use bezier_rs::Bezier; use glam::DVec2; use serde::{Deserialize, Serialize}; use wasm_bindgen::prelude::*; #[derive(Serialize, Deserialize)] struct Point { x: f64, y: f64, } #[wasm_bindgen] /// Wrapper of the `Bezier` struct to be used in JS pub struct WasmBezier { internal: Bezier, } /// Convert a `DVec2` into a `JsValue` pub fn vec_to_point(p: &DVec2) -> JsValue { JsValue::from_serde(&serde_json::to_string(&Point { x: p.x, y: p.y }).unwrap()).unwrap() } #[wasm_bindgen] 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]), } } /// 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]), } } pub fn set_start(&mut self, x: f64, y: f64) { self.internal.set_start(DVec2::from((x, y))); } pub fn set_end(&mut self, x: f64, y: f64) { self.internal.set_end(DVec2::from((x, y))); } pub fn set_handle_start(&mut self, x: f64, y: f64) { self.internal.set_handle_start(DVec2::from((x, y))); } pub fn set_handle_end(&mut self, x: f64, y: f64) { self.internal.set_handle_end(DVec2::from((x, y))); } pub fn get_points(&self) -> Vec { self.internal.get_points().iter().flatten().map(vec_to_point).collect() } pub fn to_svg(&self) -> String { self.internal.to_svg() } pub fn length(&self) -> f64 { self.internal.length() } pub fn compute(&self, t: f64) -> JsValue { vec_to_point(&self.internal.compute(t)) } pub fn compute_lookup_table(&self, steps: i32) -> Vec { self.internal.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)) } pub fn normal(&self, t: f64) -> JsValue { vec_to_point(&self.internal.normal(t)) } }