code format

This commit is contained in:
Zutatensuppe 2020-11-08 12:58:21 +01:00
parent 1f3eb41b4e
commit 55dde8b646

View file

@ -64,68 +64,68 @@ function fillBitmapCapped(bitmap, rgba, rects_cap) {
}
}
function mapBitmapToBitmap (
function mapBitmapToBitmap(
/** @type {Bitmap} */src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {Bitmap} */ dst,
/** @type {BoundingRectangle} */ rect_dst
) {
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
function mapBitmapToBitmapCapped (
function mapBitmapToBitmapCapped(
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {Bitmap} */ dst,
/** @type {BoundingRectangle} */ rect_dst,
rects_cap
) {
if (!rects_cap) {
return mapBitmapToBitmap(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
if (!rects_cap) {
return mapBitmapToBitmap(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
}
function mapBitmapToAdapterCapped (
@ -135,73 +135,73 @@ function mapBitmapToAdapterCapped (
/** @type {BoundingRectangle} */ rect_dst,
rects_cap
) {
if (!rects_cap) {
return mapBitmapToAdapter(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
if (!rects_cap) {
return mapBitmapToAdapter(src, rect_src, dst, rect_dst)
}
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
for (let rect_cap of rects_cap) {
let startX = Math.floor(Math.max(rect_cap.x0, rect_dst.x0, (-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.floor(Math.max(rect_cap.y0, rect_dst.y0, (-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
let endX = Math.ceil(Math.min(rect_cap.x1, rect_dst.x1, ((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.ceil(Math.min(rect_cap.y1, rect_dst.y1, ((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
}
function mapBitmapToAdapter (
function mapBitmapToAdapter(
/** @type {Bitmap} */ src,
/** @type {BoundingRectangle} */ rect_src,
/** @type {CanvasAdapter} */ dst,
/** @type {BoundingRectangle} */ rect_dst
) {
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
const tmp = new Uint8ClampedArray(4)
const w_f = rect_src.width / rect_dst.width
const h_f = rect_src.height / rect_dst.height
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let startX = Math.max(rect_dst.x0, Math.floor((-rect_src.x0 / w_f) + rect_dst.x0))
let startY = Math.max(rect_dst.y0, Math.floor((-rect_src.y0 / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
let endX = Math.min(rect_dst.x1, Math.ceil(((src.width - rect_src.x0) / w_f) + rect_dst.x0))
let endY = Math.min(rect_dst.y1, Math.ceil(((src.height - rect_src.y0) / h_f) + rect_dst.y0))
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
for (let x = startX; x < endX; x++) {
for (let y = startY; y < endY; y++) {
const src_x = rect_src.x0 + Math.floor((x - rect_dst.x0) * w_f)
const src_y = rect_src.y0 + Math.floor((y - rect_dst.y0) * h_f)
if (src.getPix(src_x, src_y, tmp)) {
if (tmp[3] === 255) {
dst.putPix(x, y, tmp)
}
}
}
}
}
function copy(src) {
var arr = new Uint8ClampedArray(src.length)
arr.set(new Uint8ClampedArray(src));
return arr
var arr = new Uint8ClampedArray(src.length)
arr.set(new Uint8ClampedArray(src));
return arr
}
function dataToBitmap(w, h, data) {
const bitmap = new Bitmap(w, h)
bitmap._data = copy(data)
return bitmap
const bitmap = new Bitmap(w, h)
bitmap._data = copy(data)
return bitmap
}
function canvasToBitmap(
@ -229,46 +229,46 @@ async function loadImageToBitmap(imagePath) {
}
function pointInBounds(pt, rect) {
return pt.x >= rect.x0
&& pt.x <= rect.x1
&& pt.y >= rect.y0
&& pt.y <= rect.y1
return pt.x >= rect.x0
&& pt.x <= rect.x1
&& pt.y >= rect.y0
&& pt.y <= rect.y1
}
const determinePuzzleInfo = (w, h, targetTiles) => {
let tileSize = 0
let tiles = 0
do {
tileSize++
tiles = tilesFit(w, h, tileSize)
} while (tiles >= targetTiles)
tileSize--
let tileSize = 0
let tiles = 0
do {
tileSize++
tiles = tilesFit(w, h, tileSize)
const tiles_x = Math.round(w / tileSize)
const tiles_y = Math.round(h / tileSize)
tiles = tiles_x * tiles_y
} while (tiles >= targetTiles)
tileSize--
// then resize to final TILE_SIZE (which is always the same)
tileSize = TILE_SIZE
const width = tiles_x * tileSize
const height = tiles_y * tileSize
const coords = coordsByNum({width, height, tileSize, tiles})
tiles = tilesFit(w, h, tileSize)
const tiles_x = Math.round(w / tileSize)
const tiles_y = Math.round(h / tileSize)
tiles = tiles_x * tiles_y
const tileMarginWidth = tileSize * .5;
const tileDrawSize = Math.round(tileSize + tileMarginWidth*2)
