import { format } from "./utils"; export default (function () { "use strict"; 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.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; } 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; if (diff < 0) { diff += 2 * Math.PI; } 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; 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 }; }; return Path2D; })();