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adrianvic 2023-12-21 14:33:34 -03:00
commit 59426d62fb
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////////////////////////////////////////////////////////////
//// © Microsoft. All rights reserved. ////
////////////////////////////////////////////////////////////
(function (AppNS) {
'use strict';
var Path = WinJS.Class.define(
// Constructor
function (data) {
// Params
this.minDist = 3; // Minumum distance before a point is added to the path
this.weight = 0.3; // Bezier weight of control points
this.p1 = null; // The first point
this.p2 = null; // The second point
this.p3 = null; // The third point (most recent)
this.box1 = null; // Touch bounding box data for the first point
this.box2 = null; // Touch bounding box data for the second point
this.box3 = null; // Touch bounding box data for the third point
this.dist = 0; // Current distance between the start and end points of the bezier curve
this.wStart = 0; // The width of the line at the beginning of the curve
this.wEnd = 0; // The width of the line at the end of the curve
this.dirStart = new AppNS.Painter.Math.Vector(0, 0); // Direction at beginning of curve
this.dirEnd = new AppNS.Painter.Math.Vector(0, 0); // Direction at the end of curve
this.perpStart = new AppNS.Painter.Math.Vector(0, 0); // Perpendicular at beginning of curve
this.perpEnd = new AppNS.Painter.Math.Vector(0, 0); // Perpendicular at end of curve
this.pStart = new AppNS.Painter.Math.Point(0, 0); // Point at beginning of curve
this.cpStart = new AppNS.Painter.Math.Point(0, 0); // Bezier control point at beginning of curve
this.cpEnd = new AppNS.Painter.Math.Point(0, 0); // Bezier control point at end of curve
this.pEnd = new AppNS.Painter.Math.Point(0, 0); // Point at end of curve
this.newPoint = false; // True if the there is a new point added to the path
if (data.x || data.y) {
this.p3 = new AppNS.Painter.Math.Point(data.x, data.y); // The third point (most recent)
} else {
throw new Error("PaintPlay - Error: Path object requires x and y data info.");
}
if (data.w && data.h) {
this.box3 = new AppNS.Painter.Math.Vector(data.w, data.h);
}
},
// Variables and Methods
{
// True if there is information necessary to draw the start of a curve (2 points)
starting: {
get: function () {
return (this.newPoint && this.numPoints() === 2);
}
},
// True if this path is new (1 point)
created: {
get: function () {
return (this.numPoints() === 1);
}
},
// True if this path is drawable (3 points)
drawable: {
get: function () {
return (this.newPoint && this.numPoints() === 3);
}
},
numPoints: function () {
if (this.p1) {
return 3;
} else if (this.p2) {
return 2;
} else if (this.p3) {
return 1;
} else {
return 0;
}
},
// Adds the given point to the path
addPoint: function (data) {
// Add the new point if mouse moved far enough
if (data.x || data.y) {
var p = new AppNS.Painter.Math.Point(data.x, data.y);
} else {
throw new Error("PaintPlay - Error: Path object requires x and y data info.");
}
if (data.w && data.h) {
var box = new AppNS.Painter.Math.Vector(data.w, data.h);
}
if (this.p3.distanceTo(p) > this.minDist) {
this.newPoint = true;
// Reset the points of the curve
this.p1 = this.p2;
this.p2 = this.p3;
this.p3 = p;
this.box1 = this.box2;
this.box2 = this.box3;
this.box3 = box;
// If only have two points, initialize first direction vector
if (!this.p1) {
// Find the current distance
this.dist = this.p2.distanceTo(this.p3);
// Initialize tangent info
this.dirEnd.fromPoints(this.p2, this.p3);
this.dirEnd.normalize();
this.perpEnd.fromVector(this.dirEnd);
this.perpEnd.toPerp();
this.perpEnd.normalize();
} else {
// otherwise, we have all three points
// Find the current distance
this.dist = this.p1.distanceTo(this.p2);
// Set start and end tangent info
this.dirStart.fromVector(this.dirEnd);
this.dirEnd.fromPoints(this.p1, this.p3);
this.dirEnd.normalize();
// Set perpendicular vectors from start and end tangents
this.perpStart.fromVector(this.perpEnd);
this.perpEnd.fromVector(this.dirEnd);
