function vec2_add(a,b) {
return {dx:a.dx+b.dx, dy:a.dy+b.dy};
}
function vec2_sub(a,b) {
return {dx:a.dx-b.dx, dy:a.dy-b.dy};
}
function vec2_mul(a,f) {
return {dx:a.dx*f, dy:a.dy*f};
}
function vec2_magn(v) {
return Math.sqrt(v.dx*v.dx + v.dy*v.dy);
}
function vec2_unit(v) {
var m = vec2_magn(v);
if (m == 0) return {dx:0, dy:0};
return {dx:v.dx/m, dy:v.dy/m};
}
function vec2_angle(v) {
if (v.dx==0) return Math.atan2(v.dx+0.01, v.dy);
return Math.atan2(v.dx, v.dy);
}
function render_vector_drawing(a, padding) {
var shape = a.shape || "";
var path = [];
var p = a.control_points[0];
if (!p) return "";
path.push("M" + (p.dx + padding) + "," + (p.dy + padding) + " ");
if (shape.match("arrow")) {
var cps = a.control_points[0];
var cpe = a.control_points[1];
var cpm = a.control_points[2];
if (!cpm) cpm = cpe;
var markerId = a._id;
var origin = cps;
var end = cpe;
var vec = vec2_sub(end, origin);
var length = vec2_magn(vec);
var middleVec = vec2_mul(vec2_unit(vec),length / 2);
var middlePoint = vec2_add(origin, middleVec);
var ortho = vec2_sub(cpm, middlePoint);
var scaledMiddlePoint = vec2_add(vec2_mul(ortho,2), middlePoint);
var d = "M" + (cps.dx + padding) + "," + (cps.dy + padding) + " Q" + (scaledMiddlePoint.dx + padding) + "," + (scaledMiddlePoint.dy + padding) + " " + (cpe.dx + padding) + "," + (cpe.dy + padding);
var tip = "";
tip += "";
var svg = tip + "";
return svg;
}
else if (false /*shape.match("scribble")*/) {
var idx = 0;
while (idx < a.control_points.length - 1) {
var prevP = a.control_points[idx];
if (a.control_points.length > idx + 1) {
var p = a.control_points[idx + 1];
} else {
var p = prevP;
}
if (a.control_points.length > idx + 2) {
var nextP = a.control_points[idx + 2];
} else {
var nextP = p;
}
var dpy = (p.dy - prevP.dy);
var dpx = (p.dx - prevP.dx);
var dny = (nextP.dy - p.dy);
var dnx = (nextP.dx - p.dx);
var distToNext = Math.sqrt(dny * dny + dnx * dnx);
var distToPrev = Math.sqrt(dpy * dpy + dpx * dpx);
var r = Math.sqrt((distToNext + distToPrev) / 2) * 2;
var prevAngle = Math.atan2(dpy, dpx);
var nextAngle = Math.atan2(dny, dnx);
var bisectAngle = (prevAngle + nextAngle) / 2;
var tangentAngle = bisectAngle;
var cp1x = p.dx + Math.cos(tangentAngle) * -r;
var cp1y = p.dy + Math.sin(tangentAngle) * -r;
var cp2x = p.dx + Math.cos(tangentAngle) * r;
var cp2y = p.dy + Math.sin(tangentAngle) * r;
var dcp1x = cp1x - nextP.dx;
var dcp1y = cp1y - nextP.dy;
var dcp2x = cp2x - nextP.dx;
var dcp2y = cp2y - nextP.dy;
var distToCp1 = Math.sqrt(dcp1x * dcp1x + dcp1y * dcp1y) / r;
var distToCp2 = Math.sqrt(dcp2x * dcp2x + dcp2y * dcp2y) / r;
if (distToCp1 > distToCp2) {
var curve = "S" + (cp1x + padding) + "," + (cp1y + padding) + " " + (p.dx + padding) + "," + (p.dy + padding);
}
else {
var curve = "S" + (cp2x + padding) + "," + (cp2y + padding) + " " + (p.dx + padding) + "," + (p.dy + padding);
}
path.push(curve);
idx += 1;
}
} else {
for (var idx=0; idx";
}
function render_vector_star(tips,width,height,stroke) {
//A 5-pointed (5 tips) regular star of radius from center to tip of 1 has a box around it of width = 2 cos(pi/10) and height = 1 + cos(pi/5)
// assuming the star is oriented with one point directly above the center.
