287 lines
6.0 KiB
JavaScript
287 lines
6.0 KiB
JavaScript
/**
|
|
* @author zz85 / http://www.lab4games.net/zz85/blog
|
|
* minimal class for proxing functions to Path. Replaces old "extractSubpaths()"
|
|
**/
|
|
|
|
import { Color } from '../../math/Color.js';
|
|
import { Path } from './Path.js';
|
|
import { Shape } from './Shape.js';
|
|
import { ShapeUtils } from '../ShapeUtils.js';
|
|
|
|
function ShapePath() {
|
|
|
|
this.type = 'ShapePath';
|
|
|
|
this.color = new Color();
|
|
|
|
this.subPaths = [];
|
|
this.currentPath = null;
|
|
|
|
}
|
|
|
|
Object.assign( ShapePath.prototype, {
|
|
|
|
moveTo: function ( x, y ) {
|
|
|
|
this.currentPath = new Path();
|
|
this.subPaths.push( this.currentPath );
|
|
this.currentPath.moveTo( x, y );
|
|
|
|
},
|
|
|
|
lineTo: function ( x, y ) {
|
|
|
|
this.currentPath.lineTo( x, y );
|
|
|
|
},
|
|
|
|
quadraticCurveTo: function ( aCPx, aCPy, aX, aY ) {
|
|
|
|
this.currentPath.quadraticCurveTo( aCPx, aCPy, aX, aY );
|
|
|
|
},
|
|
|
|
bezierCurveTo: function ( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY ) {
|
|
|
|
this.currentPath.bezierCurveTo( aCP1x, aCP1y, aCP2x, aCP2y, aX, aY );
|
|
|
|
},
|
|
|
|
splineThru: function ( pts ) {
|
|
|
|
this.currentPath.splineThru( pts );
|
|
|
|
},
|
|
|
|
toShapes: function ( isCCW, noHoles ) {
|
|
|
|
function toShapesNoHoles( inSubpaths ) {
|
|
|
|
var shapes = [];
|
|
|
|
for ( var i = 0, l = inSubpaths.length; i < l; i ++ ) {
|
|
|
|
var tmpPath = inSubpaths[ i ];
|
|
|
|
var tmpShape = new Shape();
|
|
tmpShape.curves = tmpPath.curves;
|
|
|
|
shapes.push( tmpShape );
|
|
|
|
}
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
function isPointInsidePolygon( inPt, inPolygon ) {
|
|
|
|
var polyLen = inPolygon.length;
|
|
|
|
// inPt on polygon contour => immediate success or
|
|
// toggling of inside/outside at every single! intersection point of an edge
|
|
// with the horizontal line through inPt, left of inPt
|
|
// not counting lowerY endpoints of edges and whole edges on that line
|
|
var inside = false;
|
|
for ( var p = polyLen - 1, q = 0; q < polyLen; p = q ++ ) {
|
|
|
|
var edgeLowPt = inPolygon[ p ];
|
|
var edgeHighPt = inPolygon[ q ];
|
|
|
|
var edgeDx = edgeHighPt.x - edgeLowPt.x;
|
|
var edgeDy = edgeHighPt.y - edgeLowPt.y;
|
|
|
|
if ( Math.abs( edgeDy ) > Number.EPSILON ) {
|
|
|
|
// not parallel
|
|
if ( edgeDy < 0 ) {
|
|
|
|
edgeLowPt = inPolygon[ q ]; edgeDx = - edgeDx;
|
|
edgeHighPt = inPolygon[ p ]; edgeDy = - edgeDy;
|
|
|
|
}
|
|
if ( ( inPt.y < edgeLowPt.y ) || ( inPt.y > edgeHighPt.y ) ) continue;
|
|
|
|
if ( inPt.y === edgeLowPt.y ) {
|
|
|
|
if ( inPt.x === edgeLowPt.x ) return true; // inPt is on contour ?
|
|
// continue; // no intersection or edgeLowPt => doesn't count !!!
|
|
|
|
} else {
|
|
|
|
var perpEdge = edgeDy * ( inPt.x - edgeLowPt.x ) - edgeDx * ( inPt.y - edgeLowPt.y );
|
|
if ( perpEdge === 0 ) return true; // inPt is on contour ?
|
|
if ( perpEdge < 0 ) continue;
|
|
inside = ! inside; // true intersection left of inPt
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// parallel or collinear
|
|
if ( inPt.y !== edgeLowPt.y ) continue; // parallel
|
|
// edge lies on the same horizontal line as inPt
|
|
if ( ( ( edgeHighPt.x <= inPt.x ) && ( inPt.x <= edgeLowPt.x ) ) ||
|
|
( ( edgeLowPt.x <= inPt.x ) && ( inPt.x <= edgeHighPt.x ) ) ) return true; // inPt: Point on contour !
