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BezierInfo-2/docs/js/custom-element/lib/bezierjs/bezier.js
2020-09-04 22:01:35 -07:00

958 lines
24 KiB
JavaScript

/**
A javascript Bezier curve library by Pomax.
Based on http://pomax.github.io/bezierinfo
This code is MIT licensed.
**/
import { utils } from "./utils.js";
import { PolyBezier } from "./poly-bezier.js";
import { convertPath } from "./svg-to-beziers.js";
// math-inlining.
const { abs, min, max, cos, sin, acos, sqrt } = Math;
const pi = Math.PI;
// a zero coordinate, which is surprisingly useful
const ZERO = { x: 0, y: 0, z: 0 };
/**
* Bezier curve constructor.
*
* ...docs pending...
*/
class Bezier {
constructor(coords) {
let args =
coords && coords.forEach ? coords : Array.from(arguments).slice();
let coordlen = false;
if (typeof args[0] === "object") {
coordlen = args.length;
const newargs = [];
args.forEach(function (point) {
["x", "y", "z"].forEach(function (d) {
if (typeof point[d] !== "undefined") {
newargs.push(point[d]);
}
});
});
args = newargs;
}
let higher = false;
const len = args.length;
if (coordlen) {
if (coordlen > 4) {
if (arguments.length !== 1) {
throw new Error(
"Only new Bezier(point[]) is accepted for 4th and higher order curves"
);
}
higher = true;
}
} else {
if (len !== 6 && len !== 8 && len !== 9 && len !== 12) {
if (arguments.length !== 1) {
throw new Error(
"Only new Bezier(point[]) is accepted for 4th and higher order curves"
);
}
}
}
const _3d = (this._3d =
(!higher && (len === 9 || len === 12)) ||
(coords && coords[0] && typeof coords[0].z !== "undefined"));
const points = (this.points = []);
for (let idx = 0, step = _3d ? 3 : 2; idx < len; idx += step) {
var point = {
x: args[idx],
y: args[idx + 1],
};
if (_3d) {
point.z = args[idx + 2];
}
points.push(point);
}
const order = (this.order = points.length - 1);
const dims = (this.dims = ["x", "y"]);
if (_3d) dims.push("z");
this.dimlen = dims.length;
const aligned = utils.align(points, { p1: points[0], p2: points[order] });
this._linear = !aligned.some((p) => abs(p.y) > 0.0001);
this._lut = [];
this._t1 = 0;
this._t2 = 1;
this.update();
}
static SVGtoBeziers = function (d) {
return convertPath(Bezier, d);
};
static quadraticFromPoints(p1, p2, p3, t) {
if (typeof t === "undefined") {
t = 0.5;
}
// shortcuts, although they're really dumb
if (t === 0) {
return new Bezier(p2, p2, p3);
}
if (t === 1) {
return new Bezier(p1, p2, p2);
}
// real fitting.
const abc = Bezier.getABC(2, p1, p2, p3, t);
return new Bezier(p1, abc.A, p3);
}
static cubicFromPoints(S, B, E, t, d1) {
if (typeof t === "undefined") {
t = 0.5;
}
const abc = Bezier.getABC(3, S, B, E, t);
if (typeof d1 === "undefined") {
d1 = utils.dist(B, abc.C);
}
const d2 = (d1 * (1 - t)) / t;
const selen = utils.dist(S, E),
lx = (E.x - S.x) / selen,
ly = (E.y - S.y) / selen,
bx1 = d1 * lx,
by1 = d1 * ly,
bx2 = d2 * lx,
by2 = d2 * ly;
// derivation of new hull coordinates
const e1 = { x: B.x - bx1, y: B.y - by1 },
