forked from scratchfoundation/scratch-flash
-
Notifications
You must be signed in to change notification settings - Fork 0
Expand file tree
/
Copy pathSVGPath.as
More file actions
1003 lines (891 loc) · 31.4 KB
/
SVGPath.as
File metadata and controls
1003 lines (891 loc) · 31.4 KB
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
525
526
527
528
529
530
531
532
533
534
535
536
537
538
539
540
541
542
543
544
545
546
547
548
549
550
551
552
553
554
555
556
557
558
559
560
561
562
563
564
565
566
567
568
569
570
571
572
573
574
575
576
577
578
579
580
581
582
583
584
585
586
587
588
589
590
591
592
593
594
595
596
597
598
599
600
601
602
603
604
605
606
607
608
609
610
611
612
613
614
615
616
617
618
619
620
621
622
623
624
625
626
627
628
629
630
631
632
633
634
635
636
637
638
639
640
641
642
643
644
645
646
647
648
649
650
651
652
653
654
655
656
657
658
659
660
661
662
663
664
665
666
667
668
669
670
671
672
673
674
675
676
677
678
679
680
681
682
683
684
685
686
687
688
689
690
691
692
693
694
695
696
697
698
699
700
701
702
703
704
705
706
707
708
709
710
711
712
713
714
715
716
717
718
719
720
721
722
723
724
725
726
727
728
729
730
731
732
733
734
735
736
737
738
739
740
741
742
743
744
745
746
747
748
749
750
751
752
753
754
755
756
757
758
759
760
761
762
763
764
765
766
767
768
769
770
771
772
773
774
775
776
777
778
779
780
781
782
783
784
785
786
787
788
789
790
791
792
793
794
795
796
797
798
799
800
801
802
803
804
805
806
807
808
809
810
811
812
813
814
815
816
817
818
819
820
821
822
823
824
825
826
827
828
829
830
831
832
833
834
835
836
837
838
839
840
841
842
843
844
845
846
847
848
849
850
851
852
853
854
855
856
857
858
859
860
861
862
863
864
865
866
867
868
869
870
871
872
873
874
875
876
877
878
879
880
881
882
883
884
885
886
887
888
889
890
891
892
893
894
895
896
897
898
899
900
901
902
903
904
905
906
907
908
909
910
911
912
913
914
915
916
917
918
919
920
921
922
923
924
925
926
927
928
929
930
931
932
933
934
935
936
937
938
939
940
941
942
943
944
945
946
947
948
949
950
951
952
953
954
955
956
957
958
959
960
961
962
963
964
965
966
967
968
969
970
971
972
973
974
975
976
977
978
979
980
981
982
983
984
985
986
987
988
989
990
991
992
993
994
995
996
997
998
999
1000
/*
* Scratch Project Editor and Player
* Copyright (C) 2014 Massachusetts Institute of Technology
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*/
// SVGPath.as
// John Maloney, June 2012.
//
// This utility class provides a static method to draw a simplified SVG path.
// It includes code to set the border, fill color, and gradient fill properties.
//
//
// Shane Clements, October 2012
// Turned into a non-static class extending the Array class so that it can be used
// as an Array of path commands by other classes.
package svgutils {
import flash.display.*;
import flash.geom.*;
import svgeditor.objs.PathDrawContext;
import svgeditor.tools.PixelPerfectCollisionDetection;
public dynamic class SVGPath extends Array {
private const adjustmentFactor:Number = 0.5;
private var dirty:Boolean; // has the path been altered since it was loaded or exported?
function SVGPath(...args) {
var n:uint = args.length;
if (n == 1 && (args[0] is Number)) {
var dlen:Number = args[0];
var ulen:uint = dlen;
if(ulen != dlen) throw new RangeError("Array index is not a 32-bit unsigned integer ("+dlen+")");
length = ulen;
}
else {
length = n;
for(var i:int=0; i < n; ++i)
this[i] = args[i];
}
dirty = false;
}
public function clone():SVGPath {
var p:SVGPath = new SVGPath(length);
for(var i:int=0; i < length; ++i)
p[i] = this[i].slice();
return p;
}
public function set(cmds:Array):void {
length = cmds.length;
for(var i:int=0; i < length; ++i)
this[i] = cmds[i];
}
public function setDirty():void {
dirty = true;
}
static public const ADJUST:Object = {
NONE: 0,
NORMAL: 1,
CORNER: 2
};
public function move(index:uint, pt:Point, adjust:uint = 1):void {
if(index < length) {
var cmd:Array = this[index];
var ends:Array = getSegmentEndPoints(index);
switch (cmd[0]) {
case 'M':
case 'L':
cmd[1] = pt.x; cmd[2] = pt.y;
dirty = true;
break;
case 'C':
cmd[5] = pt.x; cmd[6] = pt.y;
if(adjust == ADJUST.CORNER) {
cmd[3] = pt.x; cmd[4] = pt.y;
}
dirty = true;
break;
case 'Q':
// Unhandled! All C cmds should be converted into Q cmds.
