Refactoring round 9 covers everything since round 8 (14972d0): 62 commits with about 29 000 new lines in src, api, tools and tests. Behaviour is unchanged. The one fix is in a check: e2e 04 counted 25 asset types, and the shader function from #303 makes 26, so the run ofa526e1bfailed there. Duplicate code (jscpd over src, 50 tokens, without the two licence texts: 35 clones / 289 lines before, 29 / 232 after): - ShaderPicture (new, viewport/shaderPicture.ts) is the picture a camera's shader and a particle field's shader are laid over. It keeps the render texture while its size holds and frees the replaced one once the shader holds the new one. CameraShade and ParticleField.shadeField drew it the same way, line for line. - CameraShade builds its mesh on the first draw. Before, every redraw of a view without a camera shader built a mesh and threw it away. - emptyHost in inspector/host.ts builds the empty host the Inspector, the Variables tab and the Tilemap panel start from. - paddedQuad(null) is the plain unit quad. symbols.ts and shaderPasses.ts each wrote it out by hand. - In graph/nested.ts, calls of shader functions and On behavior nodes are followed by one walk, `reaches`, over ids `namedBy` a node type. Dead code: - ShaderEditor.colorFieldOf and the getter CurveCanvas.snapping had no reader. - 22 values used only in their own file lose their `export`. Types and the node catalogues of shaders and particles stay exported. - Kept on purpose: PhysicsSystem.holdsJoint is read by tests only, but it is their one view of whether a joint holds. - A pass with stricter lint rules over every file changed since round 8 found no bug. PixelArtEditor.started is now readonly. Comments and docs: - Ten comments told history ("since #190", "used to", "any more"). They now describe what is. The bundle is md5-identical before and after, and the four e2e files minify to the same bytes. - README: joint and shader function in the asset list, joints on the Physics row, what the Shaders page covers, two CI runners. - e2e 04 keeps the number of asset types once, as ASSET_TYPE_COUNT. - screenshot.png in the README is a new picture of the editor (3840x2160 instead of 1825x1140), taken by the user. Tests: - Gate on melektaus-atx: 229 files, 3514 tests, CHECK EXIT 0 (+3 for emptyHost, +1 for the unit quad). - e2e 1-4, 31, 63 on melektaus-atx: ALL PASSED, 195 checks. That is the + menu of 04, the field shader of 31 and the camera shader of 63, both through ShaderPicture. - No new e2e check, so the sum stays 1728. - Counter-checks, each put back and compared with cmp: reaches that never goes on fails 1 test, listensTo reading the wrong parameter fails 1, emptyHost dropping what a panel hands in fails 1, folding without a relayout fails 1. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
265 lines
11 KiB
TypeScript
265 lines
11 KiB
TypeScript
/**
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* Scaling, turning and mirroring vector art shapes (#291). A transformation is baked into the points:
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* the model keeps no matrix, so everything that reads points – combining, the picture a sprite wears,
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* a press in the tab – reads them as they are. This module says what a shape reads after an
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* affine map, how far a selection reaches, and which map a pull on the frame's handles means.
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*
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* The outline's width is left alone: a line of two pixels is two pixels at every size of its shape.
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*/
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import type { VectorGradient, VectorPaint, VectorPoint, VectorRing, VectorShape } from './Asset';
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import { apply, applyVector, type Mat } from './matrix';
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import type { Vec2 } from './Properties';
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import { cloneVectorPoint, handleAt } from './vectorart';
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import { cloneGradient, clonePaint, type Extent } from './vectorPaint';
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/** A frame is never pulled thinner than this many canvas pixels, so it can be pulled open again. */
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export const MIN_FRAME_SIZE = 1;
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/** A handle shorter than this is none: the point is a plain corner on that side. */
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const NO_HANDLE = 1e-6;
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/** What of a shape a transformation moves: its outlines and where its paints lie. */
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export interface ShapeGeometry {
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rings: VectorRing[];
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paint?: VectorPaint;
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strokePaint?: VectorGradient;
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}
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/** The side of a frame a handle sits on: -1, 0 or 1 on each axis, a corner has both. */
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export interface FrameSide {
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sx: -1 | 0 | 1;
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sy: -1 | 0 | 1;
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}
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/**
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* Canvas pixels are kept to a thousandth. A map multiplies every coordinate by sines and ratios, and
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* without this a square turned by 30 degrees and back would read 9.999999999999998 in the file.
