223 lines
6.1 KiB
Plaintext
223 lines
6.1 KiB
Plaintext
"use strict";
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Object.defineProperty(exports, "__esModule", {
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value: true
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});
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exports.default = getArc;
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var _bezierCubic2Q = _interopRequireDefault(require("../math/bezierCubic2Q2"));
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function _interopRequireDefault(obj) { return obj && obj.__esModule ? obj : { default: obj }; }
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/**
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* @file 使用插值法获取椭圆弧度,以支持svg arc命令
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* @author mengke01(kekee000@gmail.com)
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*
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* modify from:
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* https://github.com/fontello/svgpath/blob/master/lib/a2c.js
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* references:
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* http://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
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*/
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var TAU = Math.PI * 2;
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function vectorAngle(ux, uy, vx, vy) {
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// Calculate an angle between two vectors
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var sign = ux * vy - uy * vx < 0 ? -1 : 1;
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var umag = Math.sqrt(ux * ux + uy * uy);
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var vmag = Math.sqrt(ux * ux + uy * uy);
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var dot = ux * vx + uy * vy;
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var div = dot / (umag * vmag);
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if (div > 1 || div < -1) {
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// rounding errors, e.g. -1.0000000000000002 can screw up this
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div = Math.max(div, -1);
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div = Math.min(div, 1);
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}
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return sign * Math.acos(div);
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}
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function correctRadii(midx, midy, rx, ry) {
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// Correction of out-of-range radii
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rx = Math.abs(rx);
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ry = Math.abs(ry);
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var Λ = midx * midx / (rx * rx) + midy * midy / (ry * ry);
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if (Λ > 1) {
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rx *= Math.sqrt(Λ);
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ry *= Math.sqrt(Λ);
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}
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return [rx, ry];
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}
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function getArcCenter(x1, y1, x2, y2, fa, fs, rx, ry, sin_φ, cos_φ) {
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// Convert from endpoint to center parameterization,
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// see http://www.w3.org/TR/SVG11/implnote.html#ArcImplementationNotes
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// Step 1.
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//
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// Moving an ellipse so origin will be the middlepoint between our two
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// points. After that, rotate it to line up ellipse axes with coordinate
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// axes.
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//
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var x1p = cos_φ * (x1 - x2) / 2 + sin_φ * (y1 - y2) / 2;
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var y1p = -sin_φ * (x1 - x2) / 2 + cos_φ * (y1 - y2) / 2;
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var rx_sq = rx * rx;
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var ry_sq = ry * ry;
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var x1p_sq = x1p * x1p;
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var y1p_sq = y1p * y1p;
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// Step 2.
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//
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// Compute coordinates of the centre of this ellipse (cx', cy')
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// in the new coordinate system.
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//
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var radicant = rx_sq * ry_sq - rx_sq * y1p_sq - ry_sq * x1p_sq;
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if (radicant < 0) {
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// due to rounding errors it might be e.g. -1.3877787807814457e-17
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radicant = 0;
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}
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radicant /= rx_sq * y1p_sq + ry_sq * x1p_sq;
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radicant = Math.sqrt(radicant) * (fa === fs ? -1 : 1);
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var cxp = radicant * rx / ry * y1p;
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var cyp = radicant * -ry / rx * x1p;
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// Step 3.
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//
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// Transform back to get centre coordinates (cx, cy) in the original
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// coordinate system.
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//
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var cx = cos_φ * cxp - sin_φ * cyp + (x1 + x2) / 2;
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var cy = sin_φ * cxp + cos_φ * cyp + (y1 + y2) / 2;
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// Step 4.
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//
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// Compute angles (θ1, Δθ).
