342 lines
12 KiB
JavaScript
342 lines
12 KiB
JavaScript
import { format } from './utils';
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export default (function () {
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"use strict";
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var Path2D;
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Path2D = function (ctx, arg) {
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if (!ctx) {
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console.error("Path2D must be passed the context");
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}
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if (typeof arg === 'string') {
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// Initialize from string path.
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this.__pathString = arg;
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} else if (typeof arg === 'object') {
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// Initialize by copying another path.
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this.__pathString = arg.__pathString;
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} else {
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// Initialize a new path.
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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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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) 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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* Ellipse command!
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*/
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Path2D.prototype.ellipse = function(x, y, radiusX, radiusY, rotation, startAngle, endAngle, counterClockwise) {
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if (startAngle === endAngle) {
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return;
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}
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var transformedCenter = this.__matrixTransform(x, y);
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x = transformedCenter.x;
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y = transformedCenter.y;
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var scale = this.ctx.__getTransformScale();
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radiusX = radiusX * scale.x;
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radiusY = radiusY * scale.y;
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rotation = rotation + this.ctx.__getTransformRotation()
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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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endAngle = ((endAngle + (2*Math.PI)) - 0.001 * (counterClockwise ? -1 : 1)) % (2*Math.PI);
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}
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var endX = x + Math.cos(-rotation) * radiusX * Math.cos(endAngle)
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+ Math.sin(-rotation) * radiusY * Math.sin(endAngle),
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endY = y - Math.sin(-rotation) * radiusX * Math.cos(endAngle)
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+ Math.cos(-rotation) * radiusY * Math.sin(endAngle),
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startX = x + Math.cos(-rotation) * radiusX * Math.cos(startAngle)
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+ Math.sin(-rotation) * radiusY * Math.sin(startAngle),
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startY = y - Math.sin(-rotation) * radiusX * Math.cos(startAngle)
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+ Math.cos(-rotation) * radiusY * 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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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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// Transform is already applied, so temporarily remove since lineTo
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// will apply it again.
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var currentTransform = this.ctx.__transformMatrix;
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this.ctx.resetTransform();
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this.lineTo(startX, startY);
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this.ctx.__transformMatrix = currentTransform;
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this.addPath(format("A {rx} {ry} {xAxisRotation} {largeArcFlag} {sweepFlag} {endX} {endY}",
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{
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rx:radiusX,
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ry:radiusY,
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xAxisRotation:rotation*(180/Math.PI),
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largeArcFlag:largeArcFlag,
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sweepFlag:sweepFlag,
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endX:endX,
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endY:endY
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}));
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this.__currentPosition = {x: endX, y: endY};
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};
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return Path2D;
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}());
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