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*/
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function tidy(value: number): number {
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const rounded = Math.round(value * 1000) / 1000;
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return rounded === 0 ? 0 : rounded;
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}
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function tidyPoint(p: Vec2): Vec2 {
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return { x: tidy(p.x), y: tidy(p.y) };
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}
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/** Scales by `fx` and `fy` with `anchor` staying where it is; a negative factor mirrors. */
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export function scaleAbout(anchor: Vec2, fx: number, fy: number): Mat {
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return { a: fx, b: 0, c: 0, d: fy, tx: anchor.x * (1 - fx), ty: anchor.y * (1 - fy) };
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}
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/**
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* Turns by `degrees` round `centre`, clockwise on screen. The cosine of a quarter turn comes out as
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* 6e-17 rather than 0; `tidy` takes that off every coordinate, so a square turned four times is
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* the square it was.
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*/
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export function rotationAbout(centre: Vec2, degrees: number): Mat {
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const r = (degrees * Math.PI) / 180;
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const cos = Math.cos(r);
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const sin = Math.sin(r);
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return {
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a: cos,
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b: sin,
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c: -sin,
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d: cos,
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tx: centre.x - cos * centre.x + sin * centre.y,
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ty: centre.y - sin * centre.x - cos * centre.y,
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};
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}
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export function extentCentre(extent: Extent): Vec2 {
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return { x: (extent.x0 + extent.x1) / 2, y: (extent.y0 + extent.y1) / 2 };
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}
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/** The four corners of an extent taken through `m`: top left, top right, bottom right, bottom left. */
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export function extentCorners(extent: Extent, m: Mat): Vec2[] {
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return [
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apply(m, { x: extent.x0, y: extent.y0 }),
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apply(m, { x: extent.x1, y: extent.y0 }),
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apply(m, { x: extent.x1, y: extent.y1 }),
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apply(m, { x: extent.x0, y: extent.y1 }),
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];
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}
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/**
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* A ring under `m`. A handle is an offset from its point, so it takes the linear part only. A smooth
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* or symmetric point stays one: a linear map keeps two opposite offsets opposite.
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*/
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export function ringTransformed(ring: VectorRing, m: Mat): VectorRing {
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return {
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closed: ring.closed,
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points: ring.points.map((point) => {
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const next: VectorPoint = { ...cloneVectorPoint(point), ...tidyPoint(apply(m, point)) };
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for (const side of ['in', 'out'] as const) {
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const handle = point[side];
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if (!handle) continue;
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const moved = tidyPoint(applyVector(m, handle));
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if (Math.hypot(moved.x, moved.y) < NO_HANDLE) delete next[side];
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else next[side] = moved;
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}
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if (!next.in && !next.out) delete next.mode;
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return next;
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}),
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};
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}
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/**
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* A paint under `m`. The two ends of a gradient go along, which is exact for a move, a turn and an
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* even scale; a gradient squeezed in one direction keeps its bands square to its axis. A picture
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* fill is a tile with upright sides: scaled or mirrored it follows exactly, turned it keeps upright
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* and takes the room the turned tile reaches over – the picture itself does not turn.