trace("ERROR!"); throw new Error("Ack!");
cmd[3] = pt.x; cmd[4] = pt.y;
break;
}
// If we're moving the end point of a closed path, then move the first point too
if(ends[2] && (cmd[0] == 'C' || cmd[0] == 'L') && index == ends[1] && ends[0] != index && this[ends[0]][0] == 'M') {
move(ends[0], pt, ADJUST.NONE);
}
// Adjust the path?
if(adjust == ADJUST.NORMAL)
adjustPathAroundAnchor(index);
}
}
public function transform(src:DisplayObject, dst:DisplayObject):void {
for(var i:uint=0; i<length; ++i) {
var cmd:Array = this[i];
var pt:Point;
switch (cmd[0]) {
case 'C':
pt = dst.globalToLocal(src.localToGlobal(new Point(cmd[5], cmd[6])));
cmd[5] = pt.x; cmd[6] = pt.y;
case 'Q':
pt = dst.globalToLocal(src.localToGlobal(new Point(cmd[3], cmd[4])));
cmd[3] = pt.x; cmd[4] = pt.y;
case 'M':
case 'L':
pt = dst.globalToLocal(src.localToGlobal(new Point(cmd[1], cmd[2])));
cmd[1] = pt.x; cmd[2] = pt.y;
break;
}
}
}
public function remove(index:uint):void {
if(index < length) {
var ends:Array = getSegmentEndPoints(index);
var p:Point;
// If the point removed is on a closed path segment and it is the last point,
// then move the first move command to match the new last point
if(index == ends[1] && ends[2] && ends[0]>0 && this[ends[0] - 1][0] == 'M') {
p = getPos(index - 1);
this[ends[0] - 1] = ['M', p.x, p.y];
}
else if(index == ends[0] && !ends[2] && index < length - 1 && this[index][0] == 'M') {
p = getPos(index + 1);
this[index + 1] = ['M', p.x, p.y];
}
splice(index, 1);
// Now adjust the path
adjustPathAroundAnchor(Math.min(ends[1] - 1, index));
dirty = true;
}
}
public function add(index:uint, pt:Point, normal:Boolean):void {
if(index < length) {
var curve:Boolean = this[index][0] == 'C';
if(!normal) curve = !curve;
var cmd:Array;
if(curve) {
var indices:Array = getIndicesAroundAnchor(index, 2);
var cPts1:Array = SVGPath.getControlPointsAdjacentAnchor(getPos(indices[0]), getPos(indices[1]), pt);
var cPts2:Array = SVGPath.getControlPointsAdjacentAnchor(getPos(indices[1]), pt, getPos(indices[2]));
// Keep the original control point from curve before the added curve
if(this[index][0] == 'C') {
cmd = this[index];
cPts1[1].x = cmd[1];
cPts1[1].y = cmd[2];
}
// Add the curve
cmd = ['C', cPts1[1].x, cPts1[1].y, cPts2[0].x, cPts2[0].y, pt.x, pt.y];
// Apply the second control point to the next cubic bezier curve if there is one
if(this[indices[2]][0] == 'C') {
var cmd2:Array = this[indices[2]];
cmd2[1] = cPts2[1].x;
cmd2[2] = cPts2[1].y;
}
} else {
cmd = ['L', pt.x, pt.y];
}
splice(index, 0, cmd);
// Now adjust the path
adjustPathAroundAnchor(index);
dirty = true;
}
}
public function getPos(index:uint, time:Number = 1.0):Point {
if(index < length) {
var cmd:Array = this[index];
switch (cmd[0]) {
case 'M':
return new Point(cmd[1], cmd[2]);
case 'L':
if(time > 0.999)
return new Point(cmd[1], cmd[2]);
else
return getPosByTime(time, getPos(index-1), null, null, new Point(cmd[1], cmd[2]));
case 'C':
if(time > 0.999)
return new Point(cmd[5], cmd[6]);
else
return getPosByTime(time, getPos(index-1), new Point(cmd[1], cmd[2]), new Point(cmd[3], cmd[4]), new Point(cmd[5], cmd[6]));
case 'Q':
// Unhandled! All Q cmds should be converted into C cmds.