this.perpEnd.toPerp();
this.perpEnd.normalize();
}
} else {
this.newPoint = false;
}
},
// Calculates the end Bezier curve info
calculateEndBezier: function (offsetStart, offsetEnd, inertia) {
if (this.p2 && this.p3) {
// If offset given, use it
var c2 = offsetStart || 0;
var c3 = offsetEnd || 0;
inertia = inertia || 0;
var dir3 = new AppNS.Painter.Math.Vector();
dir3.fromPoints(this.p2, this.p3);
dir3.normalize();
var perp3 = new AppNS.Painter.Math.Vector();
perp3.fromVector(dir3);
perp3.toPerp();
perp3.normalize();
// First bezier point
this.pStart.fromPoint(this.p2);
this.pStart.scaleAdd(this.perpEnd, c2);
// Last bezier point
this.pEnd.fromPoint(this.p3);
this.pEnd.scaleAdd(perp3, c3);
this.pEnd.scaleAdd(dir3, inertia);
var dist = this.pStart.distanceTo(this.pEnd);
// First control point
this.cpStart.fromPoint(this.pStart);
this.cpStart.scaleAdd(this.dirEnd, dist * this.weight);
// Second control point
this.cpEnd.fromPoint(this.pEnd);
this.cpEnd.scaleAdd(dir3, -1 * dist * this.weight);
}
},
calculateInertia: function (inertia, dist, min, max) {
var cInertia = dist * inertia;
if (cInertia < min) {
cInertia = min;
} else if (cInertia > max) {
cInertia = max;
}
return cInertia;
},
calculateStartCurve: function (offsetTop, offsetBottom, inertia, minInertia, overlap) {
if (this.p2 && this.p3) {
// If offset given, use it
var cTop = offsetTop || 0;
var cBottom = offsetBottom || 0;
var cOverlap = overlap || 0;
var cInertia = -this.calculateInertia(inertia, this.dist, minInertia, 4 * minInertia);
// First bezier point
this.pStart.fromPoint(this.p2);
this.pStart.scaleAdd(this.dirEnd, cOverlap);
this.pStart.scaleAdd(this.perpEnd, -1 * cBottom);
// Last bezier point
this.pEnd.fromPoint(this.p2);
this.pEnd.scaleAdd(this.dirEnd, cOverlap);
this.pEnd.scaleAdd(this.perpEnd, cTop);
// First control point
this.cpStart.fromPoint(this.pStart);
this.cpStart.scaleAdd(this.dirEnd, cInertia);
// Second control point
this.cpEnd.fromPoint(this.pEnd);
this.cpEnd.scaleAdd(this.dirEnd, cInertia);
}
},
calculateStopCurve: function (offsetTop, offsetBottom, inertia, minInertia, overlap) {
if (this.p2 && this.p3) {
// If offset given, use it
var cTop = offsetTop || 0;
var cBottom = offsetBottom || 0;
var cOverlap = overlap || 0;
var cInertia = this.calculateInertia(inertia, this.dist, minInertia, 4 * minInertia);
// First bezier point
this.pStart.fromPoint(this.p2);
this.pStart.scaleAdd(this.dirEnd, -cOverlap);
this.pStart.scaleAdd(this.perpEnd, -1 * cBottom);
// Last bezier point
this.pEnd.fromPoint(this.p2);
this.pEnd.scaleAdd(this.dirEnd, -cOverlap);
this.pEnd.scaleAdd(this.perpEnd, cTop);
// First control point
this.cpStart.fromPoint(this.pStart);
this.cpStart.scaleAdd(this.dirEnd, cInertia);
// Second control point
this.cpEnd.fromPoint(this.pEnd);
this.cpEnd.scaleAdd(this.dirEnd, cInertia);
}
},
// Calculates the Bezier curve info.
// Offsets are the number of pixels perpendicular to main points (shifts curve up or down).
calculateBezier: function (offsetStart, offsetEnd, overlap) {
// If offset given, use it
var c1 = offsetStart || 0;
var c2 = offsetEnd || 0;
var c3 = overlap || 0;
// First bezier point
this.pStart.fromPoint(this.p1);
this.pStart.scaleAdd(this.dirStart, -c3);
this.pStart.scaleAdd(this.perpStart, c1);
// Last bezier point
this.pEnd.fromPoint(this.p2);
this.pEnd.scaleAdd(this.dirEnd, c3);
this.pEnd.scaleAdd(this.perpEnd, c2);
var dist = this.pStart.distanceTo(this.pEnd);
// First control point
this.cpStart.fromPoint(this.pStart);
this.cpStart.scaleAdd(this.dirStart, dist * this.weight);
// Second control point
this.cpEnd.fromPoint(this.pEnd);
this.cpEnd.scaleAdd(this.dirEnd, -1 * dist * this.weight);
},
// Calculates the line width based on touch-box data
calculateWidth: function () {
if (this.box1 && this.box2) {
this.wStart = this.box1.componentIn(this.perpStart);
this.wEnd = this.box2.componentIn(this.perpEnd);
} else {
this.wStart = 10;
this.wEnd = 30;
}
}
});
WinJS.Namespace.defineWithParent(AppNS, "Painter.Graphics", {
Path: Path
});
})(Microsoft.Paint);