Bezier split and trim implementation (#680)

* Added split implementation and UI

Co-authored-by: Thomas Cheng <Androxium@users.noreply.github.com>

* Added bezier split impl

* Adjust struct traits

* Implement trim and adjust FE code to handle multiple sliders per feature

Co-authored-by: Thomas Cheng <contact.chengthomas@gmail.com>
Co-authored-by: Rob Nadal <robnadal44@gmail.com>

* Fix edge case in trim and add rust doc comments

* Stylistic changes per review

* More stylistic changes per review

* replaced last explicit color usages

Co-authored-by: Robert Nadal <Robnadal44@gmail.com>
Co-authored-by: Thomas Cheng <Androxium@users.noreply.github.com>
Co-authored-by: Thomas Cheng <contact.chengthomas@gmail.com>
This commit is contained in:
Hannah Li
2022-06-27 19:33:56 -04:00
committed by Keavon Chambers
co-authored by Thomas Cheng Thomas Cheng Rob Nadal
parent 7f15cac5e2
commit 4eaffd0e5a
8 changed files with 224 additions and 102 deletions
+28 -21
View File
@@ -9,11 +9,10 @@ struct Point {
y: f64,
}
/// Wrapper of the `Bezier` struct to be used in JS.
#[wasm_bindgen]
/// Wrapper of the `Bezier` struct to be used in JS
pub struct WasmBezier {
internal: Bezier,
}
#[derive(Clone)]
pub struct WasmBezier(Bezier);
/// Convert a `DVec2` into a `JsValue`
pub fn vec_to_point(p: &DVec2) -> JsValue {
@@ -25,60 +24,68 @@ impl WasmBezier {
/// Expect js_points to be a list of 3 pairs
pub fn new_quad(js_points: &JsValue) -> WasmBezier {
let points: [DVec2; 3] = js_points.into_serde().unwrap();
WasmBezier {
internal: Bezier::from_quadratic_dvec2(points[0], points[1], points[2]),
}
WasmBezier(Bezier::from_quadratic_dvec2(points[0], points[1], points[2]))
}
/// Expect js_points to be a list of 4 pairs
pub fn new_cubic(js_points: &JsValue) -> WasmBezier {
let points: [DVec2; 4] = js_points.into_serde().unwrap();
WasmBezier {
internal: Bezier::from_cubic_dvec2(points[0], points[1], points[2], points[3]),
}
WasmBezier(Bezier::from_cubic_dvec2(points[0], points[1], points[2], points[3]))
}
pub fn set_start(&mut self, x: f64, y: f64) {
self.internal.set_start(DVec2::from((x, y)));
self.0.set_start(DVec2::new(x, y));
}
pub fn set_end(&mut self, x: f64, y: f64) {
self.internal.set_end(DVec2::from((x, y)));
self.0.set_end(DVec2::new(x, y));
}
pub fn set_handle_start(&mut self, x: f64, y: f64) {
self.internal.set_handle_start(DVec2::from((x, y)));
self.0.set_handle_start(DVec2::new(x, y));
}
pub fn set_handle_end(&mut self, x: f64, y: f64) {
self.internal.set_handle_end(DVec2::from((x, y)));
self.0.set_handle_end(DVec2::new(x, y));
}
pub fn get_points(&self) -> Vec<JsValue> {
self.internal.get_points().iter().flatten().map(vec_to_point).collect()
self.0.get_points().iter().flatten().map(vec_to_point).collect()
}
pub fn to_svg(&self) -> String {
self.internal.to_svg()
self.0.to_svg()
}
pub fn length(&self) -> f64 {
self.internal.length()
self.0.length()
}
pub fn compute(&self, t: f64) -> JsValue {
vec_to_point(&self.internal.compute(t))
vec_to_point(&self.0.compute(t))
}
pub fn compute_lookup_table(&self, steps: i32) -> Vec<JsValue> {
self.internal.compute_lookup_table(Some(steps)).iter().map(vec_to_point).collect()
self.0.compute_lookup_table(Some(steps)).iter().map(vec_to_point).collect()
}
pub fn derivative(&self, t: f64) -> JsValue {
vec_to_point(&self.internal.derivative(t))
vec_to_point(&self.0.derivative(t))
}
pub fn normal(&self, t: f64) -> JsValue {
vec_to_point(&self.internal.normal(t))
vec_to_point(&self.0.normal(t))
}
pub fn split(&self, t: f64) -> JsValue {
let bezier_points: [Vec<Point>; 2] = self
.0
.split(t)
.map(|bezier| bezier.get_points().iter().flatten().map(|point| Point { x: point.x, y: point.y }).collect());
JsValue::from_serde(&serde_json::to_string(&bezier_points).unwrap()).unwrap()
}
pub fn trim(&self, t1: f64, t2: f64) -> WasmBezier {
WasmBezier(self.0.trim(t1, t2))
}
}