trace("ERROR!"); throw new Error("Ack!");
return new Point(cmd[3], cmd[4]);
case 'Z':
// Return the position of the first point
var indices:Array = getSegmentEndPoints(index);
if(indices[0] < index) {
return getPos(indices[0]);
}
else {
trace("ERROR! Couldn't find beginning of path.");
return new Point();
}
}
}
return null;
}
public function adjustPathAroundAnchor(index:uint, proximity:uint = 1, strength:Number = 0.5):void {
if(index >= length) return;
var ends:Array = getSegmentEndPoints(index);
// Handle the special 2-point path case
var cmd:Array;
if(!ends[2] && ends[1] - ends[0] == 1) {
cmd = this[ends[1]];
if(cmd[0] == 'C') {
var p:Point = getPos(ends[0]);
cmd[1] = p.x;
cmd[2] = p.y;
cmd[3] = cmd[5];
cmd[4] = cmd[6];
}
return;
}
// Get additional indices for the before/after of the proximity edges
var indices:Array = getIndicesAroundAnchor(index, proximity + 1);
var midIdx:uint = indices.indexOf(index);
var lastIdx:uint = indices.length - 1;
var lastC2:Point;
for(var i:uint = 1; i < lastIdx; ++i) {
var before:Point = here ? here : getPos(indices[i - 1]);
var here:Point = after ? after : getPos(indices[i]);
var after:Point = getPos(indices[i + 1]);
var cPts:Array = SVGPath.getControlPointsAdjacentAnchor(before, here, after);
cmd = this[indices[i]];
var currStr:Number = Math.pow(strength, 1+Math.abs(midIdx - i));
if(!ends[2] && (indices[i] == ends[0] || indices[i] == ends[1]))
currStr = 1;
if(cmd[0] == 'C') {
if(indices[i] == ends[1] && !ends[2]) {
cmd[3] = here.x;
cmd[4] = here.y;
}
else {
var c1:Point = Point.interpolate(cPts[0], new Point(cmd[3], cmd[4]), currStr);
cmd[3] = c1.x;
cmd[4] = c1.y;
}
}
else if(!ends[2] && cmd[0] == 'M'){
cPts = SVGPath.getControlPointsAdjacentAnchor(before, before, here);
}
else {
cPts = SVGPath.getControlPointsAdjacentAnchor(before, here, here.add(here.subtract(before)));
}
// Apply the second control point to the next cubic bezier curve if there is one
var cmd2:Array = this[indices[i+1]];
if(indices[i] != indices[i+1] && cmd2[0] == 'C') {
var c2:Point = Point.interpolate(cPts[1], new Point(cmd2[1], cmd2[2]), currStr);
cmd2[1] = c2.x;
cmd2[2] = c2.y;
}
}
}
private function getIndicesAroundAnchor(index:uint, proximity:uint = 1):Array {
var centerIndex:uint = index;
var indices:Array = [];
var ends:Array = getSegmentEndPoints(index);
var closed:Boolean = ends[2];
proximity = Math.min(Math.max(index - ends[0], ends[1] - index), proximity);
// Walk down the path and store the indices
for(var i:int = index - proximity; i <= index + proximity; ++i) {
var realIndex:uint = i;
if(i < ends[0] || (i == ends[0] && closed)) {
if(closed)
realIndex = ends[1] + (i - ends[0]);
else
continue;
}
else if(closed && i > ends[1]) {
realIndex = ends[0] + (i - ends[1]);
}
else if(i > ends[1]) {
continue;
}
if(i == index) centerIndex = realIndex;
indices.push(realIndex);
}
// If we didn't get enough points then duplicate the points on the ends
var indexPos:uint = indices.indexOf(centerIndex);
var lastIndex:uint = indices.length - 1;
if(indexPos < ends[0] + proximity) {
indices.unshift(indices[0]);
}
if(lastIndex - indexPos < proximity) {
indices.push(indices[indices.length-1]);
}
return indices;
}
public function getSegmentEndPoints(index:uint = 0):Array {
index = Math.min(index, length - 1);
var indices:Array = [index, index, false];
var last:uint = index;
i = index + 1;
while(i <= length - 1 && this[i][0] != 'Z' && this[i][0] != 'M') {
last = i;
++i;
}
indices[1] = last;
// Was it a closed path
indices[2] = (i <= length - 1 && this[i][0] == 'Z');
var first:uint = last;
var i:int = last - 1;
// TODO: handle nested closed segments
while(i >= 0 && this[i][0] != 'Z' && this[first][0] != 'M') {
first = i;
--i;
}
indices[0] = first;
return indices;
}
// Create control points on either side of an anchor point
// Each handle is 1/3 the length of the segment on that side of the anchor
// The vector of the handles is determined by the vector between the anchor points on either side of 'here'
static public function getControlPointsAdjacentAnchor(before:Point, here:Point, after:Point):Array {
var v1:Point = before.subtract(here);
var c1l:Number = v1.length * 0.333;
var v2:Point = after.subtract(here);
var c2l:Number = v2.length * 0.333;
var v3:Point = before.subtract(after);
