2018-08-09 17:58:04 +00:00
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// Adds any extra JS functions/helpers we want to the PathKit Library.
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// Wrapped in a function to avoid leaking global variables.
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(function(PathKit){
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// Caching the Float32Arrays can save having to reallocate them
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// over and over again.
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var Float32ArrayCache = {};
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// Takes a 2D array of commands and puts them into the WASM heap
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2018-08-24 14:44:16 +00:00
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// as a 1D array. This allows them to referenced from the C++ code.
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2018-08-09 17:58:04 +00:00
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// Returns a 2 element array, with the first item being essentially a
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2018-08-24 14:44:16 +00:00
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// pointer to the array and the second item being the length of
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2018-08-09 17:58:04 +00:00
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// the new 1D array.
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//
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// Example usage:
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// let cmds = [
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// [PathKit.MOVE_VERB, 0, 10],
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// [PathKit.LINE_VERB, 30, 40],
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// [PathKit.QUAD_VERB, 20, 50, 45, 60],
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// ];
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//
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// // The following uses ES6 syntactic sugar "Array Destructuring".
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// // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Destructuring_assignment#Array_destructuring
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// let [ptr, len] = PathKit.loadCmdsTypedArray(cmds);
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// let path = PathKit.FromCmds(ptr, len);
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//
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// If arguments at index 1... in each cmd row are strings, they will be
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// parsed as hex, and then converted to floats using SkBits2FloatUnsigned
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2018-08-24 14:44:16 +00:00
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PathKit.loadCmdsTypedArray = function(arr) {
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2018-08-09 17:58:04 +00:00
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var len = 0;
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for (var r = 0; r < arr.length; r++) {
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len += arr[r].length;
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}
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var ta;
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if (Float32ArrayCache[len]) {
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ta = Float32ArrayCache[len];
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} else {
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ta = new Float32Array(len);
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Float32ArrayCache[len] = ta;
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}
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// Flatten into a 1d array
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var i = 0;
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for (var r = 0; r < arr.length; r++) {
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for (var c = 0; c < arr[r].length; c++) {
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var item = arr[r][c];
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if (typeof item === 'string') {
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// Converts hex to an int, which can be passed to SkBits2FloatUnsigned
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item = PathKit.SkBits2FloatUnsigned(parseInt(item));
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}
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ta[i] = item;
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i++;
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}
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}
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var ptr = PathKit._malloc(ta.length * ta.BYTES_PER_ELEMENT);
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PathKit.HEAPF32.set(ta, ptr / ta.BYTES_PER_ELEMENT);
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return [ptr, len];
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}
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2018-08-24 14:44:16 +00:00
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// Experimentation has shown that using TypedArrays to pass arrays from
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// JS to C++ is faster than passing the JS Arrays across.
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// See above for example of cmds.
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PathKit.FromCmds = function(cmds) {
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var ptrLen = PathKit.loadCmdsTypedArray(cmds);
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return PathKit._FromCmds(ptrLen[0], ptrLen[1]);
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}
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2018-09-07 18:00:41 +00:00
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/**
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* A common pattern is to call this function in sequence with the same
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* params. We can just remember the last one to speed things up.
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* Caching in this way is about a 10-15x speed up.
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* See externs.js for this definition
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* @type {CubicMap}
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*/
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var cachedMap;
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var _cpx1, _cpy1, _cpx2, _cpy2;
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PathKit.cubicYFromX = function(cpx1, cpy1, cpx2, cpy2, X) {
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if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 ||
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_cpx2 !== cpx2 || _cpy2 !== cpy2) {
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if (cachedMap) {
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// Delete previous cached map to avoid memory leaks.
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cachedMap.delete()
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}
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cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]);
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_cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2;
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}
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return cachedMap.computeYFromX(X);
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}
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PathKit.cubicPtFromT = function(cpx1, cpy1, cpx2, cpy2, T) {
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if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 ||
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_cpx2 !== cpx2 || _cpy2 !== cpy2) {
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if (cachedMap) {
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// Delete previous cached map to avoid memory leaks.
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cachedMap.delete()
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}
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cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]);
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_cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2;
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}
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return cachedMap.computePtFromT(T);
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}
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2018-08-09 17:58:04 +00:00
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}(Module)); // When this file is loaded in, the high level object is "Module";
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