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