// So the center of the star is at width * 1/2 and height * 0.552786 which is 1 / (1 + cos(pi/5)) (also assuming the y-axis is inverted).
// The inner points are at radius 0.381966 = sin(pi/10)/cos(pi/5).
// Fortunately with simple transformations with matrices, we can do rotations and scales easily.
// See https://en.wikipedia.org/wiki/Rotation_matrix for details.
// But because the stroke is done after scaling (it's not scaled), we have to adjust the points after the rotation and scaling happens.
//A 10-pointed regular star is simpler because it is vertically symmetrical.
//NOTE: for very thick stroke widths, and small stars, the star might render very strangely!
var xcenter = width/2;
var ycenter = 0;
var inner_radius = 0;
if (tips == 5) {
ycenter = height * 0.552786;
inner_radius = 0.381966; //scale compared to outer_radius of 1.0
} else {
//tips == 10
ycenter = height/2;
inner_radius = 0.7; //scale compared to outer_radius of 1.0
}
// Coordinates of the first tip, and the first inner corner
var xtip = 1; // radius 1
var ytip = 0;
var xinner = inner_radius * Math.cos(Math.PI/(tips==5?5:10));
var yinner = inner_radius * Math.sin(Math.PI/(tips==5?5:10));
var points = [];
// var tmp_outside_points = []; // uncomment to see the calculated edge of the star (outside the stroke width)
var angle = 2*Math.PI / tips;
// generate points without offset from stroke width first
for (var i=0; i < tips; i++) {
var a = i * angle - Math.PI/2;
// Tip first...
// Rotate the outer tip around the origin:
var x = xtip * Math.cos(a); // because ytip = 0 we don't include: - ytip * Math.sin(a);
var y = xtip * Math.sin(a); // because ytip = 0 we don't include: + ytip * Math.cos(a);
// Scale for the bounding box:
x = x * width / (2 * Math.cos(Math.PI/10));
y = y * height / (tips==5?(1 + Math.cos(Math.PI/5)):2);
points.push([x,y]);
// tmp_outside_points.push(x+" "+y); // uncomment to see the calculated edge of the star (outside the stroke width)
// Now the inner corner...
// Rotate the inner corner around the origin:
x = xinner * Math.cos(a) - yinner * Math.sin(a);
y = xinner * Math.sin(a) + yinner * Math.cos(a);
// Scale for the bounding box:
x = x * width / (2 * Math.cos(Math.PI/10));
y = y * height / (tips==5?(1 + Math.cos(Math.PI/5)):2);
points.push([x,y]);
// tmp_outside_points.push(x+" "+y); // uncomment to see the calculated edge of the star (outside the stroke width)
}
var inset_points = [];
for (var i=0; i < points.length; i++) {
var pA = points[(((i-1)%points.length)+points.length)%points.length]; // Javascript modulus "bug"
var p0 = points[i];
var pB = points[(i+1)%points.length];
var dAx = p0[0] - pA[0];
var dAy = p0[1] - pA[1];
var dBx = p0[0] - pB[0];
var dBy = p0[1] - pB[1];
var dBLength = Math.sqrt(dBx**2 + dBy**2);
// The trig here is a bit hairy. Basically, finding the inset points is done by finding the angle (theta)
// between the tips and the neighboring inner corners (or vice versa). Then, that angle is used to
// calculate vector scaling factors for half the thickness of the stroked path. Which then is used to find
// the actual inset points for the tips and inner corners.
var theta = Math.atan2(dAx*dBy-dAy*dBx, dAx*dBx + dAy*dBy); // angle between the vectors
var theta = (i%2? Math.PI * 2 - theta : theta);
var stroke_prime = dBLength * Math.tan(theta/2); // this is really a scaling factor
var xprime = p0[0] + (i%2?-1:1)*((stroke/2)/stroke_prime)*dBx + dBy*(stroke/2)/dBLength;
var yprime = p0[1] + (i%2?-1:1)*((stroke/2)/stroke_prime)*dBy + -1 * dBx*(stroke/2)/dBLength;;
inset_points.push(xprime+","+yprime);
}
// NOTE: use svg transformations to center the thing
return "";
// Append these if you want to see what is being calculated.