var v3l:Number = v3.length * 0.5;
var r:Number = Math.min(1, v3l / (c1l + c2l));
v3.normalize(r * Math.max(Math.min(c1l, v3l), c2l / 4));
var c1:Point = here.add(v3);
v3.normalize(r * Math.max(Math.min(c2l, v3l), c1l / 4))
var c2:Point = here.subtract(v3);
return [c1, c2];
}
public function isClosed():Boolean {
return (length && this[length-1] is Array && this[length-1][0] == 'z');
}
public static function render(el:SVGElement, g:Graphics, forHitTest:Boolean = false):void {
if (!el.path || el.path.length == 0) return;
var cmds:Vector.<int> = new Vector.<int>;
var points:Vector.<Number> = new Vector.<Number>;
var lastX:Number = 0, lastY:Number = 0;
var lastMove:Point = new Point();
setBorderAndFill(g, el, gradientBoxForPath(el.path), forHitTest);
for each (var cmd:Array in el.path) {
switch (cmd[0]) {
case 'C':
drawCubicBezier(g,
new Point(lastX, lastY),
new Point(cmd[1], cmd[2]),
new Point(cmd[3], cmd[4]),
new Point(cmd[5], cmd[6]),
cmds, points);
break;
case 'L':
cmds.push(GraphicsPathCommand.LINE_TO);
points.push(cmd[1], cmd[2]);
break;
case 'M':
cmds.push(GraphicsPathCommand.MOVE_TO);
points.push(cmd[1], cmd[2]);
lastMove = new Point(cmd[1], cmd[2]);
break;
case 'Q':
cmds.push(GraphicsPathCommand.CURVE_TO);
points.push(cmd[1], cmd[2], cmd[3], cmd[4]);
break;
case 'Z':
cmds.push(GraphicsPathCommand.LINE_TO);
points.push(lastMove.x, lastMove.y);
break;
}
lastX = cmd[cmd.length - 2];
lastY = cmd[cmd.length - 1];
}
var fillRule:String = (el.getAttribute('fill-rule', 'nonzero') == 'nonzero') ? 'nonZero' : 'evenOdd';
g.drawPath(cmds, points, fillRule);
g.endFill();
// debugDrawPoints(el.path, g);
}
public static function drawCubicBezier(g:Graphics, p0:Point, p1:Point, p2:Point, p3:Point, cmds:Vector.<int>, points:Vector.<Number>):void {
// Approximate a a cubic Bezier with four quadratic ones.
// Based on Timothee Groleau's Bezier_lib.as - v1.2, 19/05/02, which
// uses a simplified version of the midPoint algorithm by Helen Triolo.
// calculates the useful base points
var pa:Point = Point.interpolate(p1, p0, 3/4);
var pb:Point = Point.interpolate(p2, p3, 3/4);
// compute 1/16 of the [p3, p0] segment
var dx:Number = (p3.x - p0.x) / 16;
var dy:Number = (p3.y - p0.y) / 16;
// calculates control point 1
var pc1:Point = Point.interpolate(p1, p0, 3/8);
// calculates control point 2
var pc2:Point = Point.interpolate(pb, pa, 3/8);
pc2.x -= dx;
pc2.y -= dy;
// calculates control point 3
var pc3:Point = Point.interpolate(pa, pb, 3/8);
pc3.x += dx;
pc3.y += dy;
// calculates control point 4
var pc4:Point = Point.interpolate(p2, p3, 3/8);
// calculates the 3 anchor points
var pa1:Point = Point.interpolate(pc1, pc2, 1/2);
var pa2:Point = Point.interpolate(pa, pb, 1/2);
var pa3:Point = Point.interpolate(pc3, pc4, 1/2);
// draw the four quadratic subsegments
if(cmds) {
cmds.push(
GraphicsPathCommand.CURVE_TO,
GraphicsPathCommand.CURVE_TO,
GraphicsPathCommand.CURVE_TO,
GraphicsPathCommand.CURVE_TO);
points.push(
pc1.x, pc1.y, pa1.x, pa1.y,
pc2.x, pc2.y, pa2.x, pa2.y,
pc3.x, pc3.y, pa3.x, pa3.y,
pc4.x, pc4.y, p3.x, p3.y);
} else if(g) {
g.curveTo(pc1.x, pc1.y, pa1.x, pa1.y);
g.curveTo(pc2.x, pc2.y, pa2.x, pa2.y);
g.curveTo(pc3.x, pc3.y, pa3.x, pa3.y);
g.curveTo(pc4.x, pc4.y, p3.x, p3.y);
}
}
// -----------------------------
// Border, Fill, and Gradients
//------------------------------
private static var capConversion:Object = {
butt: CapsStyle.NONE,
round: CapsStyle.ROUND,
square: CapsStyle.SQUARE
};
public static function setBorderAndFill(g:Graphics, el:SVGElement, box:Rectangle, forHitTest:Boolean = false):void {
var alpha:Number;
var stroke:* = el.getAttribute('stroke');
if (stroke && (stroke != 'none')) {
alpha = Number(el.getAttribute('stroke-opacity', 1));
alpha = Math.max(0, Math.min(alpha, 1));
var capStyle:String = el.getAttribute('stroke-linecap', 'butt');
if(capStyle in capConversion)
capStyle = capConversion[capStyle];
else
capStyle = CapsStyle.NONE;
if (stroke is SVGElement) setGradient(g, stroke, box, alpha, true, el.getAttribute('stroke-width', 1));
else g.lineStyle(el.getAttribute('stroke-width', 1), el.getColorValue(stroke), alpha,
false, "normal", capStyle, JointStyle.MITER);
} else {
g.lineStyle(NaN); // no line
}
var fill:* = el.getAttribute('fill', 'black');
if (fill != 'none') {
