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Controls/Paint/Graphics/Path.js
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294
Controls/Paint/Graphics/Path.js
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////////////////////////////////////////////////////////////
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//// © Microsoft. All rights reserved. ////
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////////////////////////////////////////////////////////////
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(function (AppNS) {
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'use strict';
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var Path = WinJS.Class.define(
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// Constructor
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function (data) {
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// Params
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this.minDist = 3; // Minumum distance before a point is added to the path
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this.weight = 0.3; // Bezier weight of control points
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this.p1 = null; // The first point
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this.p2 = null; // The second point
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this.p3 = null; // The third point (most recent)
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this.box1 = null; // Touch bounding box data for the first point
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this.box2 = null; // Touch bounding box data for the second point
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this.box3 = null; // Touch bounding box data for the third point
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this.dist = 0; // Current distance between the start and end points of the bezier curve
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this.wStart = 0; // The width of the line at the beginning of the curve
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this.wEnd = 0; // The width of the line at the end of the curve
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this.dirStart = new AppNS.Painter.Math.Vector(0, 0); // Direction at beginning of curve
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this.dirEnd = new AppNS.Painter.Math.Vector(0, 0); // Direction at the end of curve
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this.perpStart = new AppNS.Painter.Math.Vector(0, 0); // Perpendicular at beginning of curve
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this.perpEnd = new AppNS.Painter.Math.Vector(0, 0); // Perpendicular at end of curve
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this.pStart = new AppNS.Painter.Math.Point(0, 0); // Point at beginning of curve
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this.cpStart = new AppNS.Painter.Math.Point(0, 0); // Bezier control point at beginning of curve
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this.cpEnd = new AppNS.Painter.Math.Point(0, 0); // Bezier control point at end of curve
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this.pEnd = new AppNS.Painter.Math.Point(0, 0); // Point at end of curve
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this.newPoint = false; // True if the there is a new point added to the path
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if (data.x || data.y) {
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this.p3 = new AppNS.Painter.Math.Point(data.x, data.y); // The third point (most recent)
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} else {
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throw new Error("PaintPlay - Error: Path object requires x and y data info.");
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}
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if (data.w && data.h) {
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this.box3 = new AppNS.Painter.Math.Vector(data.w, data.h);
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}
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},
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// Variables and Methods
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{
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// True if there is information necessary to draw the start of a curve (2 points)
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starting: {
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get: function () {
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return (this.newPoint && this.numPoints() === 2);
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}
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},
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// True if this path is new (1 point)
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created: {
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get: function () {
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return (this.numPoints() === 1);
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}
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},
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// True if this path is drawable (3 points)
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drawable: {
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get: function () {
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return (this.newPoint && this.numPoints() === 3);
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}
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},
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numPoints: function () {
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if (this.p1) {
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return 3;
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} else if (this.p2) {
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return 2;
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} else if (this.p3) {
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return 1;
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} else {
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return 0;
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}
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},
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// Adds the given point to the path
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addPoint: function (data) {
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// Add the new point if mouse moved far enough
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if (data.x || data.y) {
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var p = new AppNS.Painter.Math.Point(data.x, data.y);
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} else {
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throw new Error("PaintPlay - Error: Path object requires x and y data info.");
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}
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if (data.w && data.h) {
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var box = new AppNS.Painter.Math.Vector(data.w, data.h);
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}
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if (this.p3.distanceTo(p) > this.minDist) {
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this.newPoint = true;
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// Reset the points of the curve
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this.p1 = this.p2;
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this.p2 = this.p3;
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this.p3 = p;
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this.box1 = this.box2;
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this.box2 = this.box3;
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this.box3 = box;
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// If only have two points, initialize first direction vector
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if (!this.p1) {
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// Find the current distance
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this.dist = this.p2.distanceTo(this.p3);
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// Initialize tangent info
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this.dirEnd.fromPoints(this.p2, this.p3);
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this.dirEnd.normalize();
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this.perpEnd.fromVector(this.dirEnd);
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this.perpEnd.toPerp();
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this.perpEnd.normalize();
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} else {
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// otherwise, we have all three points
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// Find the current distance
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this.dist = this.p1.distanceTo(this.p2);
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// Set start and end tangent info
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this.dirStart.fromVector(this.dirEnd);
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this.dirEnd.fromPoints(this.p1, this.p3);
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this.dirEnd.normalize();
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// Set perpendicular vectors from start and end tangents
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this.perpStart.fromVector(this.perpEnd);
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this.perpEnd.fromVector(this.dirEnd);
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this.perpEnd.toPerp();
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this.perpEnd.normalize();
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}
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} else {
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this.newPoint = false;
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}
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},
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// Calculates the end Bezier curve info