|
|
// continue;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return inside;
|
|
|
|
}
|
|
|
|
var isClockWise = ShapeUtils.isClockWise;
|
|
|
|
var subPaths = this.subPaths;
|
|
if ( subPaths.length === 0 ) return [];
|
|
|
|
if ( noHoles === true ) return toShapesNoHoles( subPaths );
|
|
|
|
|
|
var solid, tmpPath, tmpShape, shapes = [];
|
|
|
|
if ( subPaths.length === 1 ) {
|
|
|
|
tmpPath = subPaths[ 0 ];
|
|
tmpShape = new Shape();
|
|
tmpShape.curves = tmpPath.curves;
|
|
shapes.push( tmpShape );
|
|
return shapes;
|
|
|
|
}
|
|
|
|
var holesFirst = ! isClockWise( subPaths[ 0 ].getPoints() );
|
|
holesFirst = isCCW ? ! holesFirst : holesFirst;
|
|
|
|
// console.log("Holes first", holesFirst);
|
|
|
|
var betterShapeHoles = [];
|
|
var newShapes = [];
|
|
var newShapeHoles = [];
|
|
var mainIdx = 0;
|
|
var tmpPoints;
|
|
|
|
newShapes[ mainIdx ] = undefined;
|
|
newShapeHoles[ mainIdx ] = [];
|
|
|
|
for ( var i = 0, l = subPaths.length; i < l; i ++ ) {
|
|
|
|
tmpPath = subPaths[ i ];
|
|
tmpPoints = tmpPath.getPoints();
|
|
solid = isClockWise( tmpPoints );
|
|
solid = isCCW ? ! solid : solid;
|
|
|
|
if ( solid ) {
|
|
|
|
if ( ( ! holesFirst ) && ( newShapes[ mainIdx ] ) ) mainIdx ++;
|
|
|
|
newShapes[ mainIdx ] = { s: new Shape(), p: tmpPoints };
|
|
newShapes[ mainIdx ].s.curves = tmpPath.curves;
|
|
|
|
if ( holesFirst ) mainIdx ++;
|
|
newShapeHoles[ mainIdx ] = [];
|
|
|
|
//console.log('cw', i);
|
|
|
|
} else {
|
|
|
|
newShapeHoles[ mainIdx ].push( { h: tmpPath, p: tmpPoints[ 0 ] } );
|
|
|
|
//console.log('ccw', i);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// only Holes? -> probably all Shapes with wrong orientation
|
|
if ( ! newShapes[ 0 ] ) return toShapesNoHoles( subPaths );
|
|
|
|
|
|
if ( newShapes.length > 1 ) {
|
|
|
|
var ambiguous = false;
|
|
var toChange = [];
|
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
|
|
|
betterShapeHoles[ sIdx ] = [];
|
|
|
|
}
|
|
|
|
for ( var sIdx = 0, sLen = newShapes.length; sIdx < sLen; sIdx ++ ) {
|
|
|
|
var sho = newShapeHoles[ sIdx ];
|
|
|
|
for ( var hIdx = 0; hIdx < sho.length; hIdx ++ ) {
|
|
|
|
var ho = sho[ hIdx ];
|
|
var hole_unassigned = true;
|
|
|
|
for ( var s2Idx = 0; s2Idx < newShapes.length; s2Idx ++ ) {
|
|
|
|
if ( isPointInsidePolygon( ho.p, newShapes[ s2Idx ].p ) ) {
|
|
|
|
if ( sIdx !== s2Idx ) toChange.push( { froms: sIdx, tos: s2Idx, hole: hIdx } );
|
|
if ( hole_unassigned ) {
|
|
|
|
hole_unassigned = false;
|
|
betterShapeHoles[ s2Idx ].push( ho );
|
|
|
|
} else {
|
|
|
|
ambiguous = true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
if ( hole_unassigned ) {
|
|
|
|
betterShapeHoles[ sIdx ].push( ho );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
// console.log("ambiguous: ", ambiguous);
|
|
if ( toChange.length > 0 ) {
|
|
|
|
// console.log("to change: ", toChange);
|
|
if ( ! ambiguous ) newShapeHoles = betterShapeHoles;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
var tmpHoles;
|
|
|
|
for ( var i = 0, il = newShapes.length; i < il; i ++ ) {
|
|
|
|
tmpShape = newShapes[ i ].s;
|
|
shapes.push( tmpShape );
|
|
tmpHoles = newShapeHoles[ i ];
|
|
|
|
for ( var j = 0, jl = tmpHoles.length; j < jl; j ++ ) {
|
|
|
|
tmpShape.holes.push( tmpHoles[ j ].h );
|
|
|
|
}
|
|
|
|
}
|
|
|
|
//console.log("shape", shapes);
|
|
|
|
return shapes;
|
|
|
|
}
|
|
|
|
} );
|
|
|
|
|
|
export { ShapePath };
|