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*/
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export function paintTransformed<P extends VectorPaint>(paint: P, m: Mat): P {
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const next = clonePaint(paint);
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if (paint.type !== 'texture' || (m.b === 0 && m.c === 0)) {
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next.from = tidyPoint(apply(m, paint.from));
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next.to = tidyPoint(apply(m, paint.to));
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return next;
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}
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const centre = apply(m, { x: (paint.from.x + paint.to.x) / 2, y: (paint.from.y + paint.to.y) / 2 });
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const hw = (paint.to.x - paint.from.x) / 2;
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const hh = (paint.to.y - paint.from.y) / 2;
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const halfWidth = (Math.abs(m.a * hw) + Math.abs(m.c * hh)) * (hw < 0 ? -1 : 1);
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const halfHeight = (Math.abs(m.b * hw) + Math.abs(m.d * hh)) * (hh < 0 ? -1 : 1);
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next.from = tidyPoint({ x: centre.x - halfWidth, y: centre.y - halfHeight });
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next.to = tidyPoint({ x: centre.x + halfWidth, y: centre.y + halfHeight });
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return next;
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}
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/** The rings are handed out as they are, not copied: nobody edits a ring in place. */
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export function geometryOf(shape: VectorShape): ShapeGeometry {
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return {
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rings: shape.rings,
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...(shape.paint ? { paint: clonePaint(shape.paint) } : {}),
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...(shape.stroke?.paint ? { strokePaint: cloneGradient(shape.stroke.paint) } : {}),
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};
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}
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export function geometryTransformed(geometry: ShapeGeometry, m: Mat): ShapeGeometry {
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return {
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rings: geometry.rings.map((ring) => ringTransformed(ring, m)),
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...(geometry.paint ? { paint: paintTransformed(geometry.paint, m) } : {}),
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...(geometry.strokePaint ? { strokePaint: paintTransformed(geometry.strokePaint, m) } : {}),
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};
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}
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/** Writes a geometry straight into a shape – a gesture's preview, and the way back before its command. */
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export function writeGeometry(shape: VectorShape, geometry: ShapeGeometry): void {
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shape.rings = geometry.rings;
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if (geometry.paint) shape.paint = geometry.paint;
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if (geometry.strokePaint && shape.stroke) shape.stroke.paint = geometry.strokePaint;
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}
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/**
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* How far the outlines of `shapes` reach, in canvas pixels; null when there is nothing with a size.
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* A curve counts as far as it is drawn, not as far as its handles stand out – the frame round a
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* circle touches the circle. A single point has no size and gets no frame.
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*/
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export function outlineExtent(shapes: readonly VectorShape[]): Extent | null {
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const e: Extent = { x0: Infinity, y0: Infinity, x1: -Infinity, y1: -Infinity };
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const take = (p: Vec2): void => {
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e.x0 = Math.min(e.x0, p.x);
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e.y0 = Math.min(e.y0, p.y);
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e.x1 = Math.max(e.x1, p.x);
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e.y1 = Math.max(e.y1, p.y);
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};
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for (const shape of shapes)
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for (const ring of shape.rings) {
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const count = ring.points.length;
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for (const [index, from] of ring.points.entries()) {
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take(from);
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if (index === count - 1 && !ring.closed) continue;
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const to = ring.points[(index + 1) % count]!;
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if (!from.out && !to.in) continue;
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const c1 = handleAt(from, 'out') ?? from;
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const c2 = handleAt(to, 'in') ?? to;
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for (const t of [
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...turningPoints(from.x, c1.x, c2.x, to.x),
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...turningPoints(from.y, c1.y, c2.y, to.y),
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])
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take({ x: cubic(from.x, c1.x, c2.x, to.x, t), y: cubic(from.y, c1.y, c2.y, to.y, t) });
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}
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}
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if (!Number.isFinite(e.x0)) return null;
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return e.x1 - e.x0 > 0 || e.y1 - e.y0 > 0 ? e : null;
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}
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function cubic(p0: number, p1: number, p2: number, p3: number, t: number): number {
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const u = 1 - t;
