@thi.ng/matrices 2.1.31 → 2.1.33
This diff represents the content of publicly available package versions that have been released to one of the supported registries. The information contained in this diff is provided for informational purposes only and reflects changes between package versions as they appear in their respective public registries.
- package/CHANGELOG.md +7 -7
- package/README.md +13 -12
- package/package.json +10 -10
- package/dev/affinetransform.js +0 -579
- package/dev/bezier.js +0 -341
- package/dev/math.js +0 -448
- package/dev/numeric.js +0 -5021
- package/doc/assets/main.js +0 -54
- package/doc/assets/search.js +0 -1
package/dev/bezier.js
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// Copyright 2007 The Closure Library Authors. All Rights Reserved.
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//
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// Licensed under the Apache License, Version 2.0 (the "License");
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// you may not use this file except in compliance with the License.
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// You may obtain a copy of the License at
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//
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// http://www.apache.org/licenses/LICENSE-2.0
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//
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// Unless required by applicable law or agreed to in writing, software
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// distributed under the License is distributed on an "AS-IS" BASIS,
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// WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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// See the License for the specific language governing permissions and
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// limitations under the License.
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/**
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* @fileoverview Represents a cubic Bezier curve.
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*
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* Uses the deCasteljau algorithm to compute points on the curve.
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* http://en.wikipedia.org/wiki/De_Casteljau's_algorithm
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*
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* Currently it uses an unrolled version of the algorithm for speed. Eventually
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* it may be useful to use the loop form of the algorithm in order to support
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* curves of arbitrary degree.
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*
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* @author robbyw@google.com (Robby Walker)
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*/
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goog.provide('goog.math.Bezier');
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goog.require('goog.math');
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goog.require('goog.math.Coordinate');
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/**
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* Object representing a cubic bezier curve.
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* @param {number} x0 X coordinate of the start point.
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* @param {number} y0 Y coordinate of the start point.
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* @param {number} x1 X coordinate of the first control point.
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* @param {number} y1 Y coordinate of the first control point.
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* @param {number} x2 X coordinate of the second control point.
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* @param {number} y2 Y coordinate of the second control point.
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* @param {number} x3 X coordinate of the end point.
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* @param {number} y3 Y coordinate of the end point.
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* @struct
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* @constructor
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* @final
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*/
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goog.math.Bezier = function(x0, y0, x1, y1, x2, y2, x3, y3) {
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/**
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* X coordinate of the first point.
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* @type {number}
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*/
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this.x0 = x0;
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/**
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* Y coordinate of the first point.
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* @type {number}
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*/
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this.y0 = y0;
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/**
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* X coordinate of the first control point.
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* @type {number}
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*/
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this.x1 = x1;
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/**
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* Y coordinate of the first control point.
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* @type {number}
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*/
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this.y1 = y1;
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/**
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* X coordinate of the second control point.
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* @type {number}
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*/
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this.x2 = x2;
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/**
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* Y coordinate of the second control point.
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* @type {number}
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*/
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this.y2 = y2;
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/**
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* X coordinate of the end point.
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* @type {number}
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*/
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this.x3 = x3;
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/**
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* Y coordinate of the end point.
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* @type {number}
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*/
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this.y3 = y3;
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};
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/**
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* Constant used to approximate ellipses.
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* See: http://canvaspaint.org/blog/2006/12/ellipse/
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* @type {number}
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*/
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goog.math.Bezier.KAPPA = 4 * (Math.sqrt(2) - 1) / 3;
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/**
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* @return {!goog.math.Bezier} A copy of this curve.
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*/
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goog.math.Bezier.prototype.clone = function() {
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return new goog.math.Bezier(
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this.x0, this.y0, this.x1, this.y1, this.x2, this.y2, this.x3, this.y3);
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};
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/**
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* Test if the given curve is exactly the same as this one.
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* @param {goog.math.Bezier} other The other curve.