alpha = Number(el.getAttribute('fill-opacity', 1));
alpha = Math.max(0, Math.min(alpha, 1));
if (fill is SVGElement) setGradient(g, fill, box, alpha);
else g.beginFill(el.getColorValue(fill), alpha);
} else if(el.path && el.path.getSegmentEndPoints(0)[2] && !forHitTest) {
// TODO: Make this only happen on objects spawned by the SVGEditor
g.beginFill(0xFFFFFF, 0.01);
}
}
private static function setGradient(g:Graphics, gradEl:SVGElement, box:Rectangle, alpha:Number, isLine:Boolean=false, lineWidth:Number=0):void {
var colors:Array = [];
var alphas:Array = [];
var ratios:Array = [];
var m:Matrix;
for each (var stopEl:SVGElement in gradEl.subElements) {
colors.push(stopEl.getColorValue(stopEl.getAttribute('stop-color', 0)));
alphas.push(stopEl.getAttribute('stop-opacity', 1) * alpha);
ratios.push(255 * stopEl.getAttribute('offset', 0));
}
// Fix old gradients which went to the wrong transparent color
if(colors.length == 2) {
if(alphas[0] == 0) colors[0] = colors[1];
else if(alphas[1] == 0) colors[1] = colors[0];
}
if (colors.length == 0) {
if(!isLine) g.beginFill(0x808080);
else g.lineStyle(lineWidth, 0x808080);
}
else if (colors.length == 1) {
if(!isLine) g.beginFill(gradEl.getColorValue(colors[0]));
else g.lineStyle(lineWidth, gradEl.getColorValue(colors[0]));
}
else if (gradEl.tag == 'linearGradient') {
m = linearGradientMatrix(gradEl, box);
if(!isLine) g.beginGradientFill(GradientType.LINEAR, colors, alphas, ratios, m);
else {
g.lineStyle(lineWidth);
g.lineGradientStyle(GradientType.LINEAR, colors, alphas, ratios, m);
}
}
else if (gradEl.tag == 'radialGradient') {
m = radialGradientMatrix(gradEl, box);
if(!isLine) g.beginGradientFill(GradientType.RADIAL, colors, alphas, ratios, m, "pad", "rgb", gradEl.getAttribute('fpRatio', 0));
else {
g.lineStyle(lineWidth);
g.lineGradientStyle(GradientType.RADIAL, colors, alphas, ratios, m, "pad", "rgb", gradEl.getAttribute('fpRatio', 0));
}
}
}
private static function linearGradientMatrix(gradEl:SVGElement, box:Rectangle):Matrix {
var x1:Number = gradEl.getAttribute('x1', 0);
var y1:Number = gradEl.getAttribute('y1', 0);
var x2:Number = gradEl.getAttribute('x2', 0);
var y2:Number = gradEl.getAttribute('y2', 0);
var userSpace:Boolean = (gradEl.getAttribute('gradientUnits', '') == 'userSpaceOnUse');
if (userSpace) {
x1 = x1 / box.width;
x2 = x2 / box.width;
y1 = y1 / box.height;
y2 = y2 / box.height;
}
var radians:Number = Math.atan2(y2 - y1, x2 - x1);
var m:Matrix = new Matrix();
m.createGradientBox(box.width, box.height, radians, box.x, box.y);
return m;
}
private static function radialGradientMatrix(gradEl:SVGElement, box:Rectangle):Matrix {
// Note: Ignores fx and fy; assumes focus at the center.
var userSpace:Boolean = (gradEl.getAttribute('gradientUnits', '') == 'userSpaceOnUse');
var rScale:Number = Math.max(0, gradEl.getAttribute('r', 0.5));
var cx:Number = box.x + (box.width * gradEl.getAttribute('cx', 0.5));
var cy:Number = box.y + (box.height * gradEl.getAttribute('cy', 0.5));
var fx:Number = box.x + (box.width * gradEl.getAttribute('fx', gradEl.getAttribute('cx', 0.5)));
var fy:Number = box.y + (box.height * gradEl.getAttribute('fy', gradEl.getAttribute('cy', 0.5)));
if (userSpace) {
rScale = Math.max(0, gradEl.getAttribute('r', 0)) / box.width;
cx = gradEl.getAttribute('cx', box.width / 2);
cy = gradEl.getAttribute('cy', box.height / 2);
fx = gradEl.getAttribute('fx', cx);
fy = gradEl.getAttribute('fy', cy);
}
// The radius is the maximum dimension of the box
var rx:Number = box.width * rScale;
var ry:Number = box.height * rScale;
var focusX:Number = (fx - cx) / rx;
var focusY:Number = (fy - cy) / ry;
var focalPointAngle:Number = Math.atan2(focusY, focusX);
var focalPointRatio:Number = Math.sqrt((focusX * focusX) + (focusY * focusY));
// Unfortunately, this is the only way to hand this value back for the beginGradientFill call
gradEl.setAttribute('fpRatio', focalPointRatio);
var m:Matrix = new Matrix();
m.createGradientBox(2 * rx, 2 * ry, focalPointAngle, cx - rx, cy - ry);
return m;
}
private static function gradientBoxForPath(pathCmds:Array):Rectangle {
// Return a Point containing the approximate width and height for the
// the given path, not including its borders or the parts of curves that
// bulge outside of their endpoints.
