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enviPy-bayer/static/js/ketcher2/node_modules/cubic2quad/index.js
2025-06-23 20:13:54 +02:00

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JavaScript

'use strict';
function Point(x, y) {
this.x = x;
this.y = y;
}
Point.prototype.add = function (point) {
return new Point(this.x + point.x, this.y + point.y);
};
Point.prototype.sub = function (point) {
return new Point(this.x - point.x, this.y - point.y);
};
Point.prototype.mul = function (value) {
return new Point(this.x * value, this.y * value);
};
Point.prototype.div = function (value) {
return new Point(this.x / value, this.y / value);
};
Point.prototype.dist = function () {
return Math.sqrt(this.x*this.x + this.y*this.y);
};
Point.prototype.sqr = function () {
return this.x*this.x + this.y*this.y;
};
Point.prototype.dot = function (point) {
return this.x * point.x + this.y * point.y;
};
function calcPowerCoefficients(p1, c1, c2, p2) {
// point(t) = p1*(1-t)^3 + c1*t*(1-t)^2 + c2*t^2*(1-t) + p2*t^3 = a*t^3 + b*t^2 + c*t + d
// for each t value, so
// a = (p2 - p1) + 3 * (c1 - c2)
// b = 3 * (p1 + c2) - 6 * c1
// c = 3 * (c1 - p1)
// d = p1
var a = p2.sub(p1).add(c1.sub(c2).mul(3));
var b = p1.add(c2).mul(3).sub(c1.mul(6));
var c = c1.sub(p1).mul(3);
var d = p1;
return [ a, b, c, d ];
}
function calcPoint(a, b, c, d, t) {
// a*t^3 + b*t^2 + c*t + d = ((a*t + b)*t + c)*t + d
return a.mul(t).add(b).mul(t).add(c).mul(t).add(d);
}
function calcPointQuad(a, b, c, t) {
// a*t^2 + b*t + c = (a*t + b)*t + c
return a.mul(t).add(b).mul(t).add(c);
}
function calcPointDerivative(a, b, c, d, t) {
// d/dt[a*t^3 + b*t^2 + c*t + d] = 3*a*t^2 + 2*b*t + c = (3*a*t + 2*b)*t + c
return a.mul(3*t).add(b.mul(2)).mul(t).add(c);
}
function quadSolve(a, b, c) {
// a*x^2 + b*x + c = 0
if (a === 0) {
return (b === 0) ? [] : [ -c / b ];
}
var D = b*b - 4*a*c;
if (D < 0) {
return [];
} else if (D === 0) {
return [ -b/(2*a) ];
}
var DSqrt = Math.sqrt(D);
return [ (-b - DSqrt) / (2*a), (-b + DSqrt) / (2*a) ];
}
function cubicRoot(x) {
return (x < 0) ? -Math.pow(-x, 1/3) : Math.pow(x, 1/3);
}
function cubicSolve(a, b, c, d) {
// a*x^3 + b*x^2 + c*x + d = 0
if (a === 0) {
return quadSolve(b, c, d);
}
// solve using Cardan's method, which is described in paper of R.W.D. Nickals
// http://www.nickalls.org/dick/papers/maths/cubic1993.pdf (doi:10.2307/3619777)
var xn = -b / (3*a); // point of symmetry x coordinate
var yn = ((a * xn + b) * xn + c) * xn + d; // point of symmetry y coordinate
var deltaSq = (b*b - 3*a*c) / (9*a*a); // delta^2
var hSq = 4*a*a * Math.pow(deltaSq, 3); // h^2
var D3 = yn*yn - hSq;
if (D3 > 0) { // 1 real root
var D3Sqrt = Math.sqrt(D3);
return [ xn + cubicRoot((-yn + D3Sqrt)/(2*a)) + cubicRoot((-yn - D3Sqrt)/(2*a)) ];
} else if (D3 === 0) { // 2 real roots
var delta1 = cubicRoot(yn/(2*a));
return [ xn - 2 * delta1, xn + delta1 ];
}
// 3 real roots
var theta = Math.acos(-yn / Math.sqrt(hSq)) / 3;
var delta = Math.sqrt(deltaSq);
return [
xn + 2 * delta * Math.cos(theta),
xn + 2 * delta * Math.cos(theta + Math.PI * 2 / 3),
xn + 2 * delta * Math.cos(theta + Math.PI * 4 / 3)
];
}
function minDistanceToQuad(point, p1, c1, p2) {
// f(t) = (1-t)^2 * p1 + 2*t*(1 - t) * c1 + t^2 * p2 = a*t^2 + b*t + c, t in [0, 1],
// a = p1 + p2 - 2 * c1
// b = 2 * (c1 - p1)
// c = p1; a, b, c are vectors because p1, c1, p2 are vectors too
// The distance between given point and quadratic curve is equal to
// sqrt((f(t) - point)^2), so these expression has zero derivative by t at points where
// (f'(t), (f(t) - point)) = 0.