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* @return {boolean} Whether the given curve is the same as this one.
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*/
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goog.math.Bezier.prototype.equals = function(other) {
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return this.x0 == other.x0 && this.y0 == other.y0 && this.x1 == other.x1 &&
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this.y1 == other.y1 && this.x2 == other.x2 && this.y2 == other.y2 &&
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this.x3 == other.x3 && this.y3 == other.y3;
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};
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/**
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* Modifies the curve in place to progress in the opposite direction.
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*/
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goog.math.Bezier.prototype.flip = function() {
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var temp = this.x0;
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this.x0 = this.x3;
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this.x3 = temp;
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temp = this.y0;
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this.y0 = this.y3;
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this.y3 = temp;
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temp = this.x1;
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this.x1 = this.x2;
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this.x2 = temp;
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temp = this.y1;
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this.y1 = this.y2;
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this.y2 = temp;
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};
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/**
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* Computes the curve's X coordinate at a point between 0 and 1.
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* @param {number} t The point on the curve to find.
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* @return {number} The computed coordinate.
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*/
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goog.math.Bezier.prototype.getPointX = function(t) {
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// Special case start and end.
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if (t == 0) {
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return this.x0;
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} else if (t == 1) {
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return this.x3;
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}
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// Step one - from 4 points to 3
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var ix0 = goog.math.lerp(this.x0, this.x1, t);
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var ix1 = goog.math.lerp(this.x1, this.x2, t);
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var ix2 = goog.math.lerp(this.x2, this.x3, t);
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// Step two - from 3 points to 2
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ix0 = goog.math.lerp(ix0, ix1, t);
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ix1 = goog.math.lerp(ix1, ix2, t);
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// Final step - last point
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return goog.math.lerp(ix0, ix1, t);
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};
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/**
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* Computes the curve's Y coordinate at a point between 0 and 1.
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* @param {number} t The point on the curve to find.
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* @return {number} The computed coordinate.
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*/
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goog.math.Bezier.prototype.getPointY = function(t) {
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// Special case start and end.
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if (t == 0) {
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return this.y0;
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} else if (t == 1) {
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return this.y3;
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}
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// Step one - from 4 points to 3
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var iy0 = goog.math.lerp(this.y0, this.y1, t);
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var iy1 = goog.math.lerp(this.y1, this.y2, t);
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var iy2 = goog.math.lerp(this.y2, this.y3, t);
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// Step two - from 3 points to 2
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iy0 = goog.math.lerp(iy0, iy1, t);
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iy1 = goog.math.lerp(iy1, iy2, t);
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// Final step - last point
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return goog.math.lerp(iy0, iy1, t);
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};
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/**
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* Computes the curve at a point between 0 and 1.
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* @param {number} t The point on the curve to find.
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* @return {!goog.math.Coordinate} The computed coordinate.
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*/
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goog.math.Bezier.prototype.getPoint = function(t) {
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return new goog.math.Coordinate(this.getPointX(t), this.getPointY(t));
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};
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/**
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* Changes this curve in place to be the portion of itself from [t, 1].
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* @param {number} t The start of the desired portion of the curve.
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*/
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goog.math.Bezier.prototype.subdivideLeft = function(t) {
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if (t == 1) {
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return;
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}
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// Step one - from 4 points to 3
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var ix0 = goog.math.lerp(this.x0, this.x1, t);
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var iy0 = goog.math.lerp(this.y0, this.y1, t);
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var ix1 = goog.math.lerp(this.x1, this.x2, t);
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var iy1 = goog.math.lerp(this.y1, this.y2, t);
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var ix2 = goog.math.lerp(this.x2, this.x3, t);
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var iy2 = goog.math.lerp(this.y2, this.y3, t);
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// Collect our new x1 and y1
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this.x1 = ix0;
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this.y1 = iy0;
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// Step two - from 3 points to 2
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ix0 = goog.math.lerp(ix0, ix1, t);
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iy0 = goog.math.lerp(iy0, iy1, t);
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ix1 = goog.math.lerp(ix1, ix2, t);
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iy1 = goog.math.lerp(iy1, iy2, t);
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// Collect our new x2 and y2
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this.x2 = ix0;
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this.y2 = iy0;
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// Final step - last point
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this.x3 = goog.math.lerp(ix0, ix1, t);
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this.y3 = goog.math.lerp(iy0, iy1, t);
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};
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/**
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* Changes this curve in place to be the portion of itself from [0, t].