// NOTE: Approximation acceptable for gradient fills, but not much else.
var minX:Number, minY:Number, maxX:Number, maxY:Number;
var firstCmd:Array = pathCmds[0];
minX = maxX = firstCmd[1];
minY = maxY = firstCmd[2];
for each (var cmd:Array in pathCmds) {
var x:Number = cmd[1];
var y:Number = cmd[2];
if (x < minX) minX = x;
if (y < minY) minY = y;
if (x > maxX) maxX = x;
if (y > maxY) maxY = y;
}
return new Rectangle(minX, minY, maxX - minX, maxY - minY);
}
//////////////////////////////////////////////////////
// From anchorpoints to Bezier
/////////////////////////////////////////////////////
public function fromAnchorPoints(points:Array):void {
var first:Point = points[0];
length = 0;
this.push(['M', first.x, first.y]);
if (points.length < 3 ) {
this.push(['L', points[1].x, points[1].y]);
}
else {
var ctx:PathDrawContext = new PathDrawContext();
ctx.cmds = this;
for (var i:uint = 1; i < points.length - 1; ++i)
processSegment(points[i-1], points[i], points[i+1], ctx);
// Choose whether to close the path (because the first and last points are "fairly close")
var lastpoint:Point = points[points.length-1];
var fairlyClose:Boolean = lastpoint.subtract(first).length < 10;
if (fairlyClose) {
processSegment(points[points.length-2], lastpoint, first, ctx);
ctx.cmds.push(['z']);
}
else {
processSegment(points[points.length-2], lastpoint, lastpoint, ctx);
}
}
}
public function pathIsClosed():Boolean {
var s:Shape = new Shape();
var g:Graphics = s.graphics;
var lastCP:Point = new Point();
// Pre-render to get ther path bounds
g.lineStyle(0.5);
for each(var cmd:Array in this)
renderPathCmd(cmd, g, lastCP);
var dRect:Rectangle = s.getBounds(s);
dRect.width = Math.max(dRect.width, 1);
dRect.height = Math.max(dRect.height, 1);
// Adjust the path so that the top left is at 0,0 locally
// This allows us to create the smallest bitmap for rendering it to
var bmp:BitmapData = new BitmapData(dRect.width, dRect.height, true, 0);
var m:Matrix = new Matrix(1, 0, 0, 1, -dRect.topLeft.x, -dRect.topLeft.y);
// Clear the bitmap
bmp.fillRect(bmp.rect, 0xFFFFFFFF);
bmp.draw(s, m);
// Try filling from the corners and see if there are any transparent pixels left
// TODO: How can we easily improve this? fill from next-to / near one of the end points?
bmp.floodFill(0, 0, 0xFF000000);
bmp.floodFill(0, bmp.height-1, 0xFF000000);
bmp.floodFill(bmp.width-1, bmp.height-1, 0xFF000000);
bmp.floodFill(bmp.width-1, 0, 0xFF000000);
var colorRect:Rectangle = bmp.getColorBoundsRect(0xFFFFFFFF, 0xFFFFFFFF);
bmp.dispose();
if (colorRect != null && colorRect.size.length> 0) return true;
else return false;
}
// Split a cubic bezier curve into two at t and
// return the index of the command before the split
public function splitCurve(index:uint, t:Number):uint {
//trace('splitCurve('+index+', '+t+')');
if(index < 1)
return 0;
if(index >= length)
return length - 1;
if(t < 0.01)
return index - 1;
if(t > 0.99)
return index;
var cmd:Array = this[index];
var p1:Point = getPos(index - 1);
var p2:Point = getPos(index);
var newCmd:Array;
if(cmd[0] == 'C') {
//trace('Splitting curve #'+index+' @ '+t);
var c1:Point = new Point(cmd[1], cmd[2]);
var c2:Point = new Point(cmd[3], cmd[4]);
var sp:Point = Point.interpolate(c2, c1, t);
c1 = Point.interpolate(c1, p1, t);
var nc2:Point = Point.interpolate(p2, c2, t);
c2 = Point.interpolate(sp, c1, t);
var nc1:Point = Point.interpolate(nc2, sp, t);
p2 = Point.interpolate(nc1, c2, t);
newCmd = cmd.slice(0);
cmd[1] = c1.x;
cmd[2] = c1.y;
cmd[3] = c2.x;
cmd[4] = c2.y;
cmd[5] = p2.x;
cmd[6] = p2.y;
// Update the new curve command
newCmd[1] = nc1.x;
newCmd[2] = nc1.y;
newCmd[3] = nc2.x;
newCmd[4] = nc2.y;
splice(index + 1, 0, newCmd);
}
