var Class = require('./class'); module.exports = Class({ initialize: function(path){ this.reset().push(path); }, /* parser */ push: function(){ var p = Array.prototype.join.call(arguments, ' ') .match(/[a-df-z]|[\-+]?(?:[\d\.]e[\-+]?|[^\s\-+,a-z])+/ig); if (!p) return this; var last, cmd = p[0], i = 1; while (cmd){ switch (cmd){ case 'm': this.move(p[i++], p[i++]); break; case 'l': this.line(p[i++], p[i++]); break; case 'c': this.curve(p[i++], p[i++], p[i++], p[i++], p[i++], p[i++]); break; case 's': this.curve(p[i++], p[i++], null, null, p[i++], p[i++]); break; case 'q': this.curve(p[i++], p[i++], p[i++], p[i++]); break; case 't': this.curve(p[i++], p[i++]); break; case 'a': this.arc(p[i+5], p[i+6], p[i], p[i+1], p[i+3], !+p[i+4], p[i+2]); i += 7; break; case 'h': this.line(p[i++], 0); break; case 'v': this.line(0, p[i++]); break; case 'M': this.moveTo(p[i++], p[i++]); break; case 'L': this.lineTo(p[i++], p[i++]); break; case 'C': this.curveTo(p[i++], p[i++], p[i++], p[i++], p[i++], p[i++]); break; case 'S': this.curveTo(p[i++], p[i++], null, null, p[i++], p[i++]); break; case 'Q': this.curveTo(p[i++], p[i++], p[i++], p[i++]); break; case 'T': this.curveTo(p[i++], p[i++]); break; case 'A': this.arcTo(p[i+5], p[i+6], p[i], p[i+1], p[i+3], !+p[i+4], p[i+2]); i += 7; break; case 'H': this.lineTo(p[i++], this.penY); break; case 'V': this.lineTo(this.penX, p[i++]); break; case 'Z': case 'z': this.close(); break; default: cmd = last; i--; continue; } last = cmd; if (last == 'm') last = 'l'; else if (last == 'M') last = 'L'; cmd = p[i++]; } return this; }, /* utility methods */ reset: function(){ this.penX = this.penY = 0; this.penDownX = this.penDownY = null; this._pivotX = this._pivotY = 0; this.onReset(); return this; }, move: function(x,y){ this.onMove(this.penX, this.penY, this._pivotX = this.penX += (+x), this._pivotY = this.penY += (+y)); return this; }, moveTo: function(x,y){ this.onMove(this.penX, this.penY, this._pivotX = this.penX = (+x), this._pivotY = this.penY = (+y)); return this; }, line: function(x,y){ return this.lineTo(this.penX + (+x), this.penY + (+y)); }, lineTo: function(x,y){ if (this.penDownX == null){ this.penDownX = this.penX; this.penDownY = this.penY; } this.onLine(this.penX, this.penY, this._pivotX = this.penX = (+x), this._pivotY = this.penY = (+y)); return this; }, curve: function(c1x, c1y, c2x, c2y, ex, ey){ var x = this.penX, y = this.penY; return this.curveTo( x + (+c1x), y + (+c1y), c2x == null ? null : x + (+c2x), c2y == null ? null : y + (+c2y), ex == null ? null : x + (+ex), ey == null ? null : y + (+ey) ); }, curveTo: function(c1x, c1y, c2x, c2y, ex, ey){ var x = this.penX, y = this.penY; if (c2x == null){ c2x = +c1x; c2y = +c1y; c1x = (x * 2) - (this._pivotX || 0); c1y = (y * 2) - (this._pivotY || 0); } if (ex == null){ this._pivotX = +c1x; this._pivotY = +c1y; ex = +c2x; ey = +c2y; c2x = (ex + (+c1x) * 2) / 3; c2y = (ey + (+c1y) * 2) / 3; c1x = (x + (+c1x) * 2) / 3; c1y = (y + (+c1y) * 2) / 3; } else { this._pivotX = +c2x; this._pivotY = +c2y; } if (this.penDownX == null){ this.penDownX = x; this.penDownY = y; } this.onBezierCurve(x, y, +c1x, +c1y, +c2x, +c2y, this.penX = +ex, this.penY = +ey); return this; }, arc: function(x, y, rx, ry, outer, counterClockwise, rotation){ return this.arcTo(this.penX + (+x), this.penY + (+y), rx, ry, outer, counterClockwise, rotation); }, arcTo: function(x, y, rx, ry, outer, counterClockwise, rotation){ ry = Math.abs(+ry || +rx || (+y - this.penY)); rx = Math.abs(+rx || (+x - this.penX)); if (!rx || !ry || (x == this.penX && y == this.penY)) return this.lineTo(x, y); var tX = this.penX, tY = this.penY, clockwise = !+counterClockwise, large = !!