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* @param {number} t The end of the desired portion of the curve.
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*/
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goog.math.Bezier.prototype.subdivideRight = function(t) {
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this.flip();
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this.subdivideLeft(1 - t);
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this.flip();
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};
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/**
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* Changes this curve in place to be the portion of itself from [s, t].
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* @param {number} s The start of the desired portion of the curve.
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* @param {number} t The end of the desired portion of the curve.
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*/
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goog.math.Bezier.prototype.subdivide = function(s, t) {
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this.subdivideRight(s);
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this.subdivideLeft((t - s) / (1 - s));
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};
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/**
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* Computes the position t of a point on the curve given its x coordinate.
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* That is, for an input xVal, finds t s.t. getPointX(t) = xVal.
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* As such, the following should always be true up to some small epsilon:
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* t ~ solvePositionFromXValue(getPointX(t)) for t in [0, 1].
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* @param {number} xVal The x coordinate of the point to find on the curve.
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* @return {number} The position t.
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*/
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goog.math.Bezier.prototype.solvePositionFromXValue = function(xVal) {
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// Desired precision on the computation.
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var epsilon = 1e-6;
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// Initial estimate of t using linear interpolation.
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var t = (xVal - this.x0) / (this.x3 - this.x0);
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if (t <= 0) {
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return 0;
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} else if (t >= 1) {
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return 1;
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}
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// Try gradient descent to solve for t. If it works, it is very fast.
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var tMin = 0;
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var tMax = 1;
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var value = 0;
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for (var i = 0; i < 8; i++) {
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value = this.getPointX(t);
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var derivative = (this.getPointX(t + epsilon) - value) / epsilon;
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if (Math.abs(value - xVal) < epsilon) {
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return t;
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} else if (Math.abs(derivative) < epsilon) {
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break;
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} else {
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if (value < xVal) {
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tMin = t;
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} else {
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tMax = t;
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}
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t -= (value - xVal) / derivative;
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}
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}
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// If the gradient descent got stuck in a local minimum, e.g. because
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// the derivative was close to 0, use a Dichotomy refinement instead.
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-
// We limit the number of interations to 8.
|
|
320
|
-
for (var i = 0; Math.abs(value - xVal) > epsilon && i < 8; i++) {
|
|
321
|
-
if (value < xVal) {
|
|
322
|
-
tMin = t;
|
|
323
|
-
t = (t + tMax) / 2;
|
|
324
|
-
} else {
|
|
325
|
-
tMax = t;
|
|
326
|
-
t = (t + tMin) / 2;
|
|
327
|
-
}
|
|
328
|
-
value = this.getPointX(t);
|
|
329
|
-
}
|
|
330
|
-
return t;
|
|
331
|
-
};
|
|
332
|
-
|
|
333
|
-
|
|
334
|
-
/**
|
|
335
|
-
* Computes the y coordinate of a point on the curve given its x coordinate.
|
|
336
|
-
* @param {number} xVal The x coordinate of the point on the curve.
|
|
337
|
-
* @return {number} The y coordinate of the point on the curve.
|
|
338
|
-
*/
|
|
339
|
-
goog.math.Bezier.prototype.solveYValueFromXValue = function(xVal) {
|
|
340
|
-
return this.getPointY(this.solvePositionFromXValue(xVal));
|
|
341
|
-
};
|