var _slicedToArray = function () { function sliceIterator(arr, i) { var _arr = []; var _n = true; var _d = false; var _e = undefined; try { for (var _i = arr[Symbol.iterator](), _s; !(_n = (_s = _i.next()).done); _n = true) { _arr.push(_s.value); if (i && _arr.length === i) break; } } catch (err) { _d = true; _e = err; } finally { try { if (!_n && _i["return"]) _i["return"](); } finally { if (_d) throw _e; } } return _arr; } return function (arr, i) { if (Array.isArray(arr)) { return arr; } else if (Symbol.iterator in Object(arr)) { return sliceIterator(arr, i); } else { throw new TypeError("Invalid attempt to destructure non-iterable instance"); } }; }(); var TAU = Math.PI * 2; var mapToEllipse = function mapToEllipse(_ref, rx, ry, cosphi, sinphi, centerx, centery) { var x = _ref.x, y = _ref.y; x *= rx; y *= ry; var xp = cosphi * x - sinphi * y; var yp = sinphi * x + cosphi * y; return { x: xp + centerx, y: yp + centery }; }; var approxUnitArc = function approxUnitArc(ang1, ang2) { // If 90 degree circular arc, use a constant // as derived from http://spencermortensen.com/articles/bezier-circle var a = ang2 === 1.5707963267948966 ? 0.551915024494 : ang2 === -1.5707963267948966 ? -0.551915024494 : 4 / 3 * Math.tan(ang2 / 4); var x1 = Math.cos(ang1); var y1 = Math.sin(ang1); var x2 = Math.cos(ang1 + ang2); var y2 = Math.sin(ang1 + ang2); return [{ x: x1 - y1 * a, y: y1 + x1 * a }, { x: x2 + y2 * a, y: y2 - x2 * a }, { x: x2, y: y2 }]; }; var vectorAngle = function vectorAngle(ux, uy, vx, vy) { var sign = ux * vy - uy * vx < 0 ? -1 : 1; var dot = ux * vx + uy * vy; if (dot > 1) { dot = 1; } if (dot < -1) { dot = -1; } return sign * Math.acos(dot); }; var getArcCenter = function getArcCenter(px, py, cx, cy, rx, ry, largeArcFlag, sweepFlag, sinphi, cosphi, pxp, pyp) { var rxsq = Math.pow(rx, 2); var rysq = Math.pow(ry, 2); var pxpsq = Math.pow(pxp, 2); var pypsq = Math.pow(pyp, 2); var radicant = rxsq * rysq - rxsq * pypsq - rysq * pxpsq; if (radicant < 0) { radicant = 0; } radicant /= rxsq * pypsq + rysq * pxpsq; radicant = Math.sqrt(radicant) * (largeArcFlag === sweepFlag ? -1 : 1); var centerxp = radicant * rx / ry * pyp; var centeryp = radicant * -ry / rx * pxp; var centerx = cosphi * centerxp - sinphi * centeryp + (px + cx) / 2; var centery = sinphi * centerxp + cosphi * centeryp + (py + cy) / 2; var vx1 = (pxp - centerxp) / rx; var vy1 = (pyp - centeryp) / ry; var vx2 = (-pxp - centerxp) / rx; var vy2 = (-pyp - centeryp) / ry; var ang1 = vectorAngle(1, 0, vx1, vy1); var ang2 = vectorAngle(vx1, vy1, vx2, vy2); if (sweepFlag === 0 && ang2 > 0) { ang2 -= TAU; } if (sweepFlag === 1 && ang2 < 0) { ang2 += TAU; } return [centerx, centery, ang1, ang2]; }; var arcToBezier = function arcToBezier(_ref2) { var px = _ref2.px, py = _ref2.py, cx = _ref2.cx, cy = _ref2.cy, rx = _ref2.rx, ry = _ref2.ry, _ref2$xAxisRotation = _ref2.xAxisRotation, xAxisRotation = _ref2$xAxisRotation === undefined ? 0 : _ref2$xAxisRotation, _ref2$largeArcFlag = _ref2.largeArcFlag, largeArcFlag = _ref2$largeArcFlag === undefined ? 0 : _ref2$largeArcFlag, _ref2$sweepFlag = _ref2.sweepFlag, sweepFlag = _ref2$sweepFlag === undefined ? 0 : _ref2$sweepFlag; var curves = []; if (rx === 0 || ry === 0) { return []; } var sinphi = Math.sin(xAxisRotation * TAU / 360); var cosphi = Math.cos(xAxisRotation * TAU / 360); var pxp = cosphi * (px - cx) / 2 + sinphi * (py - cy) / 2; var pyp = -sinphi * (px - cx) / 2 + cosphi * (py - cy) / 2; if (pxp === 0 && pyp === 0) { return []; } rx = Math.abs(rx); ry = Math.abs(ry); var lambda = Math.pow(pxp, 2) / Math.pow(rx, 2) + Math.pow(pyp, 2) / Math.pow(ry, 2); if (lambda > 1) { rx *= Math.sqrt(lambda); ry *= Math.sqrt(lambda); } var _getArcCenter = getArcCenter(px, py, cx, cy, rx, ry, largeArcFlag, sweepFlag, sinphi, cosphi, pxp, pyp), _getArcCenter2 = _slicedToArray(_getArcCenter, 4), centerx = _getArcCenter2[0], centery = _getArcCenter2[1], ang1 = _getArcCenter2[2], ang2 = _getArcCenter2[3]; // If 'ang2' == 90.0000000001, then `ratio` will evaluate to // 1.0000000001. This causes `segments` to be greater than one, which is an // unecessary split, and adds extra points to the bezier curve. To alleviate // this issue, we round to 1.0 when the ratio is close to 1.0. var ratio = Math.abs(ang2) / (TAU / 4); if (Math.abs(1.0 - ratio) < 0.0000001) { ratio = 1.0; } var segments = Math.max(Math.ceil(ratio), 1); ang2 /= segments; for (var i = 0; i < segments; i++) { curves.push(approxUnitArc(ang1, ang2)); ang1 += ang2; } return curves.map(function (curve) { var _mapToEllipse = mapToEllipse(curve[0], rx, ry, cosphi, sinphi, centerx, centery), x1 = _mapToEllipse.x, y1 = _mapToEllipse.y; var _mapToEllipse2 = mapToEllipse(curve[1], rx, ry, cosphi, sinphi, centerx, centery), x2 = _mapToEllipse2.x, y2 = _mapToEllipse2.y; var _mapToEllipse3 = mapToEllipse(curve[2], rx, ry, cosphi, sinphi, centerx, centery), x = _mapToEllipse3.x, y = _mapToEllipse3.y; return { x1: x1, y1: y1, x2: x2, y2: y2, x: x, y: y }; }); }; export default arcToBezier;