e2 = { x: B.x + bx2, y: B.y + by2 },
A = abc.A,
v1 = { x: A.x + (e1.x - A.x) / (1 - t), y: A.y + (e1.y - A.y) / (1 - t) },
v2 = { x: A.x + (e2.x - A.x) / t, y: A.y + (e2.y - A.y) / t },
nc1 = { x: S.x + (v1.x - S.x) / t, y: S.y + (v1.y - S.y) / t },
nc2 = {
x: E.x + (v2.x - E.x) / (1 - t),
y: E.y + (v2.y - E.y) / (1 - t),
};
// ...done
return new Bezier(S, nc1, nc2, E);
}
static getUtils() {
return utils;
}
getUtils() {
return Bezier.getUtils();
}
static get PolyBezier() {
return PolyBezier;
}
valueOf() {
return this.toString();
}
toString() {
return utils.pointsToString(this.points);
}
toSVG() {
if (this._3d) return false;
const p = this.points,
x = p[0].x,
y = p[0].y,
s = ["M", x, y, this.order === 2 ? "Q" : "C"];
for (let i = 1, last = p.length; i < last; i++) {
s.push(p[i].x);
s.push(p[i].y);
}
return s.join(" ");
}
setRatios(ratios) {
if (ratios.length !== this.points.length) {
throw new Error("incorrect number of ratio values");
}
this.ratios = ratios;
this._lut = []; // invalidate any precomputed LUT
}
verify() {
const print = this.coordDigest();
if (print !== this._print) {
this._print = print;
this.update();
}
}
coordDigest() {
return this.points
.map(function (c, pos) {
return "" + pos + c.x + c.y + (c.z ? c.z : 0);
})
.join("");
}
update() {
// invalidate any precomputed LUT
this._lut = [];
this.dpoints = utils.derive(this.points, this._3d);
this.computedirection();
}
computedirection() {
const points = this.points;
const angle = utils.angle(points[0], points[this.order], points[1]);
this.clockwise = angle > 0;
}
length() {
return utils.length(this.derivative.bind(this));
}
static getABC(order = 2, S, B, E, t = 0.5) {
const u = utils.projectionratio(t, order),
um = 1 - u,
C = {
x: u * S.x + um * E.x,
y: u * S.y + um * E.y,
},
s = utils.abcratio(t, order),
A = {
x: B.x + (B.x - C.x) / s,
y: B.y + (B.y - C.y) / s,
};
return { A, B, C, S, E };
}
getABC(t, B) {
B = B || this.get(t);
let S = this.points[0];
let E = this.points[this.order];
return Bezier.getABC(this.order, S, B, E, t);
}
getLUT(steps) {
this.verify();
steps = steps || 100;
if (this._lut.length === steps) {
return this._lut;
}
this._lut = [];
// We want a range from 0 to 1 inclusive, so
// we decrement and then use <= rather than <:
steps--;
for (let i = 0, p, t; i < steps; i++) {
t = i / (steps - 1);
p = this.compute(t);
p.t = t;
this._lut.push(p);
}
return this._lut;
}
on(point, error) {
error = error || 5;
const lut = this.getLUT(),
hits = [];
for (let i = 0, c, t = 0; i < lut.length; i++) {
c = lut[i];
if (utils.dist(c, point) < error) {
hits.push(c);
t += i / lut.length;
}
}
if (!hits.length) return false;
return (t /= hits.length);
}
project(point) {
// step 1: coarse check
const LUT = this.getLUT(),
l = LUT.length - 1,
closest = utils.closest(LUT, point),
mpos = closest.mpos,
t1 = (mpos - 1) / l,
t2 = (mpos + 1) / l,
step = 0.1 / l;
// step 2: fine check
let mdist = closest.mdist,
t = t1,
ft = t,
p;
mdist += 1;
