Merge pull request #1590 from asturur/Clean-fix-for-ar

Update arc.js
This commit is contained in:
Juriy Zaytsev 2014-08-20 14:41:27 +02:00
commit ac7ceedd83

View file

@ -2,132 +2,107 @@
var arcToSegmentsCache = { },
segmentToBezierCache = { },
_join = Array.prototype.join,
argsString;
// Generous contribution by Raph Levien, from libsvg-0.1.0.tar.gz
function arcToSegments(x, y, rx, ry, large, sweep, rotateX, ox, oy) {
argsString = _join.call(arguments);
_join = Array.prototype.join;
/* Adapted from http://dxr.mozilla.org/mozilla-central/source/content/svg/content/src/nsSVGPathDataParser.cpp
* by Andrea Bogazzi code is under MPL. if you don't have a copy of the license you can take it here
* http://mozilla.org/MPL/2.0/
*/
function arcToSegments(toX, toY, rx, ry, large, sweep, rotateX) {
var argsString = _join.call(arguments);
if (arcToSegmentsCache[argsString]) {
return arcToSegmentsCache[argsString];
}
var coords = getXYCoords(rotateX, rx, ry, ox, oy, x, y),
d = (coords.x1 - coords.x0) * (coords.x1 - coords.x0) +
(coords.y1 - coords.y0) * (coords.y1 - coords.y0),
sfactorSq = 1 / d - 0.25;
if (sfactorSq < 0) {
sfactorSq = 0;
}
var sfactor = Math.sqrt(sfactorSq);
if (sweep === large) {
sfactor = -sfactor;
}
var xc = 0.5 * (coords.x0 + coords.x1) - sfactor * (coords.y1 - coords.y0),
yc = 0.5 * (coords.y0 + coords.y1) + sfactor * (coords.x1 - coords.x0),
th0 = Math.atan2(coords.y0 - yc, coords.x0 - xc),
th1 = Math.atan2(coords.y1 - yc, coords.x1 - xc),
thArc = th1 - th0;
if (thArc < 0 && sweep === 1) {
thArc += 2 * Math.PI;
}
else if (thArc > 0 && sweep === 0) {
thArc -= 2 * Math.PI;
}
var segments = Math.ceil(Math.abs(thArc / (Math.PI * 0.5 + 0.001))),
result = [];
for (var i = 0; i < segments; i++) {
var th2 = th0 + i * thArc / segments,
th3 = th0 + (i + 1) * thArc / segments;
result[i] = [xc, yc, th2, th3, rx, ry, coords.sinTh, coords.cosTh];
}
arcToSegmentsCache[argsString] = result;
return result;
}
function getXYCoords(rotateX, rx, ry, ox, oy, x, y) {
var th = rotateX * (Math.PI / 180),
var PI = Math.PI, th = rotateX * (PI / 180),
sinTh = Math.sin(th),
cosTh = Math.cos(th);
cosTh = Math.cos(th),
fromX = 0, fromY = 0;
rx = Math.abs(rx);
ry = Math.abs(ry);
var px = cosTh * (ox - x) + sinTh * (oy - y),
py = cosTh * (oy - y) - sinTh * (ox - x),
pl = (px * px) / (rx * rx) + (py * py) / (ry * ry);
var px = -cosTh * toX - sinTh * toY,
py = -cosTh * toY + sinTh * toX,
rx2 = rx * rx, ry2 = ry * ry, py2 = py * py, px2 = px * px,
pl = 4 * rx2 * ry2 - rx2 * py2 - ry2 * px2,
root = 0;
pl *= 0.25;
if (pl > 1) {
pl = Math.sqrt(pl);
rx *= pl;
ry *= pl;
if (pl < 0) {
var s = Math.sqrt(1 - 0.25 * pl/(rx2 * ry2));
rx *= s;
ry *= s;
} else {
root = (large === sweep ? -0.5 : 0.5) *
Math.sqrt( pl /(rx2 * py2 + ry2 * px2));
}
var a00 = cosTh / rx,
a01 = sinTh / rx,
a10 = (-sinTh) / ry,
a11 = (cosTh) / ry;
var cx = root * rx * py / ry,
cy = -root * ry * px / rx,
cx1 = cosTh * cx - sinTh * cy + toX / 2,
cy1 = sinTh * cx + cosTh * cy + toY / 2,
mTheta = calcVectorAngle(1, 0, (px - cx) / rx, (py - cy) / ry),
dtheta = calcVectorAngle((px - cx) / rx, (py - cy) / ry, (-px -cx) / rx, (-py -cy) / ry);
return {
x0: a00 * ox + a01 * oy,
y0: a10 * ox + a11 * oy,
x1: a00 * x + a01 * y,
y1: a10 * x + a11 * y,
sinTh: sinTh,
cosTh: cosTh
};
if (sweep === 0 && dtheta > 0) {
