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Текущая директория: /opt/BitGoJS/node_modules/svg-pathdata/src
Просмотр файла: mathUtils.ts
import { SVGPathData } from "./SVGPathData";
import { CommandA, CommandC } from "./types";
export function rotate([x, y]: [number, number], rad: number) {
return [
x * Math.cos(rad) - y * Math.sin(rad),
x * Math.sin(rad) + y * Math.cos(rad),
];
}
const DEBUG_CHECK_NUMBERS = true;
export function assertNumbers(...numbers: number[]) {
if (DEBUG_CHECK_NUMBERS) {
for (let i = 0; i < numbers.length; i++) {
if ("number" !== typeof numbers[i]) {
throw new Error(
`assertNumbers arguments[${i}] is not a number. ${typeof numbers[i]} == typeof ${numbers[i]}`);
}
}
}
return true;
}
const PI = Math.PI;
/**
* https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
* Fixes rX and rY.
* Ensures lArcFlag and sweepFlag are 0 or 1
* Adds center coordinates: command.cX, command.cY (relative or absolute, depending on command.relative)
* Adds start and end arc parameters (in degrees): command.phi1, command.phi2; phi1 < phi2 iff. c.sweepFlag == true
*/
export function annotateArcCommand(c: CommandA, x1: number, y1: number) {
c.lArcFlag = (0 === c.lArcFlag) ? 0 : 1;
c.sweepFlag = (0 === c.sweepFlag) ? 0 : 1;
// tslint:disable-next-line
let {rX, rY, x, y} = c;
rX = Math.abs(c.rX);
rY = Math.abs(c.rY);
const [x1_, y1_] = rotate([(x1 - x) / 2, (y1 - y) / 2], -c.xRot / 180 * PI);
const testValue = Math.pow(x1_, 2) / Math.pow(rX, 2) + Math.pow(y1_, 2) / Math.pow(rY, 2);
if (1 < testValue) {
rX *= Math.sqrt(testValue);
rY *= Math.sqrt(testValue);
}
c.rX = rX;
c.rY = rY;
const c_ScaleTemp = (Math.pow(rX, 2) * Math.pow(y1_, 2) + Math.pow(rY, 2) * Math.pow(x1_, 2));
const c_Scale = (c.lArcFlag !== c.sweepFlag ? 1 : -1) *
Math.sqrt(Math.max(0, (Math.pow(rX, 2) * Math.pow(rY, 2) - c_ScaleTemp) / c_ScaleTemp));
const cx_ = rX * y1_ / rY * c_Scale;
const cy_ = -rY * x1_ / rX * c_Scale;
const cRot = rotate([cx_, cy_], c.xRot / 180 * PI);
c.cX = cRot[0] + (x1 + x) / 2;
c.cY = cRot[1] + (y1 + y) / 2;
c.phi1 = Math.atan2((y1_ - cy_) / rY, (x1_ - cx_) / rX);
c.phi2 = Math.atan2((-y1_ - cy_) / rY, (-x1_ - cx_) / rX);
if (0 === c.sweepFlag && c.phi2 > c.phi1) {
c.phi2 -= 2 * PI;
}
if (1 === c.sweepFlag && c.phi2 < c.phi1) {
c.phi2 += 2 * PI;
}
c.phi1 *= 180 / PI;
c.phi2 *= 180 / PI;
}
/**
* Solves a quadratic system of equations of the form
* a * x + b * y = c
* x² + y² = 1
* This can be understood as the intersection of the unit circle with a line.