for (let d; t < t2 + step; t += step) {
p = this.compute(t);
d = utils.dist(point, p);
if (d < mdist) {
mdist = d;
ft = t;
}
}
p = this.compute(ft);
p.t = ft;
p.d = mdist;
return p;
}
get(t) {
return this.compute(t);
}
point(idx) {
return this.points[idx];
}
compute(t) {
if (this.ratios) {
return utils.computeWithRatios(t, this.points, this.ratios, this._3d);
}
return utils.compute(t, this.points, this._3d, this.ratios);
}
raise() {
const p = this.points,
np = [p[0]],
k = p.length;
for (let i = 1, pi, pim; i < k; i++) {
pi = p[i];
pim = p[i - 1];
np[i] = {
x: ((k - i) / k) * pi.x + (i / k) * pim.x,
y: ((k - i) / k) * pi.y + (i / k) * pim.y,
};
}
np[k] = p[k - 1];
return new Bezier(np);
}
derivative(t) {
return utils.compute(t, this.dpoints[0]);
}
dderivative(t) {
return utils.compute(t, this.dpoints[1]);
}
align() {
let p = this.points;
return new Bezier(utils.align(p, { p1: p[0], p2: p[p.length - 1] }));
}
curvature(t) {
return utils.curvature(t, this.dpoints[0], this.dpoints[1], this._3d);
}
inflections() {
return utils.inflections(this.points);
}
normal(t) {
return this._3d ? this.__normal3(t) : this.__normal2(t);
}
__normal2(t) {
const d = this.derivative(t);
const q = sqrt(d.x * d.x + d.y * d.y);
return { x: -d.y / q, y: d.x / q };
}
__normal3(t) {
// see http://stackoverflow.com/questions/25453159
const r1 = this.derivative(t),
r2 = this.derivative(t + 0.01),
q1 = sqrt(r1.x * r1.x + r1.y * r1.y + r1.z * r1.z),
q2 = sqrt(r2.x * r2.x + r2.y * r2.y + r2.z * r2.z);
r1.x /= q1;
r1.y /= q1;
r1.z /= q1;
r2.x /= q2;
r2.y /= q2;
r2.z /= q2;
// cross product
const c = {
x: r2.y * r1.z - r2.z * r1.y,
y: r2.z * r1.x - r2.x * r1.z,
z: r2.x * r1.y - r2.y * r1.x,
};
const m = sqrt(c.x * c.x + c.y * c.y + c.z * c.z);
c.x /= m;
c.y /= m;
c.z /= m;
// rotation matrix
const R = [
c.x * c.x,
c.x * c.y - c.z,
c.x * c.z + c.y,
c.x * c.y + c.z,
c.y * c.y,
c.y * c.z - c.x,
c.x * c.z - c.y,
c.y * c.z + c.x,
c.z * c.z,
];
// normal vector:
const n = {
x: R[0] * r1.x + R[1] * r1.y + R[2] * r1.z,
y: R[3] * r1.x + R[4] * r1.y + R[5] * r1.z,
z: R[6] * r1.x + R[7] * r1.y + R[8] * r1.z,
};
return n;
}
hull(t) {
let p = this.points,
_p = [],
q = [],
idx = 0;
q[idx++] = p[0];
q[idx++] = p[1];
q[idx++] = p[2];
if (this.order === 3) {
q[idx++] = p[3];
}
// we lerp between all points at each iteration, until we have 1 point left.
while (p.length > 1) {
_p = [];
for (let i = 0, pt, l = p.length - 1; i < l; i++) {
pt = utils.lerp(t, p[i], p[i + 1]);
q[idx++] = pt;
_p.push(pt);
}
p = _p;
}
return q;
}
split(t1, t2) {
// shortcuts
if (t1 === 0 && !!t2) {
return this.split(t2).left;
}
if (t2 === 1) {
return this.split(t1).right;
}
// no shortcut: use "de Casteljau" iteration.
const q = this.hull(t1);
const result = {
left:
this.order === 2
? new Bezier([q[0], q[3], q[5]])
: new Bezier([q[0], q[4], q[7], q[9]]),
right:
this.order === 2
? new Bezier([q[5], q[4], q[2]])
: new Bezier([q[9], q[8], q[6], q[3]]),
span: q,
};
// make sure we bind _t1/_t2 information!