// The cyan dashed line is the outside of the star including the stroke width.
// The red dashed line is just the star polygon points themselves.
// "" +
// "";
}
function transform_vector_template(cmds, xr, yr, offset) {
var cmd_str = "";
for (var i = 0; i";
return svg;
}
function render_vector_cloud(xr, yr, offset) {
var cmds = ['M',[17.544,99.729],
'c',[0,0,-17.544,6.929,-17.544,-36.699],
'c',[0,-18.698,19.298,-28.047,19.298,-9.35],
'c',[0,0,-3.508,-54.46,26.316,-53.672],
'C',[71.93,0.704,68.421,34.983,68.421,34.983],
'S',[100,25.634,100,72.379],
'c',[0,28.047,-21.053,27.351,-21.053,27.351],
'z',[]];
svg ="";
return svg;
}
function render_vector_ellipse(xr, yr, offset) {
svg = "";
return svg;
}
function render_vector_speechbubble(xr, yr, offset) {
var cmds = ['M',[100,50],
'c',[0,9.5,-2.7,18,-7.4,26],
'C',[90,80,100,100,100,100],
's',[-23.194,-6.417,-28,-4.162],
'c',[-6.375,3,-13.5,4.7,-21,4.7],
'C',[23,100,0.5,77,0.5,50],
'C',[0.5,23,23,0.5,50,0.5],
'C',[77,0.5,100,23,100,50],
'z',[]];
svg ="";
return svg;
}
function render_vector_ngon(edges,xradius,yradius,offset) {
var points = [];
var degrees = 360 / edges;
for (var i=0; i < edges; i++) {
var a = i * degrees - 90;
var x = offset + xradius + xradius * Math.cos(a * Math.PI / 180);
var y = offset + yradius + yradius * Math.sin(a * Math.PI / 180);
points.push(x+","+y);
}
return "";
}
function render_vector_rect(xradius,yradius,offset) {
return "";
}
function render_vector_shape(a) {
var stroke = parseInt(a.stroke) + 4;
var offset = stroke / 2;
var xr = (a.w-stroke) / 2;
var yr = (a.h-stroke) / 2;
var shape_renderers = {
ellipse: function() { return render_vector_ellipse(xr, yr, offset); },
pentagon: function() { return render_vector_ngon(5, xr, yr, offset); },
hexagon: function() { return render_vector_ngon(6, xr, yr, offset); },
octagon: function() { return render_vector_ngon(8, xr, yr, offset); },
diamond: function() { return render_vector_ngon(4, xr, yr, offset); },
square: function() { return "" },
triangle: function() { return render_vector_ngon(3, xr, yr, offset); },
star: function() { return render_vector_star(5, a.w, a.h, a.stroke); },
burst: function() { return render_vector_star(10, a.w, a.h, a.stroke); },
speechbubble: function() { return render_vector_speechbubble(xr, yr, offset); },
heart: function() { return render_vector_heart(xr, yr, offset); },
cloud: function() { return render_vector_cloud(xr, yr, offset); },
}
var render_func = shape_renderers[a.shape];
if (!render_func) return "";
return render_func();
}
function simplify_scribble_points(control_points) {
var filtered_points = [];
var thresh = 2;
var idx=0;
for (var i=0; i0) {
var prev = control_points[i-1];
}
if (next && prev) {
dprev = vec2_sub(cp, prev);
dnext = vec2_sub(next, cp);
aprev = vec2_angle(dprev);
anext = vec2_angle(dnext);
delta = Math.abs(Math.abs(aprev)-Math.abs(anext));
delta2 = vec2_magn(vec2_sub(cp,prev));
if (delta2>thresh && delta>0.1) {
filtered_points.push(cp);
}
}
else {
filtered_points.push(cp);
}
}
return filtered_points;
}
if (typeof(window) == 'undefined') {
exports.render_vector_shape = render_vector_shape;
exports.render_vector_drawing = render_vector_drawing;
}