else if(cmd[0] == 'L') {
var np:Point = Point.interpolate(p2, p1, t);
splice(index, 0, ['L', np.x, np.y]);
}
return index;
}
public function removeInvalidSegments(strokeWidth:Number):void {
var minWidth:Number = Math.min(Math.max(1, strokeWidth * 0.2), 5);
var i:int = 0;
// Remove any segments with very short lengths
while(i<length) {
var indices:Array = getSegmentEndPoints(i);
var start:Point = getPos(indices[0]);
var next:int = indices[0]+1;
var len:int = indices[1] - indices[0];
if(len>0) {
var dist:Number = start.subtract(getPos(next)).length;
if(getPos(indices[1]).subtract(start).length < minWidth && dist < minWidth) {
do {
splice(next, 1);
--len;
if(next < length)
dist+= start.subtract(getPos(next)).length;
} while(dist < minWidth && len>1);
if(len < 2)
splice(indices[0], len+1);
else
i = indices[1] + 1;
}
else {
i = indices[1] + 1;
}
}
else {
splice(indices[0], 1);
}
}
}
public function reversePath(indexInSegment:uint = 0):void {
var indices:Array = getSegmentEndPoints(indexInSegment);
var newCmds:Array = new Array(indices[1] - indices[0] + (indices[2] ? 2 : 1));
var lastCmd:Array = null;
var j:int = 0;
for(var i:int=indices[1]; i>=indices[0]; --i) {
var cmd:Array = this[i];
var pos:Point = getPos(i);
var newCmd:Array;
if(lastCmd == null) {
newCmd = ['M', pos.x, pos.y];
}
else if(lastCmd[0] == 'C') {
newCmd = ['C', lastCmd[3], lastCmd[4], lastCmd[1], lastCmd[2], pos.x, pos.y];
}
else if(lastCmd[0] == 'L') {
newCmd = ['L', pos.x, pos.y];
}
else {
throw new Error('Invalid path command!');
}
newCmds[j] = newCmd;
lastCmd = cmd;
++j;
}
if(indices[2])
newCmds[j] = ['Z'];
// Delete existing commands
newCmds.unshift(newCmds.length);
// Insert new commands at beginning of segment
newCmds.unshift(indices[0]);
super.splice.apply(this, newCmds);
}
static public function getPosByTime(ratio:Number, p1:Point, cp1:Point, cp2:Point, p2:Point):Point {
// Do Bezier
if(cp1) {
ratio = 1 - ratio;
function b1(t:Number):Number { return t*t*t }
function b2(t:Number):Number { return 3*t*t*(1-t) }
function b3(t:Number):Number { return 3*t*(1-t)*(1-t) }
function b4(t:Number):Number { return (1-t)*(1-t)*(1-t) }
return new Point(p1.x*b1(ratio) + cp1.x*b2(ratio) + cp2.x*b3(ratio) + p2.x*b4(ratio),
p1.y*b1(ratio) + cp1.y*b2(ratio) + cp2.y*b3(ratio) + p2.y*b4(ratio));
}
else {
return Point.interpolate(p2, p1, ratio);
}
}
// Draw segment takes 3 anchor points to draw an SVG "S" command
// as a Cubic Bezier ("C" command in SVG) curve with:
// the first control as the flip of the last curve 2nd control point
// and the second control from the internal calculation (specific to our UI)
// the end point is the current anchor point in the loop
// (the start point is the previous point)
static private const tolerance:Number = 1;
private function processSegment(before:Point, here:Point, after:Point, ctx:PathDrawContext):void {
var l1:Number = before.subtract(here).length;
var l2:Number = here.subtract(after).length;
var l3:Number = before.subtract(after).length;
var l:Number = l3 / (l1 + l2);
var min:Number = Math.min(l1,l2);
//if ((l1 + l2) > 3 * l3) l = 0;
// This is the key equation that creates a control point
var vTangent:Point = getCurveTangent(before, here, after);
var fudge:Number = l * l * min * 0.666 ; // needs more work on the fudge factor
vTangent.x *= fudge;
vTangent.y *= fudge;
var c1:Point = ctx.acurve ? before.add(before.subtract(ctx.lastcxy)) : before;
var c2:Point = here.subtract(vTangent);
getQuadraticBezierPoints(before, c1, c2, here, ctx);
ctx.acurve = true;
ctx.lastcxy = c2;
}
// This is actually the tangent vector at "here" in the direction from "here" to "after"
static private function getCurveTangent(before:Point, here:Point, after:Point):Point {
