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266
lib/custom-element/api/graphics-api.js
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266
lib/custom-element/api/graphics-api.js
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import { enrich } from "../lib/enrich.js";
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import { Point } from "./types/point.js";
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import { Bezier } from "./types/bezier/base.js";
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import { Shape } from "./util/shape.js";
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import { BaseAPI } from "./base-api.js";
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/**
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* Our Graphics API, which is the "public" side of the API.
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*/
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class GraphicsAPI extends BaseAPI {
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static get constants() {
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return [`POINTER`, `HAND`, `PI`, `TAU`, `POLYGON`, `CURVE`, `BEZIER`];
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}
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get PI() {
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return 3.14159265358979;
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}
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get TAU() {
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return 6.28318530717958;
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}
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get POINTER() {
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return `default`;
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}
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get HAND() {
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return `pointer`;
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}
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get POLYGON() {
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return Shape.POLYGON;
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}
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get CURVE() {
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return Shape.CURVE;
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}
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get BEZIER() {
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return Shape.BEZIER;
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}
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/**
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* custom element scoped querySelector
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*/
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find(qs) {
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return enrich(this.element.querySelector(qs));
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}
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/**
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* custom element scoped querySelectorAll
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*/
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findAll(qs) {
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return Array.from(this.element.querySelectorAll(qs)).map((e) => enrich(e));
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}
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/**
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* Set a (CSS) border on the canvas
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*/
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setBorder(width = 1, color = `black`) {
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if (width === false) {
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this.canvas.style.border = `none`;
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} else {
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this.canvas.style.border = `${width}px solid ${color}`;
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}
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}
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/**
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* Set the cursor type while the cursor is over the canvas
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*/
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setCursor(type) {
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this.canvas.style.cursor = type;
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}
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/**
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* Set the context fillStyle
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*/
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setFill(color) {
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if (color === false) color = `transparent`;
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this.ctx.fillStyle = color;
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}
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/**
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* Convenience alias
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*/
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noFill() {
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this.setFill(false);
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}
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/**
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* Set the context strokeStyle
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*/
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setStroke(color) {
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if (color === false) color = `transparent`;
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this.ctx.strokeStyle = color;
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}
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/**
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* Convenience alias
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*/
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noStroke() {
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this.setStroke(false);
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}
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/**
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* Set the context lineWidth
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*/
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setWidth(width) {
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this.ctx.lineWidth = `${width}px`;
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}
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/**
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* Reset the canvas bitmap to a uniform color.
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*/
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clear(color=`white`) {
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this.ctx.fillStyle = color;
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this.ctx.fillRect(0, 0, this.canvas.width, this.canvas.height);
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}
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/**
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* Draw a Point (or {x,y,z?} conformant) object on the canvas
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*/
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point(point) {
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point.draw(this.ctx);
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}
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/**
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* Draw a line between two Points
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*/
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line(p1, p2) {
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this.ctx.beginPath();
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this.ctx.moveTo(p1.x, p1.y);
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this.ctx.lineTo(p2.x, p2.y);
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this.ctx.stroke();
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}
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/**
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* Draw a circle around a Point
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*/
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circle(p, r) {
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this.ctx.beginPath();
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this.ctx.arc(p.x, p.y, r, 0, this.TAU);
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this.ctx.fill();
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this.ctx.stroke();
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}
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/**
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* Draw text on the canvas
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*/
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text(str, x, y) {
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this.ctx.fillText(str, x, y);
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}
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/**
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* Draw a rectangle start with {p} in the upper left
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*/
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rect(p, w, h) {
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this.ctx.fillRect(p.x, p.y, w, h);
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this.ctx.strokeRect(p.x, p.y, w, h);
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}
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/**
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* A signal for starting a complex shape
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*/
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start(type) {
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this.currentShape = new Shape(type || this.POLYGON);
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}
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/**
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* A signal for starting a new segment of a complex shape
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*/
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segment(type, factor) {
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this.currentShape.addSegment(type, factor);
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}
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/**
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* Add a plain point to the current shape
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*/
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vertex(p) {
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this.currentShape.vertex(p);
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}
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/**
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* A signal to draw the current complex shape
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*/
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end() {
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this.ctx.beginPath();
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let first = this.currentShape.first;
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this.ctx.moveTo(first.x, first.y);
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this.currentShape.segments.forEach((s) =>
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this[`draw${s.type}`](this.ctx, s.points, s.factor)
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);
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this.ctx.fill();
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this.ctx.stroke();
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}
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/**
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* Yield a snapshot of the current shape.
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*/
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save() {
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return this.currentShape;
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}
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/**
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* Draw a previously created shape
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*/
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drawShape(shape) {
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this.currentShape = shape;
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this.end();
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}
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/**
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* Polygon draw function
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*/
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drawPolygon(ctx, points) {
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points.forEach((p) => ctx.lineTo(p.x, p.y));
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}
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/**
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* Curve draw function, which draws a CR curve as a series of Beziers
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*/
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drawCatmullRom(ctx, points, f) {
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// invent a virtual first and last point
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const f0 = points[0],
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f1 = points[1],
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fn = f0.reflect(f1),
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l1 = points[points.length - 2],
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l0 = points[points.length - 1],
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ln = l0.reflect(l1),
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cpoints = [fn, ...points, ln];
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// four point sliding window over the segment
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for (let i = 0, e = cpoints.length - 3; i < e; i++) {
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let [c1, c2, c3, c4] = cpoints.slice(i, i + 4);
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let p2 = {
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x: c2.x + (c3.x - c1.x)/(6*f),
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y: c2.y + (c3.y - c1.y)/(6*f)
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};
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let p3 = {
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x: c3.x - (c4.x - c2.x)/(6*f),
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y: c3.y - (c4.y - c2.y)/(6*f)
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};
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ctx.bezierCurveTo(p2.x, p2.y, p3.x, p3.y, c3.x, c3.y);
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}
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}
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/**
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* Curve draw function, which assumes Bezier coordinates
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*/
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drawBezier(ctx, points) {
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for (let i = 0, e = points.length; i < e; i+=3) {
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let [p1, p2, p3] = points.slice(i, i + 3);
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ctx.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
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}
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}
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/**
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* convenient grid drawing function
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*/
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drawGrid(division=20) {
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for(let x=(division/2)|0; x<this.width; x+=division) {
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this.line({x,y:0}, {x,y:this.height});
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}
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for(let y=(division/2)|0; y<this.height; y+=division) {
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this.line({x:0,y}, {x:this.width,y});
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}
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}
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// TODO: add in transform functions (translate, rotate, scale, skew)
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}
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export { GraphicsAPI, Bezier, Point };
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