* => y = (c - a x) / b
* => x² + (c - a x)² / b² = 1
* => x² b² + c² - 2 c a x + a² x² = b²
* => (a² + b²) x² - 2 a c x + (c² - b²) = 0
*/
export function intersectionUnitCircleLine(a: number, b: number, c: number): [number, number][] {
assertNumbers(a, b, c);
// cf. pqFormula
const termSqr = a * a + b * b - c * c;
if (0 > termSqr) {
return [];
} else if (0 === termSqr) {
return [
[
(a * c) / (a * a + b * b),
(b * c) / (a * a + b * b)]];
}
const term = Math.sqrt(termSqr);
return [
[
(a * c + b * term) / (a * a + b * b),
(b * c - a * term) / (a * a + b * b)],
[
(a * c - b * term) / (a * a + b * b),
(b * c + a * term) / (a * a + b * b)]];
}
export const DEG = Math.PI / 180;
export function lerp(a: number, b: number, t: number) {
return (1 - t) * a + t * b;
}
export function arcAt(c: number, x1: number, x2: number, phiDeg: number) {
return c + Math.cos(phiDeg / 180 * PI) * x1 + Math.sin(phiDeg / 180 * PI) * x2;
}
export function bezierRoot(x0: number, x1: number, x2: number, x3: number) {
const EPS = 1e-6;
const x01 = x1 - x0;
const x12 = x2 - x1;
const x23 = x3 - x2;
const a = 3 * x01 + 3 * x23 - 6 * x12;
const b = (x12 - x01) * 6;
const c = 3 * x01;
// solve a * t² + b * t + c = 0
if (Math.abs(a) < EPS) {
// equivalent to b * t + c =>
return [-c / b];
}
return pqFormula(b / a, c / a, EPS);
}
export function bezierAt(x0: number, x1: number, x2: number, x3: number, t: number) {
// console.log(x0, y0, x1, y1, x2, y2, x3, y3, t)
const s = 1 - t;
const c0 = s * s * s;
const c1 = 3 * s * s * t;
const c2 = 3 * s * t * t;
const c3 = t * t * t;
return x0 * c0 + x1 * c1 + x2 * c2 + x3 * c3;
}
function pqFormula(p: number, q: number, PRECISION = 1e-6) {
// 4 times the discriminant:in
const discriminantX4 = p * p / 4 - q;
if (discriminantX4 < -PRECISION) {
return [];
} else if (discriminantX4 <= PRECISION) {
return [-p / 2];
}
const root = Math.sqrt(discriminantX4);
return [-(p / 2) - root, -(p / 2) + root];
}
export function a2c(arc: CommandA, x0: number, y0: number): CommandC[] {
if (!arc.cX) {
annotateArcCommand(arc, x0, y0);
}
const phiMin = Math.min(arc.phi1!, arc.phi2!), phiMax = Math.max(arc.phi1!, arc.phi2!), deltaPhi = phiMax - phiMin;
const partCount = Math.ceil(deltaPhi / 90 );
const result: CommandC[] = new Array(partCount);
let prevX = x0, prevY = y0;
for (let i = 0; i < partCount; i++) {
const phiStart = lerp(arc.phi1!, arc.phi2!, i / partCount);
const phiEnd = lerp(arc.phi1!, arc.phi2!, (i + 1) / partCount);
const deltaPhi = phiEnd - phiStart;
const f = 4 / 3 * Math.tan(deltaPhi * DEG / 4);
// x1/y1, x2/y2 and x/y coordinates on the unit circle for phiStart/phiEnd
const [x1, y1] = [
Math.cos(phiStart * DEG) - f * Math.sin(phiStart * DEG),
Math.sin(phiStart * DEG) + f * Math.cos(phiStart * DEG)];
const [x, y] = [Math.cos(phiEnd * DEG), Math.sin(phiEnd * DEG)];
const [x2, y2] = [x + f * Math.sin(phiEnd * DEG), y - f * Math.cos(phiEnd * DEG)];
result[i] = {relative: arc.relative, type: SVGPathData.CURVE_TO } as any;
const transform = (x: number, y: number) => {
const [xTemp, yTemp] = rotate([x * arc.rX, y * arc.rY], arc.xRot);
return [arc.cX! + xTemp, arc.cY! + yTemp];
};
[result[i].x1, result[i].y1] = transform(x1, y1);
[result[i].x2, result[i].y2] = transform(x2, y2);
[result[i].x, result[i].y] = transform(x, y);
if (arc.relative) {
result[i].x1 -= prevX;
result[i].y1 -= prevY;
result[i].x2 -= prevX;
result[i].y2 -= prevY;
result[i].x -= prevX;
result[i].y -= prevY;
}
[prevX, prevY] = [result[i].x, result[i].y];
}
return result;
}
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