result.left._t1 = utils.map(0, 0, 1, this._t1, this._t2);
result.left._t2 = utils.map(t1, 0, 1, this._t1, this._t2);
result.right._t1 = utils.map(t1, 0, 1, this._t1, this._t2);
result.right._t2 = utils.map(1, 0, 1, this._t1, this._t2);
// if we have no t2, we're done
if (!t2) {
return result;
}
// if we have a t2, split again:
t2 = utils.map(t2, t1, 1, 0, 1);
return result.right.split(t2).left;
}
extrema() {
const result = {};
let roots = [];
this.dims.forEach(
function (dim) {
let mfn = function (v) {
return v[dim];
};
let p = this.dpoints[0].map(mfn);
result[dim] = utils.droots(p);
if (this.order === 3) {
p = this.dpoints[1].map(mfn);
result[dim] = result[dim].concat(utils.droots(p));
}
result[dim] = result[dim].filter(function (t) {
return t >= 0 && t <= 1;
});
roots = roots.concat(result[dim].sort(utils.numberSort));
}.bind(this)
);
result.values = roots.sort(utils.numberSort).filter(function (v, idx) {
return roots.indexOf(v) === idx;
});
return result;
}
bbox() {
const extrema = this.extrema(),
result = {};
this.dims.forEach(
function (d) {
result[d] = utils.getminmax(this, d, extrema[d]);
}.bind(this)
);
return result;
}
overlaps(curve) {
const lbbox = this.bbox(),
tbbox = curve.bbox();
return utils.bboxoverlap(lbbox, tbbox);
}
offset(t, d) {
if (typeof d !== "undefined") {
const c = this.get(t),
n = this.normal(t);
const ret = {
c: c,
n: n,
x: c.x + n.x * d,
y: c.y + n.y * d,
};
if (this._3d) {
ret.z = c.z + n.z * d;
}
return ret;
}
if (this._linear) {
const nv = this.normal(0),
coords = this.points.map(function (p) {
const ret = {
x: p.x + t * nv.x,
y: p.y + t * nv.y,
};
if (p.z && nv.z) {
ret.z = p.z + t * nv.z;
}
return ret;
});
return [new Bezier(coords)];
}
return this.reduce().map(function (s) {
if (s._linear) {
return s.offset(t)[0];
}
return s.scale(t);
});
}
simple() {
if (this.order === 3) {
const a1 = utils.angle(this.points[0], this.points[3], this.points[1]);
const a2 = utils.angle(this.points[0], this.points[3], this.points[2]);
if ((a1 > 0 && a2 < 0) || (a1 < 0 && a2 > 0)) return false;
}
const n1 = this.normal(0);
const n2 = this.normal(1);
let s = n1.x * n2.x + n1.y * n2.y;
if (this._3d) {
s += n1.z * n2.z;
}
return abs(acos(s)) < pi / 3;
}
reduce() {
// TODO: examine these var types in more detail...
let i,
t1 = 0,
t2 = 0,
step = 0.01,
segment,
pass1 = [],
pass2 = [];
// first pass: split on extrema
let extrema = this.extrema().values;
if (extrema.indexOf(0) === -1) {
extrema = [0].concat(extrema);
}
if (extrema.indexOf(1) === -1) {
extrema.push(1);
}
for (t1 = extrema[0], i = 1; i < extrema.length; i++) {
t2 = extrema[i];
segment = this.split(t1, t2);
segment._t1 = t1;
segment._t2 = t2;
pass1.push(segment);
t1 = t2;
}
// second pass: further reduce these segments to simple segments
pass1.forEach(function (p1) {
t1 = 0;
t2 = 0;
while (t2 <= 1) {
for (t2 = t1 + step; t2 <= 1 + step; t2 += step) {
segment = p1.split(t1, t2);
if (!segment.simple()) {
t2 -= step;
if (abs(t1 - t2) < step) {
// we can never form a reduction
return [];
}
segment = p1.split(t1, t2);
segment._t1 = utils.map(t1, 0, 1, p1._t1, p1._t2);
segment._t2 = utils.map(t2, 0, 1, p1._t1, p1._t2);
pass2.push(segment);
t1 = t2;
break;
}
}
}
if (t1 < 1) {
segment = p1.split(t1, 1);
segment._t1 = utils.map(t1, 0, 1, p1._t1, p1._t2);
segment._t2 = p1._t2;
pass2.push(segment);
}
});
return pass2;
}
scale(d) {
const order = this.order;
let distanceFn = false;
if (typeof d === "function") {
distanceFn = d;
}
if (distanceFn && order === 2) {
return this.raise().scale(distanceFn);
}
// TODO: add special handling for degenerate (=linear) curves.
const clockwise = this.clockwise;
const r1 = distanceFn ? distanceFn(0) : d;
const r2 = distanceFn ? distanceFn(1) : d;
const v = [this.offset(0, 10), this.offset(1, 10)];
const points = this.points;
const np = [];
const o = utils.lli4(v[0], v[0].c, v[1], v[1].c);
if (!o) {
throw new Error("cannot scale this curve. Try reducing it first.");
}
// move all points by distance 'd' wrt the origin 'o'
// move end points by fixed distance along normal.