// then resize to final TILE_SIZE (which is always the same)
tileSize = TILE_SIZE
const width = tiles_x * tileSize
const height = tiles_y * tileSize
const coords = coordsByNum({ width, height, tileSize, tiles })
return {
width,
height,
tileSize,
tileMarginWidth,
tileDrawSize,
tiles,
tiles_x,
tiles_y,
coords,
}
const tileMarginWidth = tileSize * .5;
const tileDrawSize = Math.round(tileSize + tileMarginWidth * 2)
return {
width,
height,
tileSize,
tileMarginWidth,
tileDrawSize,
tiles,
tiles_x,
tiles_y,
coords,
}
}
const tilesFit = (w, h, size) => Math.floor(w / size) * Math.floor(h / size)
@ -285,157 +285,157 @@ const coordsByNum = (puzzleInfo) => {
}
const resizeBitmap = (bitmap, width, height) => {
const tmp = new Bitmap(width, height)
mapBitmapToBitmap(
bitmap,
bitmap.getBoundingRect(),
tmp,
tmp.getBoundingRect()
)
return tmp
const tmp = new Bitmap(width, height)
mapBitmapToBitmap(
bitmap,
bitmap.getBoundingRect(),
tmp,
tmp.getBoundingRect()
)
return tmp
}
function getSurroundingTilesByIdx(puzzle, idx) {
var _X = puzzle.info.coords[idx].x
var _Y = puzzle.info.coords[idx].y
var _X = puzzle.info.coords[idx].x
var _Y = puzzle.info.coords[idx].y
return [
// top
_Y === 0 ? null : puzzle.tiles[idx - puzzle.info.tiles_x],
// right
(_X === puzzle.info.tiles_x - 1) ? null : puzzle.tiles[idx + 1],
// bottom
(_Y === puzzle.info.tiles_y - 1) ? null : puzzle.tiles[idx + puzzle.info.tiles_x],
// left
_X === 0 ? null : puzzle.tiles[idx - 1]
]
return [
// top
_Y === 0 ? null : puzzle.tiles[idx - puzzle.info.tiles_x],
// right
(_X === puzzle.info.tiles_x - 1) ? null : puzzle.tiles[idx + 1],
// bottom
(_Y === puzzle.info.tiles_y - 1) ? null : puzzle.tiles[idx + puzzle.info.tiles_x],
// left
_X === 0 ? null : puzzle.tiles[idx - 1]
]
}
function determinePuzzleTileShapes (info) {
const tabs = [-1, 1]
function determinePuzzleTileShapes(info) {
const tabs = [-1, 1]
const shapes = new Array(info.tiles)
for (let i = 0; i < info.tiles; i++) {
shapes[i] = {
top: info.coords[i].y === 0 ? 0 : shapes[i - info.tiles_x].bottom * -1,
right: info.coords[i].x === info.tiles_x -1 ? 0 : choice(tabs),
left: info.coords[i].x === 0 ? 0 : shapes[i - 1].right * -1,
bottom: info.coords[i].y === info.tiles_y -1 ? 0 : choice(tabs),
}
const shapes = new Array(info.tiles)
for (let i = 0; i < info.tiles; i++) {
shapes[i] = {
top: info.coords[i].y === 0 ? 0 : shapes[i - info.tiles_x].bottom * -1,
right: info.coords[i].x === info.tiles_x - 1 ? 0 : choice(tabs),
left: info.coords[i].x === 0 ? 0 : shapes[i - 1].right * -1,
bottom: info.coords[i].y === info.tiles_y - 1 ? 0 : choice(tabs),
}
return shapes
}
return shapes
}
async function createPuzzleTileBitmaps (bitmap, tiles, info) {
let img = await bitmap.toImage()
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
var tileDrawSize = info.tileDrawSize
var tileRatio = tileSize / 100.0
async function createPuzzleTileBitmaps(bitmap, tiles, info) {
let img = await bitmap.toImage()
var tileSize = info.tileSize
var tileMarginWidth = info.tileMarginWidth
var tileDrawSize = info.tileDrawSize
var tileRatio = tileSize / 100.0
var curvyCoords = [
0, 0, 40, 15, 37, 5,
37, 5, 40, 0, 38, -5,
38, -5, 20, -20, 50, -20,
50, -20, 80, -20, 62, -5,
62, -5, 60, 0, 63, 5,
63, 5, 65, 15, 100, 0
];
var curvyCoords = [
0, 0, 40, 15, 37, 5,
37, 5, 40, 0, 38, -5,
38, -5, 20, -20, 50, -20,
50, -20, 80, -20, 62, -5,
62, -5, 60, 0, 63, 5,
63, 5, 65, 15, 100, 0
];
const bitmaps = new Array(tiles.length)
const bitmaps = new Array(tiles.length)
const paths = {}
function pathForShape(shape) {
const key = `${shape.top}${shape.right}${shape.left}${shape.bottom}`
if (paths[key]) {
return paths[key]
}
const path = new Path2D()
const topLeftEdge = { x: tileMarginWidth, y: tileMarginWidth }
path.moveTo(topLeftEdge.x, topLeftEdge.y)
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.top * curvyCoords[i * 6 + 1] * tileRatio })
const p2 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.top * curvyCoords[i * 6 + 3] * tileRatio })
const p3 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.top * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const topRightEdge = pointAdd(topLeftEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
const p2 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
const p3 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
//Bottom