var beforev:Point = before.subtract(here);
var afterv:Point = after.subtract(here);
beforev.normalize(1.0);
afterv.normalize(1.0);
var bisect:Point = beforev.add(afterv);
var perp:Point = new Point(-bisect.y, bisect.x);
if (perp.x * afterv.x + perp.y * afterv.y < 0) perp = new Point(-perp.x, -perp.y);
return perp;
}
// functions below were take from com.lorentz.SVG.utils.Bezier
// and addapted for our purposes
private function getQuadraticBezierPoints(a:Point, b:Point, c:Point, d:Point, ctx:PathDrawContext):void {
// find intersection between bezier arms
var s:Point = intersect2Lines(a, b, c, d);
if (s && !isNaN(s.x) && !isNaN(s.y) && !ctx.adjust) {
// find distance between the midpoints
var dx:Number = (a.x + d.x + s.x * 4 - (b.x + c.x) * 3) * .125;
var dy:Number = (a.y + d.y + s.y * 4 - (b.y + c.y) * 3) * .125;
// Don't split the curve if the quadratic is close enough
if (dx*dx + dy*dy <= tolerance*tolerance) {
// end recursion and save points
ctx.cmds.push(['Q', s.x, s.y, d.x, d.y]);
return;
}
} else {
var mp:Point = Point.interpolate(a, d, 0.5);
if(Point.distance(a, mp) <= tolerance || ctx.adjust) {
ctx.cmds.push(['Q', mp.x, mp.y, d.x, d.y]);
return;
}
}
var halves:Object = bezierSplit(a, b, c, d);
var b0:Object = halves.b0;
var b1:Object = halves.b1;
// recursive call to subdivide curve
getQuadraticBezierPoints(a, b0.b, b0.c, b0.d, ctx);
getQuadraticBezierPoints(b1.a, b1.b, b1.c, d, ctx);
}
static private function intersect2Lines(p1:Point, p2:Point, p3:Point, p4:Point):Point {
var x1:Number = p1.x; var y1:Number = p1.y;
var x4:Number = p4.x; var y4:Number = p4.y;
var dx1:Number = p2.x - x1;
var dx2:Number = p3.x - x4;
if (!dx1 && !dx2) return null; // new Point(NaN, NaN);
var m1:Number = (p2.y - y1) / dx1;
var m2:Number = (p3.y - y4) / dx2;
if (!dx1) return new Point(x1, m2 * (x1 - x4) + y4);
else if (!dx2) return new Point(x4, m1 * (x4 - x1) + y1);
var xInt:Number = (-m2 * x4 + y4 + m1 * x1 - y1) / (m1 - m2);
var yInt:Number = m1 * (xInt - x1) + y1;
return new Point(xInt, yInt);
}
static private function bezierSplit(p0:Point, p1:Point, p2:Point, p3:Point):Object {
var p01:Point = Point.interpolate(p0, p1, 0.5);
var p12:Point = Point.interpolate(p1, p2, 0.5);
var p23:Point = Point.interpolate(p2, p3, 0.5);
var p02:Point = Point.interpolate(p01, p12, 0.5);
var p13:Point = Point.interpolate(p12, p23, 0.5);
var p03:Point = Point.interpolate(p02, p13, 0.5);
return {b0:{a:p0, b:p01, c:p02, d:p03},
b1:{a:p03, b:p13, c:p23, d:p3}};
}
static public function renderPathCmd(cmd:Array, g:Graphics, lastCP:Point, startP:Point = null):void {
switch (cmd[0]) {
case 'C':
SVGPath.drawCubicBezier(g,
new Point(lastCP.x, lastCP.y),
new Point(cmd[1], cmd[2]),
new Point(cmd[3], cmd[4]),
new Point(cmd[5], cmd[6]),
null, null);
break;
case 'L':
g.lineTo(cmd[1], cmd[2]);
break;
case 'M':
g.moveTo(cmd[1], cmd[2]);
if(startP) {
startP.x = cmd[1];
startP.y = cmd[2];
}
break;
case 'Q':
g.curveTo(cmd[1], cmd[2], cmd[3], cmd[4]);
break;
case 'Z':
if(startP)
g.lineTo(startP.x, startP.y);
break;
}
lastCP.x = cmd[cmd.length - 2];
lastCP.y = cmd[cmd.length - 1];
}
/* debugging */
private static function debugDrawPoints(cmds:Array, g:Graphics):void {
g.lineStyle(); // no outline
for each (var cmd:Array in cmds) {
var len:int = cmd.length;
g.beginFill(0xFF);
g.drawCircle(cmd[len - 2], cmd[len - 1], 3);
g.beginFill(0xFFFF00);
if (cmd.length > 3) g.drawCircle(cmd[1], cmd[2], 2);
g.beginFill(0xFF00FF);
if (cmd.length > 5) g.drawCircle(cmd[3], cmd[4], 2);
}
}
public function outputCommands(start:int=0, end:int=-1):void {
if(end==-1) end=length-1;
for(var k:int=start; k<=end; ++k) {
var c:Array = this[k];
trace('Command #'+k+': '+c.join(','));