"use strict"; var Vector2 = require('./vector2'); var start = Vector2.create(); var end = Vector2.create(); var extremity = Vector2.create(); function getCubicBezierXYatT(startPt, controlPt1, controlPt2, endPt, T) { var x = CubicN(T, startPt.x, controlPt1.x, controlPt2.x, endPt.x); var y = CubicN(T, startPt.y, controlPt1.y, controlPt2.y, endPt.y); return { x: x, y: y }; } // cubic helper formula at T distance function CubicN(T, a, b, c, d) { var t2 = T * T; var t3 = t2 * T; return a + (-a * 3 + T * (3 * a - a * T)) * T + (3 * b + T * (-6 * b + b * 3 * T)) * T + (c * 3 - c * 3 * T) * t2 + d * t3; } function cubicBezierBounds(c) { var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; var s = { x: c[0], y: c[1] }; var c1 = { x: c[2], y: c[3] }; var c2 = { x: c[4], y: c[5] }; var e = { x: c[6], y: c[7] }; for (var t = 0; t < 100; t++) { var pt = getCubicBezierXYatT(s, c1, c2, e, t / 100); if (pt.x < minX) { minX = pt.x; } if (pt.x > maxX) { maxX = pt.x; } if (pt.y < minY) { minY = pt.y; } if (pt.y > maxY) { maxY = pt.y; } } return { minX: minX, minY: minY, maxX: maxX, maxY: maxY }; } module.exports = { getBBoxFromPoints: function getBBoxFromPoints(points, lineWidth) { if (points.length === 0) { return; } var p = points[0]; var left = p.x; var right = p.x; var top = p.y; var bottom = p.y; var len = points.length; for (var i = 1; i < len; i++) { p = points[i]; left = Math.min(left, p.x); right = Math.max(right, p.x); top = Math.min(top, p.y); bottom = Math.max(bottom, p.y); } lineWidth = lineWidth / 2 || 0; return { minX: left - lineWidth, minY: top - lineWidth, maxX: right + lineWidth, maxY: bottom + lineWidth }; }, getBBoxFromLine: function getBBoxFromLine(x0, y0, x1, y1, lineWidth) { lineWidth = lineWidth / 2 || 0; return { minX: Math.min(x0, x1) - lineWidth, minY: Math.min(y0, y1) - lineWidth, maxX: Math.max(x0, x1) + lineWidth, maxY: Math.max(y0, y1) + lineWidth }; }, getBBoxFromArc: function getBBoxFromArc(x, y, r, startAngle, endAngle, anticlockwise) { var diff = Math.abs(startAngle - endAngle); if (diff % (Math.PI * 2) < 1e-4 && diff > 1e-4) { // Is a circle return { minX: x - r, minY: y - r, maxX: x + r, maxY: y + r }; } start[0] = Math.cos(startAngle) * r + x; start[1] = Math.sin(startAngle) * r + y; end[0] = Math.cos(endAngle) * r + x; end[1] = Math.sin(endAngle) * r + y; var min = [0, 0]; var max = [0, 0]; Vector2.min(min, start, end); Vector2.max(max, start, end); // Thresh to [0, Math.PI * 2] startAngle = startAngle % (Math.PI * 2); if (startAngle < 0) { startAngle = startAngle + Math.PI * 2; } endAngle = endAngle % (Math.PI * 2); if (endAngle < 0) { endAngle = endAngle + Math.PI * 2; } if (startAngle > endAngle && !anticlockwise) { endAngle += Math.PI * 2; } else if (startAngle < endAngle && anticlockwise) { startAngle += Math.PI * 2; } if (anticlockwise) { var tmp = endAngle; endAngle = startAngle; startAngle = tmp; } for (var angle = 0; angle < endAngle; angle += Math.PI / 2) { if (angle > startAngle) { extremity[0] = Math.cos(angle) * r + x; extremity[1] = Math.sin(angle) * r + y; Vector2.min(min, extremity, min); Vector2.max(max, extremity, max); } } return { minX: min[0], minY: min[1], maxX: max[0], maxY: max[1] }; }, getBBoxFromBezierGroup: function getBBoxFromBezierGroup(points, lineWidth) { var minX = Infinity; var maxX = -Infinity; var minY = Infinity; var maxY = -Infinity; for (var i = 0, len = points.length; i < len; i++) { var bbox = cubicBezierBounds(points[i]); if (bbox.minX < minX) { minX = bbox.minX; } if (bbox.maxX > maxX) { maxX = bbox.maxX; } if (bbox.minY < minY) { minY = bbox.minY; } if (bbox.maxY > maxY) { maxY = bbox.maxY; } } lineWidth = lineWidth / 2 || 0; return { minX: minX - lineWidth, minY: minY - lineWidth, maxX: maxX + lineWidth, maxY: maxY + lineWidth }; } };