const bottomRightEdge = pointAdd(topRightEdge, { x: 0, y: tileSize })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 1] * tileRatio })
let p2 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 3] * tileRatio })
let p3 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
//Left
const bottomLeftEdge = pointSub(bottomRightEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
let p2 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
let p3 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
paths[key] = path
return path
const paths = {}
function pathForShape(shape) {
const key = `${shape.top}${shape.right}${shape.left}${shape.bottom}`
if (paths[key]) {
return paths[key]
}
for (let tile of tiles) {
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
const c = createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.lineWidth = 2
ctx.stroke(path)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save();
ctx.clip(path)
ctx.drawImage(
img,
srcRect.x0 - tileMarginWidth,
srcRect.y0 - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx.stroke(path)
ctx.restore();
const bitmap = canvasToBitmap(c, ctx)
bitmaps[tile.idx] = bitmap
const path = new Path2D()
const topLeftEdge = { x: tileMarginWidth, y: tileMarginWidth }
path.moveTo(topLeftEdge.x, topLeftEdge.y)
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.top * curvyCoords[i * 6 + 1] * tileRatio })
const p2 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.top * curvyCoords[i * 6 + 3] * tileRatio })
const p3 = pointAdd(topLeftEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.top * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
const topRightEdge = pointAdd(topLeftEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
const p1 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
const p2 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
const p3 = pointAdd(topRightEdge, { x: -shape.right * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
//Bottom
const bottomRightEdge = pointAdd(topRightEdge, { x: 0, y: tileSize })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 0] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 1] * tileRatio })
let p2 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 2] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 3] * tileRatio })
let p3 = pointSub(bottomRightEdge, { x: curvyCoords[i * 6 + 4] * tileRatio, y: shape.bottom * curvyCoords[i * 6 + 5] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
//Left
const bottomLeftEdge = pointSub(bottomRightEdge, { x: tileSize, y: 0 })
for (let i = 0; i < curvyCoords.length / 6; i++) {
let p1 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 1] * tileRatio, y: curvyCoords[i * 6 + 0] * tileRatio })
let p2 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 3] * tileRatio, y: curvyCoords[i * 6 + 2] * tileRatio })
let p3 = pointSub(bottomLeftEdge, { x: -shape.left * curvyCoords[i * 6 + 5] * tileRatio, y: curvyCoords[i * 6 + 4] * tileRatio })
path.bezierCurveTo(p1.x, p1.y, p2.x, p2.y, p3.x, p3.y);
}
paths[key] = path
return path
}
return bitmaps
}
for (let tile of tiles) {
const srcRect = srcRectByIdx(info, tile.idx)
const path = pathForShape(info.shapes[tile.idx])
function srcRectByIdx (puzzleInfo, idx) {
let c = puzzleInfo.coords[idx]
let cx = c.x * puzzleInfo.tileSize
let cy = c.y * puzzleInfo.tileSize
return new BoundingRectangle(
cx,
cx + puzzleInfo.tileSize,
cy,
cy + puzzleInfo.tileSize
const c = createCanvas(tileDrawSize, tileDrawSize)
const ctx = c.getContext('2d')
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.lineWidth = 2
ctx.stroke(path)
// -----------------------------------------------------------
// -----------------------------------------------------------
ctx.save();
ctx.clip(path)
ctx.drawImage(
img,
srcRect.x0 - tileMarginWidth,
srcRect.y0 - tileMarginWidth,
tileDrawSize,
tileDrawSize,
0,
0,
tileDrawSize,
tileDrawSize,
)
ctx.stroke(path)
ctx.restore();
const bitmap = canvasToBitmap(c, ctx)
bitmaps[tile.idx] = bitmap
}
return bitmaps
}
const pointSub = (a, b) => ({x: a.x - b.x, y: a.y - b.y})
function srcRectByIdx(puzzleInfo, idx) {
let c = puzzleInfo.coords[idx]
let cx = c.x * puzzleInfo.tileSize
let cy = c.y * puzzleInfo.tileSize
return new BoundingRectangle(
cx,
cx + puzzleInfo.tileSize,
cy,
cy + puzzleInfo.tileSize
)
}
const pointSub = (a, b) => ({ x: a.x - b.x, y: a.y - b.y })
const pointAdd = (a, b) => ({x: a.x + b.x, y: a.y + b.y})