📦 Renamed freesewing pkg to @freesewing/core
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36 changed files with 31 additions and 32 deletions
353
packages/core/src/utils.js
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353
packages/core/src/utils.js
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import Path from "./path";
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import Point from "./point";
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import Bezier from "bezier-js";
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export function capitalize(string) {
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return string.charAt(0).toUpperCase() + string.slice(1);
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}
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/** Returns internal hook name for a macro */
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export function macroName(name) {
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return `_macro_${name}`;
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}
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/** Find intersection of two (endless) lines */
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export function beamsIntersect(a1, a2, b1, b2) {
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let slopeA = a1.slope(a2);
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let slopeB = b1.slope(b2);
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if (slopeA === slopeB) return false; // Parallel lines
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if (a1.x === a2.x)
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return new Point(a1.x, slopeB * a1.x + (b1.y - slopeB * b1.x));
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// Vertical line A
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else if (b1.x === b2.x)
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return new Point(b1.x, slopeA * b1.x + (a1.y - slopeA * a1.x));
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// Vertical line B
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else {
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// Swap points if line A or B goes from right to left
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if (a1.x > a2.x) a1 = a2.copy();
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if (b1.x > b2.x) b1 = b2.copy();
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// Find y intercept
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let iA = a1.y - slopeA * a1.x;
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let iB = b1.y - slopeB * b1.x;
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// Find intersection
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let x = (iB - iA) / (slopeA - slopeB);
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let y = slopeA * x + iA;
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return new Point(x, y);
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}
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}
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/** Find intersection of two line segments */
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export function linesIntersect(a1, a2, b1, b2) {
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let p = beamsIntersect(a1, a2, b1, b2);
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if (!p) return false;
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let lenA = a1.dist(a2);
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let lenB = b1.dist(b2);
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let lenC = a1.dist(p) + p.dist(a2);
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let lenD = b1.dist(p) + p.dist(b2);
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if (
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Math.round(lenA) == Math.round(lenC) &&
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Math.round(lenB) == Math.round(lenD)
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)
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return p;
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else return false;
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}
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/** Finds out whether a point lies on an endless line */
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export function pointOnBeam(from, to, check, precision = 1e6) {
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if (from.sitsOn(check)) return true;
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if (to.sitsOn(check)) return true;
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let cross = check.dx(from) * to.dy(from) - check.dy(from) * to.dx(from);
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if (Math.abs(Math.round(cross * precision) / precision) === 0) return true;
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else return false;
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}
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/** Finds out whether a point lies on a line segment */
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export function pointOnLine(from, to, check, precision = 1e6) {
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if (!pointOnBeam(from, to, check, precision)) return false;
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let lenA = from.dist(to);
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let lenB = from.dist(check) + check.dist(to);
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if (Math.round(lenA) == Math.round(lenB)) return true;
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else return false;
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}
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/** Finds out whether a point lies on a curve */
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export function pointOnCurve(start, cp1, cp2, end, check) {
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if (start.sitsOn(check)) return true;
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if (end.sitsOn(check)) return true;
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let curve = new Bezier(
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{ x: start.x, y: start.y },
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{ x: cp1.x, y: cp1.y },
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{ x: cp2.x, y: cp2.y },
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{ x: end.x, y: end.y }
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);
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let intersections = curve.intersects({
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p1: { x: check.x - 1, y: check.y },
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p2: { x: check.x + 1, y: check.y }
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});
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if (intersections.length > 0) return intersections.shift();
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else return false;
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}
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/** Splits a curve on a point */
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export function splitCurve(start, cp1, cp2, end, split) {
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let [c1, c2] = new Path()
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.move(start)
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.curve(cp1, cp2, end)
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.split(split);
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return [
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{
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start: c1.ops[0].to,
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cp1: c1.ops[1].cp1,
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cp2: c1.ops[1].cp2,
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end: c1.ops[1].to
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},
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{
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start: c2.ops[0].to,
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cp1: c2.ops[1].cp1,
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cp2: c2.ops[1].cp2,
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end: c2.ops[1].to
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}
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];
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}
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/** Find where an (endless) line intersects with a certain X-value */
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export function beamIntersectsX(from, to, x) {