dtheta -= 2 * PI;
} else if (sweep === 1 && dtheta < 0) {
dtheta += 2 * PI;
}
// Convert into cubic bezier segments <= 90deg
var segments = Math.ceil(Math.abs(dtheta / (PI * 0.5))),
result = [], mDelta = dtheta / segments,
mT = 8 / 3 * Math.sin(mDelta / 4) * Math.sin(mDelta / 4) / Math.sin(mDelta / 2),
th3 = mTheta + mDelta;
for (var i = 0; i < segments; i++) {
result[i] = segmentToBezier(mTheta, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY);
fromX = result[i][4];
fromY = result[i][5];
mTheta += mDelta;
th3 += mDelta;
}
arcToSegmentsCache[argsString] = result;
return result;
}
function segmentToBezier(cx, cy, th0, th1, rx, ry, sinTh, cosTh) {
argsString = _join.call(arguments);
if (segmentToBezierCache[argsString]) {
return segmentToBezierCache[argsString];
function segmentToBezier(th2, th3, cosTh, sinTh, rx, ry, cx1, cy1, mT, fromX, fromY) {
var argsString2 = _join.call(arguments);
if (segmentToBezierCache[argsString2]) {
return segmentToBezierCache[argsString2];
}
var costh2 = Math.cos(th2),
sinth2 = Math.sin(th2),
costh3 = Math.cos(th3),
sinth3 = Math.sin(th3),
toX = cosTh * rx * costh3 - sinTh * ry * sinth3 + cx1,
toY = sinTh * rx * costh3 + cosTh * ry * sinth3 + cy1,
cp1X = fromX + mT * ( - cosTh * rx * sinth2 - sinTh * ry * costh2),
cp1Y = fromY + mT * ( - sinTh * rx * sinth2 + cosTh * ry * costh2),
cp2X = toX + mT * ( cosTh * rx * sinth3 + sinTh * ry * costh3),
cp2Y = toY + mT * ( sinTh * rx * sinth3 - cosTh * ry * costh3);
var sinTh0 = Math.sin(th0),
cosTh0 = Math.cos(th0),
sinTh1 = Math.sin(th1),
cosTh1 = Math.cos(th1),
a00 = cosTh * rx,
a01 = -sinTh * ry,
a10 = sinTh * rx,
a11 = cosTh * ry,
thHalf = 0.25 * (th1 - th0),
t = (8 / 3) * Math.sin(thHalf) *
Math.sin(thHalf) / Math.sin(thHalf * 2),
x1 = cx + cosTh0 - t * sinTh0,
y1 = cy + sinTh0 + t * cosTh0,
x3 = cx + cosTh1,
y3 = cy + sinTh1,
x2 = x3 + t * sinTh1,
y2 = y3 - t * cosTh1;
segmentToBezierCache[argsString] = [
a00 * x1 + a01 * y1, a10 * x1 + a11 * y1,
a00 * x2 + a01 * y2, a10 * x2 + a11 * y2,
a00 * x3 + a01 * y3, a10 * x3 + a11 * y3
segmentToBezierCache[argsString2] = [
cp1X, cp1Y,
cp2X, cp2Y,
toX, toY
];
return segmentToBezierCache[argsString2];
}
return segmentToBezierCache[argsString];
/*
* Private
*/
function calcVectorAngle(ux, uy, vx, vy) {
var ta = Math.atan2(uy, ux),
tb = Math.atan2(vy, vx);
if (tb >= ta) {
return tb - ta;
} else {
return 2 * Math.PI - (ta - tb);
}
}
/**
@ -137,18 +112,24 @@
* @param {Number} y
* @param {Array} coords
*/
fabric.util.drawArc = function(ctx, x, y, coords) {
fabric.util.drawArc = function(ctx, fx, fy, coords) {
var rx = coords[0],
ry = coords[1],
rot = coords[2],
large = coords[3],
sweep = coords[4],
ex = coords[5],
ey = coords[6],
segs = arcToSegments(ex, ey, rx, ry, large, sweep, rot, x, y);
for (var i = 0; i < segs.length; i++) {
var bez = segmentToBezier.apply(this, segs[i]);
ctx.bezierCurveTo.apply(ctx, bez);
tx = coords[5],
ty = coords[6],
segs = [[ ], [ ], [ ], [ ]],
segs_norm = arcToSegments(tx - fx, ty - fy, rx, ry, large, sweep, rot);
for (var i = 0; i < segs_norm.length; i++) {
segs[i][0] = segs_norm[i][0] + fx;
segs[i][1] = segs_norm[i][1] + fy;
segs[i][2] = segs_norm[i][2] + fx;
segs[i][3] = segs_norm[i][3] + fy;
segs[i][4] = segs_norm[i][4] + fx;
segs[i][5] = segs_norm[i][5] + fy;
ctx.bezierCurveTo.apply(ctx, segs[i]);
}
};
})();