// Substituting quadratic curve as f(t) one could obtain a cubic equation
// e3*t^3 + e2*t^2 + e1*t + e0 = 0 with following coefficients:
// e3 = 2 * a^2
// e2 = 3 * a*b
// e1 = (b^2 + 2 * a*(c - point))
// e0 = (c - point)*b
// One of the roots of the equation from [0, 1], or t = 0 or t = 1 is a value of t
// at which the distance between given point and quadratic Bezier curve has minimum.
// So to find the minimal distance one have to just pick the minimum value of
// the distance on set {t = 0 | t = 1 | t is root of the equation from [0, 1] }.
var a = p1.add(p2).sub(c1.mul(2));
var b = c1.sub(p1).mul(2);
var c = p1;
var e3 = 2 * a.sqr();
var e2 = 3 * a.dot(b);
var e1 = (b.sqr() + 2 * a.dot(c.sub(point)));
var e0 = c.sub(point).dot(b);
var candidates = cubicSolve(e3, e2, e1, e0).filter(function (t) { return t > 0 && t < 1; }).concat([ 0, 1 ]);
var minDistance = 1e9;
for (var i = 0; i < candidates.length; i++) {
var distance = calcPointQuad(a, b, c, candidates[i]).sub(point).dist();
if (distance < minDistance) {
minDistance = distance;
}
}
return minDistance;
}
function processSegment(a, b, c, d, t1, t2) {
// Find a single control point for given segment of cubic Bezier curve
// These control point is an interception of tangent lines to the boundary points
// Let's denote that f(t) is a vector function of parameter t that defines the cubic Bezier curve,
// f(t1) + f'(t1)*z1 is a parametric equation of tangent line to f(t1) with parameter z1
// f(t2) + f'(t2)*z2 is the same for point f(t2) and the vector equation
// f(t1) + f'(t1)*z1 = f(t2) + f'(t2)*z2 defines the values of parameters z1 and z2.
// Defining fx(t) and fy(t) as the x and y components of vector function f(t) respectively
// and solving the given system for z1 one could obtain that
//
// -(fx(t2) - fx(t1))*fy'(t2) + (fy(t2) - fy(t1))*fx'(t2)
// z1 = ------------------------------------------------------.
// -fx'(t1)*fy'(t2) + fx'(t2)*fy'(t1)
//
// Let's assign letter D to the denominator and note that if D = 0 it means that the curve actually
// is a line. Substituting z1 to the equation of tangent line to the point f(t1), one could obtain that
// cx = [fx'(t1)*(fy(t2)*fx'(t2) - fx(t2)*fy'(t2)) + fx'(t2)*(fx(t1)*fy'(t1) - fy(t1)*fx'(t1))]/D
// cy = [fy'(t1)*(fy(t2)*fx'(t2) - fx(t2)*fy'(t2)) + fy'(t2)*(fx(t1)*fy'(t1) - fy(t1)*fx'(t1))]/D
// where c = (cx, cy) is the control point of quadratic Bezier curve.