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return u * u * u * p0 + 3 * u * u * t * p1 + 3 * u * t * t * p2 + t * t * t * p3;
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}
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/** Where one coordinate of a cubic stops growing or shrinking, strictly between its ends. */
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function turningPoints(p0: number, p1: number, p2: number, p3: number): number[] {
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const a = -p0 + 3 * p1 - 3 * p2 + p3;
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const b = 2 * (p0 - 2 * p1 + p2);
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const c = p1 - p0;
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const roots: number[] = [];
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if (Math.abs(a) < 1e-12) {
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if (Math.abs(b) > 1e-12) roots.push(-c / b);
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} else {
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const disc = b * b - 4 * a * c;
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if (disc >= 0) {
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const root = Math.sqrt(disc);
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roots.push((-b + root) / (2 * a), (-b - root) / (2 * a));
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}
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}
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return roots.filter((t) => t > 0 && t < 1);
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}
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/**
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* The map a pull on a frame handle means: the handle on `side` of `extent` is taken to `to`, the
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* opposite side stays put. `proportional` keeps the shape of the frame – a corner follows the
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* farther of its two axes, an edge takes the other axis along about its middle. `centred` scales
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* about the middle instead of the opposite side. A side without an extent has nothing to scale and
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* keeps its factor at one; no side is ever pulled through its opposite.
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*/
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export function frameScale(
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extent: Extent,
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side: FrameSide,
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to: Vec2,
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options: { proportional?: boolean; centred?: boolean } = {},
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): Mat {
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const centre = extentCentre(extent);
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const axis = (s: -1 | 0 | 1, low: number, high: number, mid: number, reach: number) => {
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const anchor = s === 0 || options.centred ? mid : s > 0 ? low : high;
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if (s === 0) return { anchor, factor: 1 };
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const size = high - low;
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const span = (s > 0 ? high : low) - anchor;
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if (Math.abs(span) < 1e-9) return { anchor, factor: 1 };
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return { anchor, factor: Math.max((reach - anchor) / span, Math.min(1, MIN_FRAME_SIZE / size)) };
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};
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const x = axis(side.sx, extent.x0, extent.x1, centre.x, to.x);
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const y = axis(side.sy, extent.y0, extent.y1, centre.y, to.y);
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if (options.proportional) {
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const factor = side.sx === 0 ? y.factor : side.sy === 0 ? x.factor : Math.max(x.factor, y.factor);
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x.factor = factor;
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y.factor = factor;
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}
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return scaleAbout({ x: x.anchor, y: y.anchor }, x.factor, y.factor);
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}
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/** The map that puts the frame's left or top edge at `value`. */
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export function frameMovedTo(extent: Extent, axis: 'x' | 'y', value: number): Mat {
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const dx = axis === 'x' ? value - extent.x0 : 0;
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const dy = axis === 'y' ? value - extent.y0 : 0;
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return { a: 1, b: 0, c: 0, d: 1, tx: dx, ty: dy };
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}
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/**
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* The map that makes the frame `value` wide or high, its left top corner staying put; null where
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* there is nothing to stretch (a frame without that extent) or the size is not one.
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*/
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export function frameSizedTo(extent: Extent, axis: 'x' | 'y', value: number): Mat | null {
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const size = axis === 'x' ? extent.x1 - extent.x0 : extent.y1 - extent.y0;
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if (!(size > 0) || !Number.isFinite(value)) return null;
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const factor = Math.max(value, MIN_FRAME_SIZE) / size;
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return scaleAbout({ x: extent.x0, y: extent.y0 }, axis === 'x' ? factor : 1, axis === 'y' ? factor : 1);
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}
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/** Mirrors about the middle of the frame: `x` swaps left and right, `y` top and bottom. */
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export function frameFlipped(extent: Extent, axis: 'x' | 'y'): Mat {
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return scaleAbout(extentCentre(extent), axis === 'x' ? -1 : 1, axis === 'y' ? -1 : 1);
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}
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