[0, 1].forEach(function (t) {
const p = (np[t * order] = utils.copy(points[t * order]));
p.x += (t ? r2 : r1) * v[t].n.x;
p.y += (t ? r2 : r1) * v[t].n.y;
});
if (!distanceFn) {
// move control points to lie on the intersection of the offset
// derivative vector, and the origin-through-control vector
[0, 1].forEach((t) => {
if (order === 2 && !!t) return;
const p = np[t * order];
const d = this.derivative(t);
const p2 = { x: p.x + d.x, y: p.y + d.y };
np[t + 1] = utils.lli4(p, p2, o, points[t + 1]);
});
return new Bezier(np);
}
// move control points by "however much necessary to
// ensure the correct tangent to endpoint".
[0, 1].forEach(function (t) {
if (order === 2 && !!t) return;
var p = points[t + 1];
var ov = {
x: p.x - o.x,
y: p.y - o.y,
};
var rc = distanceFn ? distanceFn((t + 1) / order) : d;
if (distanceFn && !clockwise) rc = -rc;
var m = sqrt(ov.x * ov.x + ov.y * ov.y);
ov.x /= m;
ov.y /= m;
np[t + 1] = {
x: p.x + rc * ov.x,
y: p.y + rc * ov.y,
};
});
return new Bezier(np);
}
outline(d1, d2, d3, d4) {
d2 = typeof d2 === "undefined" ? d1 : d2;
const reduced = this.reduce(),
len = reduced.length,
fcurves = [];
let bcurves = [],
p,
alen = 0,
tlen = this.length();
const graduated = typeof d3 !== "undefined" && typeof d4 !== "undefined";
function linearDistanceFunction(s, e, tlen, alen, slen) {
return function (v) {
const f1 = alen / tlen,
f2 = (alen + slen) / tlen,
d = e - s;
return utils.map(v, 0, 1, s + f1 * d, s + f2 * d);
};
}
// form curve oulines
reduced.forEach(function (segment) {
slen = segment.length();
if (graduated) {
fcurves.push(
segment.scale(linearDistanceFunction(d1, d3, tlen, alen, slen))
);
bcurves.push(
segment.scale(linearDistanceFunction(-d2, -d4, tlen, alen, slen))
);
} else {
fcurves.push(segment.scale(d1));
bcurves.push(segment.scale(-d2));
}
alen += slen;
});
// reverse the "return" outline
bcurves = bcurves
.map(function (s) {
p = s.points;
if (p[3]) {
s.points = [p[3], p[2], p[1], p[0]];
} else {
s.points = [p[2], p[1], p[0]];
}
return s;
})
.reverse();
// form the endcaps as lines
const fs = fcurves[0].points[0],
fe = fcurves[len - 1].points[fcurves[len - 1].points.length - 1],
bs = bcurves[len - 1].points[bcurves[len - 1].points.length - 1],
be = bcurves[0].points[0],
ls = utils.makeline(bs, fs),
le = utils.makeline(fe, be),
segments = [ls].concat(fcurves).concat([le]).concat(bcurves),
slen = segments.length;
return new PolyBezier(segments);
}
outlineshapes(d1, d2, curveIntersectionThreshold) {
d2 = d2 || d1;
const outline = this.outline(d1, d2).curves;
const shapes = [];
for (let i = 1, len = outline.length; i < len / 2; i++) {
const shape = utils.makeshape(
outline[i],
outline[len - i],
curveIntersectionThreshold
);
shape.startcap.virtual = i > 1;
shape.endcap.virtual = i < len / 2 - 1;
shapes.push(shape);
}
return shapes;
}
intersects(curve, curveIntersectionThreshold) {
if (!curve) return this.selfintersects(curveIntersectionThreshold);
if (curve.p1 && curve.p2) {
return this.lineIntersects(curve);
}
if (curve instanceof Bezier) {
curve = curve.reduce();
}
return this.curveintersects(
this.reduce(),
curve,
curveIntersectionThreshold
);
}
lineIntersects(line) {
const mx = min(line.p1.x, line.p2.x),
my = min(line.p1.y, line.p2.y),
MX = max(line.p1.x, line.p2.x),
MY = max(line.p1.y, line.p2.y);
return utils.roots(this.points, line).filter((t) => {
var p = this.get(t);
return utils.between(p.x, mx, MX) && utils.between(p.y, my, MY);
});
}
selfintersects(curveIntersectionThreshold) {
// "simple" curves cannot intersect with their direct
// neighbour, so for each segment X we check whether
// it intersects [0:x-2][x+2:last].