var f1 = calcPoint(a, b, c, d, t1);
var f2 = calcPoint(a, b, c, d, t2);
var f1_ = calcPointDerivative(a, b, c, d, t1);
var f2_ = calcPointDerivative(a, b, c, d, t2);
var D = -f1_.x * f2_.y + f2_.x * f1_.y;
if (Math.abs(D) < 1e-8) {
return [ f1, f1.add(f2).div(2), f2 ]; // straight line segment
}
var cx = (f1_.x*(f2.y*f2_.x - f2.x*f2_.y) + f2_.x*(f1.x*f1_.y - f1.y*f1_.x)) / D;
var cy = (f1_.y*(f2.y*f2_.x - f2.x*f2_.y) + f2_.y*(f1.x*f1_.y - f1.y*f1_.x)) / D;
return [ f1, new Point(cx, cy), f2 ];
}
function isSegmentApproximationClose(a, b, c, d, tmin, tmax, p1, c1, p2, errorBound) {
// a,b,c,d define cubic curve
// tmin, tmax are boundary points on cubic curve
// p1, c1, p2 define quadratic curve
// errorBound is maximum allowed distance
// Try to find maximum distance between one of N points segment of given cubic
// and corresponding quadratic curve that estimates the cubic one, assuming
// that the boundary points of cubic and quadratic points are equal.
//
// The distance calculation method comes from Hausdorff distance defenition
// (https://en.wikipedia.org/wiki/Hausdorff_distance), but with following simplifications
// * it looks for maximum distance only for finite number of points of cubic curve
// * it doesn't perform reverse check that means selecting set of fixed points on
// the quadratic curve and looking for the closest points on the cubic curve
// But this method allows easy estimation of approximation error, so it is enough
// for practical purposes.
var n = 10; // number of points + 1
var dt = (tmax - tmin) / n;
for (var t = tmin + dt; t < tmax - dt; t += dt) { // don't check distance on boundary points
// because they should be the same
var point = calcPoint(a, b, c, d, t);
if (minDistanceToQuad(point, p1, c1, p2) > errorBound) {
return false;
}
}
return true;
}
function _isApproximationClose(a, b, c, d, quadCurves, errorBound) {
var dt = 1/quadCurves.length;
for (var i = 0; i < quadCurves.length; i++) {
var p1 = quadCurves[i][0];
var c1 = quadCurves[i][1];
var p2 = quadCurves[i][2];
if (!isSegmentApproximationClose(a, b, c, d, i * dt, (i + 1) * dt, p1, c1, p2, errorBound)) {
return false;
}
}
return true;
}
function fromFlatArray(points) {
var result = [];
var segmentsNumber = (points.length - 2) / 4;
for (var i = 0; i < segmentsNumber; i++) {
result.push([
new Point(points[4 * i], points[4 * i + 1]),
new Point(points[4 * i + 2], points[4 * i + 3]),
new Point(points[4 * i + 4], points[4 * i + 5])
]);
}
return result;
}
function toFlatArray(quadsList) {
var result = [];
result.push(quadsList[0][0].x);
result.push(quadsList[0][0].y);
for (var i = 0; i < quadsList.length; i++) {
result.push(quadsList[i][1].x);
result.push(quadsList[i][1].y);
result.push(quadsList[i][2].x);
result.push(quadsList[i][2].y);
}
return result;
}
function isApproximationClose(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, quads, errorBound) {
// TODO: rewrite it in C-style and remove _isApproximationClose
var pc = calcPowerCoefficients(
new Point(p1x, p1y),
new Point(c1x, c1y),
new Point(c2x, c2y),
new Point(p2x, p2y)
);
return _isApproximationClose(pc[0], pc[1], pc[2], pc[3], fromFlatArray(quads), errorBound);
}
/*
* Split cubic bézier curve into two cubic curves, see details here:
* https://math.stackexchange.com/questions/877725
*/
function subdivideCubic(x1, y1, x2, y2, x3, y3, x4, y4, t) {
var u = 1-t, v = t;
var bx = x1*u + x2*v;
var sx = x2*u + x3*v;
var fx = x3*u + x4*v;
var cx = bx*u + sx*v;
var ex = sx*u + fx*v;
var dx = cx*u + ex*v;
var by = y1*u + y2*v;