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calculateEndBezier: function (offsetStart, offsetEnd, inertia) {
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if (this.p2 && this.p3) {
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// If offset given, use it
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var c2 = offsetStart || 0;
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var c3 = offsetEnd || 0;
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inertia = inertia || 0;
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var dir3 = new AppNS.Painter.Math.Vector();
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dir3.fromPoints(this.p2, this.p3);
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dir3.normalize();
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var perp3 = new AppNS.Painter.Math.Vector();
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perp3.fromVector(dir3);
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perp3.toPerp();
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perp3.normalize();
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// First bezier point
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this.pStart.fromPoint(this.p2);
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this.pStart.scaleAdd(this.perpEnd, c2);
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// Last bezier point
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this.pEnd.fromPoint(this.p3);
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this.pEnd.scaleAdd(perp3, c3);
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this.pEnd.scaleAdd(dir3, inertia);
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var dist = this.pStart.distanceTo(this.pEnd);
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// First control point
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this.cpStart.fromPoint(this.pStart);
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this.cpStart.scaleAdd(this.dirEnd, dist * this.weight);
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// Second control point
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this.cpEnd.fromPoint(this.pEnd);
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this.cpEnd.scaleAdd(dir3, -1 * dist * this.weight);
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}
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},
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calculateInertia: function (inertia, dist, min, max) {
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var cInertia = dist * inertia;
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if (cInertia < min) {
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cInertia = min;
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} else if (cInertia > max) {
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cInertia = max;
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}
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return cInertia;
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},
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calculateStartCurve: function (offsetTop, offsetBottom, inertia, minInertia, overlap) {
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if (this.p2 && this.p3) {
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// If offset given, use it
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var cTop = offsetTop || 0;
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var cBottom = offsetBottom || 0;
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var cOverlap = overlap || 0;
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var cInertia = -this.calculateInertia(inertia, this.dist, minInertia, 4 * minInertia);
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// First bezier point
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this.pStart.fromPoint(this.p2);
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this.pStart.scaleAdd(this.dirEnd, cOverlap);
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this.pStart.scaleAdd(this.perpEnd, -1 * cBottom);
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// Last bezier point
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this.pEnd.fromPoint(this.p2);
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this.pEnd.scaleAdd(this.dirEnd, cOverlap);
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this.pEnd.scaleAdd(this.perpEnd, cTop);
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// First control point
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this.cpStart.fromPoint(this.pStart);
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this.cpStart.scaleAdd(this.dirEnd, cInertia);
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// Second control point
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this.cpEnd.fromPoint(this.pEnd);
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this.cpEnd.scaleAdd(this.dirEnd, cInertia);
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}
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},
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calculateStopCurve: function (offsetTop, offsetBottom, inertia, minInertia, overlap) {
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if (this.p2 && this.p3) {
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// If offset given, use it
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var cTop = offsetTop || 0;
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var cBottom = offsetBottom || 0;
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var cOverlap = overlap || 0;
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var cInertia = this.calculateInertia(inertia, this.dist, minInertia, 4 * minInertia);
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// First bezier point
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this.pStart.fromPoint(this.p2);
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this.pStart.scaleAdd(this.dirEnd, -cOverlap);
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this.pStart.scaleAdd(this.perpEnd, -1 * cBottom);
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// Last bezier point
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this.pEnd.fromPoint(this.p2);
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this.pEnd.scaleAdd(this.dirEnd, -cOverlap);
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this.pEnd.scaleAdd(this.perpEnd, cTop);
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// First control point
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this.cpStart.fromPoint(this.pStart);
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this.cpStart.scaleAdd(this.dirEnd, cInertia);
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// Second control point
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this.cpEnd.fromPoint(this.pEnd);
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this.cpEnd.scaleAdd(this.dirEnd, cInertia);
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}
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},
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// Calculates the Bezier curve info.
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// Offsets are the number of pixels perpendicular to main points (shifts curve up or down).
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calculateBezier: function (offsetStart, offsetEnd, overlap) {
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// If offset given, use it
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var c1 = offsetStart || 0;
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var c2 = offsetEnd || 0;
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var c3 = overlap || 0;
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// First bezier point
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this.pStart.fromPoint(this.p1);
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this.pStart.scaleAdd(this.dirStart, -c3);
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this.pStart.scaleAdd(this.perpStart, c1);
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// Last bezier point
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this.pEnd.fromPoint(this.p2);
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this.pEnd.scaleAdd(this.dirEnd, c3);
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this.pEnd.scaleAdd(this.perpEnd, c2);
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var dist = this.pStart.distanceTo(this.pEnd);
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// First control point
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this.cpStart.fromPoint(this.pStart);
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this.cpStart.scaleAdd(this.dirStart, dist * this.weight);
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// Second control point
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this.cpEnd.fromPoint(this.pEnd);
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this.cpEnd.scaleAdd(this.dirEnd, -1 * dist * this.weight);
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},
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// Calculates the line width based on touch-box data
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calculateWidth: function () {
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if (this.box1 && this.box2) {
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this.wStart = this.box1.componentIn(this.perpStart);
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this.wEnd = this.box2.componentIn(this.perpEnd);
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} else {
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this.wStart = 10;
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this.wEnd = 30;
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}
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}
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});
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WinJS.Namespace.defineWithParent(AppNS, "Painter.Graphics", {
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Path: Path
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});
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})(Microsoft.Paint);
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