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if (from.x === to.x) return false; // Vertical line
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let top = new Point(x, -10);
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let bottom = new Point(x, 10);
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return beamsIntersect(from, to, top, bottom);
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}
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/** Find where an (endless) line intersects with a certain Y-value */
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export function beamIntersectsY(from, to, y) {
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if (from.y === to.y) return false; // Horizontal line
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let left = new Point(-10, y);
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let right = new Point(10, y);
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return beamsIntersect(from, to, left, right);
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}
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/** Convert value in mm to cm or imperial units */
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export function units(value, to = "metric") {
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if (to === "imperial") return round(value / 25.4) + '"';
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else return round(value / 10) + "cm";
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}
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/** Find where a curve intersects with line */
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export function lineIntersectsCurve(start, end, from, cp1, cp2, to) {
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let intersections = [];
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let bz = new Bezier(
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{ x: from.x, y: from.y },
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{ x: cp1.x, y: cp1.y },
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{ x: cp2.x, y: cp2.y },
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{ x: to.x, y: to.y }
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);
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let line = {
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p1: { x: start.x, y: start.y },
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p2: { x: end.x, y: end.y }
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};
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for (let t of bz.intersects(line)) {
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let isect = bz.get(t);
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intersections.push(new Point(isect.x, isect.y));
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}
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if (intersections.length === 0) return false;
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else if (intersections.length === 1) return intersections[0];
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else return intersections;
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}
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/** Find where a curve intersects with a given X-value */
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export function curveIntersectsX(from, cp1, cp2, to, x) {
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let start = new Point(x, -10000);
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let end = new Point(x, 10000);
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return lineIntersectsCurve(start, end, from, cp1, cp2, to);
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}
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/** Find where a curve intersects with a given Y-value */
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export function curveIntersectsY(from, cp1, cp2, to, y) {
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let start = new Point(-10000, y);
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let end = new Point(10000, y);
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return lineIntersectsCurve(start, end, from, cp1, cp2, to);
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}
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/** Find where a curve intersects with another curve */
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export function curvesIntersect(
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fromA,
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cp1A,
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cp2A,
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toA,
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fromB,
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cp1B,
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cp2B,
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toB
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) {
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let precision = 0.005; // See https://github.com/Pomax/bezierjs/issues/99
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let intersections = [];
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let curveA = new Bezier(
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{ x: fromA.x, y: fromA.y },
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{ x: cp1A.x, y: cp1A.y },
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{ x: cp2A.x, y: cp2A.y },
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{ x: toA.x, y: toA.y }
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);
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let curveB = new Bezier(
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{ x: fromB.x, y: fromB.y },
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{ x: cp1B.x, y: cp1B.y },
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{ x: cp2B.x, y: cp2B.y },
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{ x: toB.x, y: toB.y }
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);
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for (let tvalues of curveA.intersects(curveB, precision)) {
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let intersection = curveA.get(tvalues.substr(0, tvalues.indexOf("/")));
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intersections.push(new Point(intersection.x, intersection.y));
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}
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if (intersections.length === 0) return false;
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else if (intersections.length === 1) return intersections.shift();
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else {
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let unique = [];
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for (let i of intersections) {
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let dupe = false;
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for (let u of unique) {
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if (i.sitsRoughlyOn(u)) dupe = true;
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}
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if (!dupe) unique.push(i);
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}
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return unique;
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}
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}
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/** Find the intersections between two circles */
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export function circlesIntersect(c1, r1, c2, r2, sort = "x") {
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let dx = c1.dx(c2);
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let dy = c1.dy(c2);
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let dist = c1.dist(c2);
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// Check for edge cases
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if (dist > parseFloat(r1) + parseFloat(r2)) return false; // Circles do not intersect
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if (dist < parseFloat(r2) - parseFloat(r1)) return false; // One circle is contained in the other
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if (dist === 0 && r1 === r2) return false; // Two circles are identical
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let chorddistance =
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(Math.pow(r1, 2) - Math.pow(r2, 2) + Math.pow(dist, 2)) / (2 * dist);
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let halfchordlength = Math.sqrt(Math.pow(r1, 2) - Math.pow(chorddistance, 2));