var sy = y2*u + y3*v;
var fy = y3*u + y4*v;
var cy = by*u + sy*v;
var ey = sy*u + fy*v;
var dy = cy*u + ey*v;
return [
[ x1, y1, bx, by, cx, cy, dx, dy ],
[ dx, dy, ex, ey, fx, fy, x4, y4 ]
];
}
function byNumber(x, y) { return x - y; }
/*
* Find inflection points on a cubic curve, algorithm is similar to this one:
* http://www.caffeineowl.com/graphics/2d/vectorial/cubic-inflexion.html
*/
function solveInflections(x1, y1, x2, y2, x3, y3, x4, y4) {
var p = -(x4 * (y1 - 2 * y2 + y3)) + x3 * (2 * y1 - 3 * y2 + y4)
+ x1 * (y2 - 2 * y3 + y4) - x2 * (y1 - 3 * y3 + 2 * y4);
var q = x4 * (y1 - y2) + 3 * x3 * (-y1 + y2) + x2 * (2 * y1 - 3 * y3 + y4) - x1 * (2 * y2 - 3 * y3 + y4);
var r = x3 * (y1 - y2) + x1 * (y2 - y3) + x2 * (-y1 + y3);
return quadSolve(p, q, r).filter(function (t) { return t > 1e-8 && t < 1 - 1e-8; }).sort(byNumber);
}
/*
* Approximate cubic Bezier curve defined with base points p1, p2 and control points c1, c2 with
* with a few quadratic Bezier curves.
* The function uses tangent method to find quadratic approximation of cubic curve segment and
* simplified Hausdorff distance to determine number of segments that is enough to make error small.
* In general the method is the same as described here: https://fontforge.github.io/bezier.html.
*/
function _cubicToQuad(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, errorBound) {
var p1 = new Point(p1x, p1y);
var c1 = new Point(c1x, c1y);
var c2 = new Point(c2x, c2y);
var p2 = new Point(p2x, p2y);
var pc = calcPowerCoefficients(p1, c1, c2, p2);
var a = pc[0], b = pc[1], c = pc[2], d = pc[3];
var approximation;
for (var segmentsCount = 1; segmentsCount <= 8; segmentsCount++) {
approximation = [];
for (var t = 0; t < 1; t += 1/segmentsCount) {
approximation.push(processSegment(a, b, c, d, t, t + 1/segmentsCount));
}
if (segmentsCount === 1 && (
approximation[0][1].sub(p1).dot(c1.sub(p1)) < 0 ||
approximation[0][1].sub(p2).dot(c2.sub(p2)) < 0)) {
// approximation concave, while the curve is convex (or vice versa)
continue;
}
if (_isApproximationClose(a, b, c, d, approximation, errorBound)) {
break;
}
}
return toFlatArray(approximation);
}
/*
* If this curve has any inflection points, split the curve and call
* _cubicToQuad function on each resulting curve.
*/
function cubicToQuad(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, errorBound) {
var inflections = solveInflections(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y);
if (!inflections.length) {
return _cubicToQuad(p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y, errorBound);
}
var result = [];
var curve = [ p1x, p1y, c1x, c1y, c2x, c2y, p2x, p2y ];
var prevPoint = 0;
var quad, split;
for (var inflectionIdx = 0; inflectionIdx < inflections.length; inflectionIdx++) {
split = subdivideCubic(
curve[0], curve[1], curve[2], curve[3],
curve[4], curve[5], curve[6], curve[7],
// we make a new curve, so adjust inflection point accordingly
1 - (1 - inflections[inflectionIdx]) / (1 - prevPoint)
);
quad = _cubicToQuad(
split[0][0], split[0][1], split[0][2], split[0][3],
split[0][4], split[0][5], split[0][6], split[0][7],
errorBound
);
result = result.concat(quad.slice(0, -2));
curve = split[1];
prevPoint = inflections[inflectionIdx];
}
quad = _cubicToQuad(
curve[0], curve[1], curve[2], curve[3],
curve[4], curve[5], curve[6], curve[7],
errorBound
);
return result.concat(quad);
}
module.exports = cubicToQuad;
// following exports are for testing purposes
module.exports.isApproximationClose = isApproximationClose;
module.exports.cubicSolve = cubicSolve;