+outer; var rad = rotation ? rotation * Math.PI / 180 : 0, cos = Math.cos(rad), sin = Math.sin(rad); x -= tX; y -= tY; // Ellipse Center var cx = cos * x / 2 + sin * y / 2, cy = -sin * x / 2 + cos * y / 2, rxry = rx * rx * ry * ry, rycx = ry * ry * cx * cx, rxcy = rx * rx * cy * cy, a = rxry - rxcy - rycx; if (a < 0){ a = Math.sqrt(1 - a / rxry); rx *= a; ry *= a; cx = x / 2; cy = y / 2; } else { a = Math.sqrt(a / (rxcy + rycx)); if (large == clockwise) a = -a; var cxd = -a * cy * rx / ry, cyd = a * cx * ry / rx; cx = cos * cxd - sin * cyd + x / 2; cy = sin * cxd + cos * cyd + y / 2; } // Rotation + Scale Transform var xx = cos / rx, yx = sin / rx, xy = -sin / ry, yy = cos / ry; // Start and End Angle var sa = Math.atan2(xy * -cx + yy * -cy, xx * -cx + yx * -cy), ea = Math.atan2(xy * (x - cx) + yy * (y - cy), xx * (x - cx) + yx * (y - cy)); cx += tX; cy += tY; x += tX; y += tY; // Circular Arc if (this.penDownX == null){ this.penDownX = this.penX; this.penDownY = this.penY; } this.onArc( tX, tY, this._pivotX = this.penX = x, this._pivotY = this.penY = y, cx, cy, rx, ry, sa, ea, !clockwise, rotation ); return this; }, counterArc: function(x, y, rx, ry, outer){ return this.arc(x, y, rx, ry, outer, true); }, counterArcTo: function(x, y, rx, ry, outer){ return this.arcTo(x, y, rx, ry, outer, true); }, close: function(){ if (this.penDownX != null){ this.onClose(this.penX, this.penY, this.penX = this.penDownX, this.penY = this.penDownY); this.penDownX = null; } return this; }, /* overridable handlers */ onReset: function(){ }, onMove: function(sx, sy, ex, ey){ }, onLine: function(sx, sy, ex, ey){ this.onBezierCurve(sx, sy, sx, sy, ex, ey, ex, ey); }, onBezierCurve: function(sx, sy, c1x, c1y, c2x, c2y, ex, ey){ var gx = ex - sx, gy = ey - sy, g = gx * gx + gy * gy, v1, v2, cx, cy, u; cx = c1x - sx; cy = c1y - sy; u = cx * gx + cy * gy; if (u > g){ cx -= gx; cy -= gy; } else if (u > 0 && g != 0){ cx -= u/g * gx; cy -= u/g * gy; } v1 = cx * cx + cy * cy; cx = c2x - sx; cy = c2y - sy; u = cx * gx + cy * gy; if (u > g){ cx -= gx; cy -= gy; } else if (u > 0 && g != 0){ cx -= u/g * gx; cy -= u/g * gy; } v2 = cx * cx + cy * cy; if (v1 < 0.01 && v2 < 0.01){ this.onLine(sx, sy, ex, ey); return; } // Avoid infinite recursion if (isNaN(v1) || isNaN(v2)){ throw new Error('Bad input'); } // Split curve var s1x = (c1x + c2x) * 0.5, s1y = (c1y + c2y) * 0.5, l1x = (c1x + sx) * 0.5, l1y = (c1y + sy) * 0.5, l2x = (l1x + s1x) * 0.5, l2y = (l1y + s1y) * 0.5, r2x = (ex + c2x) * 0.5, r2y = (ey + c2y) * 0.5, r1x = (r2x + s1x) * 0.5, r1y = (r2y + s1y) * 0.5, l2r1x = (l2x + r1x) * 0.5, l2r1y = (l2y + r1y) * 0.5; // TODO: Manual stack if necessary. Currently recursive without tail optimization. this.onBezierCurve(sx, sy, l1x, l1y, l2x, l2y, l2r1x, l2r1y); this.onBezierCurve(l2r1x, l2r1y, r1x, r1y, r2x, r2y, ex, ey); }, onArc: function(sx, sy, ex, ey, cx, cy, rx, ry, sa, ea, ccw, rotation){ // Inverse Rotation + Scale Transform var rad = rotation ? rotation * Math.PI / 180 : 0, cos = Math.cos(rad), sin = Math.sin(rad), xx = cos * rx, yx = -sin * ry, xy = sin * rx, yy = cos * ry; // Bezier Curve Approximation var arc = ea - sa; if (arc < 0 && !ccw) arc += Math.PI * 2; else if (arc > 0 && ccw) arc -= Math.PI * 2; var n = Math.ceil(Math.abs(arc / (Math.PI / 2))), step = arc / n, k = (4 / 3) * Math.tan(step / 4); var x = Math.cos(sa), y = Math.sin(sa); for (var i = 0; i < n; i++){ var cp1x = x - k * y, cp1y = y + k * x; sa += step; x = Math.cos(sa); y = Math.sin(sa); var cp2x = x + k * y, cp2y = y - k * x; this.onBezierCurve( sx, sy, cx + xx * cp1x + yx * cp1y, cy + xy * cp1x + yy * cp1y, cx + xx * cp2x + yx * cp2y, cy + xy * cp2x + yy * cp2y, (sx = (cx + xx * x + yx * y)), (sy = (cy + xy * x + yy * y)) ); } }, onClose: function(sx, sy, ex, ey){ this.onLine(sx, sy, ex, ey); } });