const reduced = this.reduce(),
len = reduced.length - 2,
results = [];
for (let i = 0, result, left, right; i < len; i++) {
left = reduced.slice(i, i + 1);
right = reduced.slice(i + 2);
result = this.curveintersects(left, right, curveIntersectionThreshold);
results = results.concat(result);
}
return results;
}
curveintersects(c1, c2, curveIntersectionThreshold) {
const pairs = [];
// step 1: pair off any overlapping segments
c1.forEach(function (l) {
c2.forEach(function (r) {
if (l.overlaps(r)) {
pairs.push({ left: l, right: r });
}
});
});
// step 2: for each pairing, run through the convergence algorithm.
let intersections = [];
pairs.forEach(function (pair) {
const result = utils.pairiteration(
pair.left,
pair.right,
curveIntersectionThreshold
);
if (result.length > 0) {
intersections = intersections.concat(result);
}
});
return intersections;
}
arcs(errorThreshold) {
errorThreshold = errorThreshold || 0.5;
return this._iterate(errorThreshold, []);
}
_error(pc, np1, s, e) {
const q = (e - s) / 4,
c1 = this.get(s + q),
c2 = this.get(e - q),
ref = utils.dist(pc, np1),
d1 = utils.dist(pc, c1),
d2 = utils.dist(pc, c2);
return abs(d1 - ref) + abs(d2 - ref);
}
_iterate(errorThreshold, circles) {
let t_s = 0,
t_e = 1,
safety;
// we do a binary search to find the "good `t` closest to no-longer-good"
do {
safety = 0;
// step 1: start with the maximum possible arc
t_e = 1;
// points:
let np1 = this.get(t_s),
np2,
np3,
arc,
prev_arc;
// booleans:
let curr_good = false,
prev_good = false,
done;
// numbers:
let t_m = t_e,
prev_e = 1,
step = 0;
// step 2: find the best possible arc
do {
prev_good = curr_good;
prev_arc = arc;
t_m = (t_s + t_e) / 2;
step++;
np2 = this.get(t_m);
np3 = this.get(t_e);
arc = utils.getccenter(np1, np2, np3);
//also save the t values
arc.interval = {
start: t_s,
end: t_e,
};
let error = this._error(arc, np1, t_s, t_e);
curr_good = error <= errorThreshold;
done = prev_good && !curr_good;
if (!done) prev_e = t_e;
// this arc is fine: we can move 'e' up to see if we can find a wider arc
if (curr_good) {
// if e is already at max, then we're done for this arc.
if (t_e >= 1) {
// make sure we cap at t=1
arc.interval.end = prev_e = 1;
prev_arc = arc;
// if we capped the arc segment to t=1 we also need to make sure that
// the arc's end angle is correct with respect to the bezier end point.
if (t_e > 1) {
let d = {
x: arc.x + arc.r * cos(arc.e),
y: arc.y + arc.r * sin(arc.e),
};
arc.e += utils.angle({ x: arc.x, y: arc.y }, d, this.get(1));
}
break;
}
// if not, move it up by half the iteration distance
t_e = t_e + (t_e - t_s) / 2;
} else {
// this is a bad arc: we need to move 'e' down to find a good arc
t_e = t_m;
}
} while (!done && safety++ < 100);
if (safety >= 100) {
break;
}
// console.log("L835: [F] arc found", t_s, prev_e, prev_arc.x, prev_arc.y, prev_arc.s, prev_arc.e);
prev_arc = prev_arc ? prev_arc : arc;
circles.push(prev_arc);
t_s = prev_e;
} while (t_e < 1);
return circles;
}
}
export { Bezier };