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* added ui for derivative impl * Add derivative computation for bezier-rs library * integrate devivative ui with library * Add implementation for the normal function * Update rustdoc comments * Rename handles and getters, add tangent function * Rename variables, address nits Co-authored-by: Rob Nadal <robnadal44@gmail.com> Co-authored-by: Thomas Cheng <contact.chengthomas@gmail.com> Co-authored-by: ll2zheng <Linda Zheng>
85 lines
2.1 KiB
Rust
85 lines
2.1 KiB
Rust
use bezier_rs::Bezier;
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use glam::DVec2;
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use serde::{Deserialize, Serialize};
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use wasm_bindgen::prelude::*;
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#[derive(Serialize, Deserialize)]
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struct Point {
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x: f64,
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y: f64,
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}
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#[wasm_bindgen]
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/// Wrapper of the `Bezier` struct to be used in JS
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pub struct WasmBezier {
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internal: Bezier,
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}
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/// Convert a `DVec2` into a `JsValue`
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pub fn vec_to_point(p: &DVec2) -> JsValue {
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JsValue::from_serde(&serde_json::to_string(&Point { x: p.x, y: p.y }).unwrap()).unwrap()
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}
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#[wasm_bindgen]
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impl WasmBezier {
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/// Expect js_points to be a list of 3 pairs
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pub fn new_quad(js_points: &JsValue) -> WasmBezier {
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let points: [DVec2; 3] = js_points.into_serde().unwrap();
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WasmBezier {
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internal: Bezier::from_quadratic_dvec2(points[0], points[1], points[2]),
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}
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}
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/// Expect js_points to be a list of 4 pairs
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pub fn new_cubic(js_points: &JsValue) -> WasmBezier {
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let points: [DVec2; 4] = js_points.into_serde().unwrap();
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WasmBezier {
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internal: Bezier::from_cubic_dvec2(points[0], points[1], points[2], points[3]),
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}
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}
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pub fn set_start(&mut self, x: f64, y: f64) {
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self.internal.set_start(DVec2::from((x, y)));
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}
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pub fn set_end(&mut self, x: f64, y: f64) {
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self.internal.set_end(DVec2::from((x, y)));
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}
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pub fn set_handle_start(&mut self, x: f64, y: f64) {
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self.internal.set_handle_start(DVec2::from((x, y)));
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}
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pub fn set_handle_end(&mut self, x: f64, y: f64) {
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self.internal.set_handle_end(DVec2::from((x, y)));
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}
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pub fn get_points(&self) -> Vec<JsValue> {
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self.internal.get_points().iter().flatten().map(vec_to_point).collect()
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}
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pub fn to_svg(&self) -> String {
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self.internal.to_svg()
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}
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pub fn length(&self) -> f64 {
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self.internal.length()
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}
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pub fn compute(&self, t: f64) -> JsValue {
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vec_to_point(&self.internal.compute(t))
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}
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pub fn compute_lookup_table(&self, steps: i32) -> Vec<JsValue> {
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self.internal.compute_lookup_table(Some(steps)).iter().map(vec_to_point).collect()
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}
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pub fn derivative(&self, t: f64) -> JsValue {
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vec_to_point(&self.internal.derivative(t))
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}
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pub fn normal(&self, t: f64) -> JsValue {
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vec_to_point(&self.internal.normal(t))
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}
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}
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