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let chordmidpointx = c1.x + (chorddistance * dx) / dist;
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let chordmidpointy = c1.y + (chorddistance * dy) / dist;
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let i1 = new Point(
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chordmidpointx + (halfchordlength * dy) / dist,
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chordmidpointy - (halfchordlength * dx) / dist
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);
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let i2 = new Point(
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chordmidpointx - (halfchordlength * dy) / dist,
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chordmidpointy + (halfchordlength * dx) / dist
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);
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if ((sort === "x" && i1.x <= i2.x) || (sort === "y" && i1.y <= i2.y))
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return [i1, i2];
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else return [i2, i1];
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}
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/** Find the intersections between a beam and a circle */
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export function beamIntersectsCircle(c, r, p1, p2, sort = "x") {
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let dx = p2.x - p1.x;
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let dy = p2.y - p1.y;
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let A = Math.pow(dx, 2) + Math.pow(dy, 2);
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let B = 2 * (dx * (p1.x - c.x) + dy * (p1.y - c.y));
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let C = Math.pow(p1.x - c.x, 2) + Math.pow(p1.y - c.y, 2) - Math.pow(r, 2);
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let det = Math.pow(B, 2) - 4 * A * C;
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if (A <= 0.0000001 || det < 0) return false;
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// No real solutions
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else if (det === 0) {
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// One solution
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let t = (-1 * B) / (2 * A);
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let i1 = new Point(p1.x + t * dx, p1.y + t * dy);
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return [i1];
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} else {
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// Two solutions
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let t = (-1 * B + Math.sqrt(det)) / (2 * A);
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let i1 = new Point(p1.x + t * dx, p1.y + t * dy);
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t = (-1 * B - Math.sqrt(det)) / (2 * A);
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let i2 = new Point(p1.x + t * dx, p1.y + t * dy);
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if ((sort === "x" && i1.x <= i2.x) || (sort === "y" && i1.y <= i2.y))
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return [i1, i2];
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else return [i2, i1];
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}
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}
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/** Find the intersections between a line and a circle */
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export function lineIntersectsCircle(c, r, p1, p2, sort = "x") {
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let intersections = beamIntersectsCircle(c, r, p1, p2, sort);
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if (intersections === false) return false;
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else {
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if (intersections.length === 1) {
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if (pointOnLine(p1, p2, intersections[0])) return intersections;
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else return false;
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} else {
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let i1 = intersections[0];
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let i2 = intersections[1];
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if (!pointOnLine(p1, p2, i1, 5) && !pointOnLine(p1, p2, i2, 5))
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return false;
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else if (pointOnLine(p1, p2, i1, 5) && pointOnLine(p1, p2, i2, 5)) {
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if ((sort === "x" && i1.x <= i2.x) || (sort === "y" && i1.y <= i2.y))
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return [i1, i2];
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else return [i2, i1];
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} else if (pointOnLine(p1, p2, i1, 5)) return [i1];
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else if (pointOnLine(p1, p2, i2, 5)) return [i2];
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}
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}
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}
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export function curveEdge(curve, edge, steps = 500) {
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let x = Infinity;
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let y = Infinity;
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let p;
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if (edge === "bottom") y = -Infinity;
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if (edge === "right") x = -Infinity;
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for (let i = 0; i < steps; i++) {
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p = curve.get(i / steps);
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if (
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(edge === "top" && p.y < y) ||
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(edge === "bottom" && p.y > y) ||
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(edge === "right" && p.x > x) ||
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(edge === "left" && p.x < x)
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) {
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x = p.x;
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y = p.y;
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}
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}
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return new Point(x, y);
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}
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/**
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* Calculates scale factor based on stretch factor
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*
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* The way people measure stretch intuitively is
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* different from the way we handle stretch in code.
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* When people say '25% stretch' they mean that
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* 10cm fabric should get stretched to 12.5cm fabric.
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* In our code, that means we need to scale things by 80%.
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*
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* This method does that calculation.
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*/
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export function stretchToScale(stretch) {
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return 1 / (1 + parseFloat(stretch));
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}
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export function round(value) {
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return Math.round(value * 1e2) / 1e2;
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}
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export function sampleStyle(run, runs) {
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let hue = (run - 1) * (330 / runs);
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return `stroke: hsl(${hue}, 100%, 35%);`;
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}
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export function deg2rad(degrees) {
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return degrees * (Math.PI / 180);
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}
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