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//
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var v1x = (x1p - cxp) / rx;
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var v1y = (y1p - cyp) / ry;
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var v2x = (-x1p - cxp) / rx;
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var v2y = (-y1p - cyp) / ry;
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var θ1 = vectorAngle(1, 0, v1x, v1y);
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var Δθ = vectorAngle(v1x, v1y, v2x, v2y);
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if (fs === 0 && Δθ > 0) {
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Δθ -= TAU;
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}
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if (fs === 1 && Δθ < 0) {
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Δθ += TAU;
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}
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return [cx, cy, θ1, Δθ];
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}
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function approximateUnitArc(θ1, Δθ) {
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// Approximate one unit arc segment with bézier curves,
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// see http://math.stackexchange.com/questions/873224/
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// calculate-control-points-of-cubic-bezier-curve-approximating-a-part-of-a-circle
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var α = 4 / 3 * Math.tan(Δθ / 4);
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var x1 = Math.cos(θ1);
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var y1 = Math.sin(θ1);
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var x2 = Math.cos(θ1 + Δθ);
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var y2 = Math.sin(θ1 + Δθ);
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return [x1, y1, x1 - y1 * α, y1 + x1 * α, x2 + y2 * α, y2 - x2 * α, x2, y2];
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}
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function a2c(x1, y1, x2, y2, fa, fs, rx, ry, φ) {
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var sin_φ = Math.sin(φ * TAU / 360);
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var cos_φ = Math.cos(φ * TAU / 360);
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// Make sure radii are valid
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//
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var x1p = cos_φ * (x1 - x2) / 2 + sin_φ * (y1 - y2) / 2;
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var y1p = -sin_φ * (x1 - x2) / 2 + cos_φ * (y1 - y2) / 2;
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if (x1p === 0 && y1p === 0) {
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// we're asked to draw line to itself
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return [];
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}
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if (rx === 0 || ry === 0) {
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// one of the radii is zero
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return [];
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}
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var radii = correctRadii(x1p, y1p, rx, ry);
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rx = radii[0];
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ry = radii[1];
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// Get center parameters (cx, cy, θ1, Δθ)
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//
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var cc = getArcCenter(x1, y1, x2, y2, fa, fs, rx, ry, sin_φ, cos_φ);
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var result = [];
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var θ1 = cc[2];
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var Δθ = cc[3];
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// Split an arc to multiple segments, so each segment
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// will be less than τ/4 (= 90°)
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//
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var segments = Math.max(Math.ceil(Math.abs(Δθ) / (TAU / 4)), 1);
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Δθ /= segments;
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for (var i = 0; i < segments; i++) {
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result.push(approximateUnitArc(θ1, Δθ));
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θ1 += Δθ;
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}
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// We have a bezier approximation of a unit circle,
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// now need to transform back to the original ellipse
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//
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return result.map(function (curve) {
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for (var _i = 0; _i < curve.length; _i += 2) {
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var x = curve[_i + 0];
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var y = curve[_i + 1];
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// scale
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x *= rx;
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y *= ry;
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// rotate
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var xp = cos_φ * x - sin_φ * y;
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var yp = sin_φ * x + cos_φ * y;
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// translate
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curve[_i + 0] = xp + cc[0];
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curve[_i + 1] = yp + cc[1];
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}
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return curve;
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});
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}
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/**
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* 获取椭圆弧度
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*
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* @param {number} rx 椭圆长半轴
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* @param {number} ry 椭圆短半轴
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* @param {number} angle 旋转角度
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* @param {number} largeArc 是否大圆弧
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* @param {number} sweep 是否延伸圆弧
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* @param {Object} p0 分割点1
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* @param {Object} p1 分割点2
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* @return {Array} 分割后的路径
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*/
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function getArc(rx, ry, angle, largeArc, sweep, p0, p1) {
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var result = a2c(p0.x, p0.y, p1.x, p1.y, largeArc, sweep, rx, ry, angle);
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var path = [];
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if (result.length) {
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path.push({
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x: result[0][0],
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y: result[0][1],
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onCurve: true
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});
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// 将三次曲线转换成二次曲线
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result.forEach(function (c) {
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var q2Array = (0, _bezierCubic2Q.default)({
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x: c[0],
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y: c[1]
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}, {
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x: c[2],
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y: c[3]
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}, {
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x: c[4],
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y: c[5]
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}, {
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x: c[6],
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y: c[7]
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});
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q2Array[0][2].onCurve = true;
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path.push(q2Array[0][1]);
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path.push(q2Array[0][2]);
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if (q2Array[1]) {
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q2Array[1][2].onCurve = true;
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path.push(q2Array[1][1]);
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path.push(q2Array[1][2]);
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}
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});
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}
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return path;
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} |