this.__matrixTransform(x, y).x,
y: this.__matrixTransform(x, y).y,
})
);
}
};
/**
* Adds a rectangle to the path.
*/
Path2D.prototype.rect = function (x, y, width, height) {
this.moveTo(x, y);
this.lineTo(x + width, y);
this.lineTo(x + width, y + height);
this.lineTo(x, y + height);
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!
*/
Path2D.prototype.ellipse = function(x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterClockwise) {
if (startAngle === endAngle) {
return;
}
Path2D.prototype.ellipse = function (
x,
y,
radiusX,
radiusY,
rotation,
startAngle,
endAngle,
counterClockwise
) {
if (startAngle === endAngle) {
return;
}
var transformedCenter = this.__matrixTransform(x, y);
x = transformedCenter.x;
y = transformedCenter.y;
var scale = this.ctx.__getTransformScale();
radiusX = radiusX * scale.x;
radiusY = radiusY * scale.y;
rotation = rotation + this.ctx.__getTransformRotation()
var transformedCenter = this.__matrixTransform(x, y);
x = transformedCenter.x;
y = transformedCenter.y;
var scale = this.ctx.__getTransformScale();
radiusX = radiusX * scale.x;
radiusY = radiusY * scale.y;
rotation = rotation + this.ctx.__getTransformRotation();
startAngle = startAngle % (2*Math.PI);
endAngle = endAngle % (2*Math.PI);
if(startAngle === endAngle) {
endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
}
var endX = x + Math.cos(-rotation) * radiusX * Math.cos(endAngle)
+ Math.sin(-rotation) * radiusY * Math.sin(endAngle),
endY = y - Math.sin(-rotation) * radiusX * Math.cos(endAngle)
+ Math.cos(-rotation) * radiusY * Math.sin(endAngle),
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;
startAngle = startAngle % (2 * Math.PI);
endAngle = endAngle % (2 * Math.PI);
if (startAngle === endAngle) {
endAngle =
(endAngle + 2 * Math.PI - 0.001 * (counterClockwise ? -1 : 1)) %
(2 * Math.PI);
}
var endX =
x +
Math.cos(-rotation) * radiusX * Math.cos(endAngle) +
Math.sin(-rotation) * radiusY * Math.sin(endAngle),
endY =
y -
Math.sin(-rotation) * radiusX * Math.cos(endAngle) +
Math.cos(-rotation) * radiusY * Math.sin(endAngle),
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) {
diff += 2*Math.PI;
}
if (diff < 0) {
diff += 2 * Math.PI;
}
if(counterClockwise) {
largeArcFlag = diff > Math.PI ? 0 : 1;
} else {
largeArcFlag = diff > Math.PI ? 1 : 0;
}
if (counterClockwise) {
largeArcFlag = diff > Math.PI ? 0 : 1;
} else {
largeArcFlag = diff > Math.PI ? 1 : 0;
}
// Transform is already applied, so temporarily remove since lineTo
// will apply it again.
var currentTransform = this.ctx.__transformMatrix;
this.ctx.resetTransform();
this.lineTo(startX, startY);
this.ctx.__transformMatrix = currentTransform;
// Transform is already applied, so temporarily remove since lineTo
// will apply it again.
var currentTransform = this.ctx.__transformMatrix;
this.ctx.resetTransform();
this.lineTo(startX, startY);
this.ctx.__transformMatrix = currentTransform;
this.addPath(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
{
rx:radiusX,
ry:radiusY,
xAxisRotation:rotation*(180/Math.PI),
largeArcFlag:largeArcFlag,
sweepFlag:sweepFlag,
endX:endX,
endY:endY
}));
this.addPath(
format(
"A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
{
rx: radiusX,
ry: radiusY,
xAxisRotation: rotation * (180 / Math.PI),
largeArcFlag: largeArcFlag,
sweepFlag: sweepFlag,
endX: endX,
endY: endY,
}
)
);
this.__currentPosition = {x: endX, y: endY};
this.__currentPosition = { x: endX, y: endY };
};
return Path2D;
}());
})();

View File

@ -19,7 +19,7 @@ export default function clip(ctx) {
ctx.beginPath();
ctx.rect(20, 30, 30, 10);
ctx.rect(0, 0, 300, 300);
// ctx.stroke(); // Uncomment for debugging clip.
ctx.stroke();
ctx.clip("evenodd");
// Draw line.