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authorlittleblack111 <littleblack11111@gmail.com>2023-10-14 15:05:55 +0800
committerlittleblack111 <littleblack11111@gmail.com>2023-10-14 15:05:55 +0800
commitc06f7ee0a40255214c477e13d9b956a7e07c2900 (patch)
treef5982a568ef8fab865d0142e71c7494fea3e4c1b /node_modules/svgo/plugins/_path.js
parent3fd9400d4dccc25aa29b5702216732e0b7542073 (diff)
postcss,(plugins): nanocss, postcss-preset-env
Diffstat (limited to 'node_modules/svgo/plugins/_path.js')
-rw-r--r--node_modules/svgo/plugins/_path.js816
1 files changed, 816 insertions, 0 deletions
diff --git a/node_modules/svgo/plugins/_path.js b/node_modules/svgo/plugins/_path.js
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+'use strict';
+
+/**
+ * @typedef {import('../lib/types').XastElement} XastElement
+ * @typedef {import('../lib/types').PathDataItem} PathDataItem
+ */
+
+const { parsePathData, stringifyPathData } = require('../lib/path.js');
+
+/**
+ * @type {[number, number]}
+ */
+var prevCtrlPoint;
+
+/**
+ * Convert path string to JS representation.
+ *
+ * @type {(path: XastElement) => Array<PathDataItem>}
+ */
+const path2js = (path) => {
+ // @ts-ignore legacy
+ if (path.pathJS) return path.pathJS;
+ /**
+ * @type {Array<PathDataItem>}
+ */
+ const pathData = []; // JS representation of the path data
+ const newPathData = parsePathData(path.attributes.d);
+ for (const { command, args } of newPathData) {
+ pathData.push({ command, args });
+ }
+ // First moveto is actually absolute. Subsequent coordinates were separated above.
+ if (pathData.length && pathData[0].command == 'm') {
+ pathData[0].command = 'M';
+ }
+ // @ts-ignore legacy
+ path.pathJS = pathData;
+ return pathData;
+};
+exports.path2js = path2js;
+
+/**
+ * Convert relative Path data to absolute.
+ *
+ * @type {(data: Array<PathDataItem>) => Array<PathDataItem>}
+ *
+ */
+const convertRelativeToAbsolute = (data) => {
+ /**
+ * @type {Array<PathDataItem>}
+ */
+ const newData = [];
+ let start = [0, 0];
+ let cursor = [0, 0];
+
+ for (let { command, args } of data) {
+ args = args.slice();
+
+ // moveto (x y)
+ if (command === 'm') {
+ args[0] += cursor[0];
+ args[1] += cursor[1];
+ command = 'M';
+ }
+ if (command === 'M') {
+ cursor[0] = args[0];
+ cursor[1] = args[1];
+ start[0] = cursor[0];
+ start[1] = cursor[1];
+ }
+
+ // horizontal lineto (x)
+ if (command === 'h') {
+ args[0] += cursor[0];
+ command = 'H';
+ }
+ if (command === 'H') {
+ cursor[0] = args[0];
+ }
+
+ // vertical lineto (y)
+ if (command === 'v') {
+ args[0] += cursor[1];
+ command = 'V';
+ }
+ if (command === 'V') {
+ cursor[1] = args[0];
+ }
+
+ // lineto (x y)
+ if (command === 'l') {
+ args[0] += cursor[0];
+ args[1] += cursor[1];
+ command = 'L';
+ }
+ if (command === 'L') {
+ cursor[0] = args[0];
+ cursor[1] = args[1];
+ }
+
+ // curveto (x1 y1 x2 y2 x y)
+ if (command === 'c') {
+ args[0] += cursor[0];
+ args[1] += cursor[1];
+ args[2] += cursor[0];
+ args[3] += cursor[1];
+ args[4] += cursor[0];
+ args[5] += cursor[1];
+ command = 'C';
+ }
+ if (command === 'C') {
+ cursor[0] = args[4];
+ cursor[1] = args[5];
+ }
+
+ // smooth curveto (x2 y2 x y)
+ if (command === 's') {
+ args[0] += cursor[0];
+ args[1] += cursor[1];
+ args[2] += cursor[0];
+ args[3] += cursor[1];
+ command = 'S';
+ }
+ if (command === 'S') {
+ cursor[0] = args[2];
+ cursor[1] = args[3];
+ }
+
+ // quadratic Bézier curveto (x1 y1 x y)
+ if (command === 'q') {
+ args[0] += cursor[0];
+ args[1] += cursor[1];
+ args[2] += cursor[0];
+ args[3] += cursor[1];
+ command = 'Q';
+ }
+ if (command === 'Q') {
+ cursor[0] = args[2];
+ cursor[1] = args[3];
+ }
+
+ // smooth quadratic Bézier curveto (x y)
+ if (command === 't') {
+ args[0] += cursor[0];
+ args[1] += cursor[1];
+ command = 'T';
+ }
+ if (command === 'T') {
+ cursor[0] = args[0];
+ cursor[1] = args[1];
+ }
+
+ // elliptical arc (rx ry x-axis-rotation large-arc-flag sweep-flag x y)
+ if (command === 'a') {
+ args[5] += cursor[0];
+ args[6] += cursor[1];
+ command = 'A';
+ }
+ if (command === 'A') {
+ cursor[0] = args[5];
+ cursor[1] = args[6];
+ }
+
+ // closepath
+ if (command === 'z' || command === 'Z') {
+ cursor[0] = start[0];
+ cursor[1] = start[1];
+ command = 'z';
+ }
+
+ newData.push({ command, args });
+ }
+ return newData;
+};
+
+/**
+ * @typedef {{ floatPrecision?: number, noSpaceAfterFlags?: boolean }} Js2PathParams
+ */
+
+/**
+ * Convert path array to string.
+ *
+ * @type {(path: XastElement, data: Array<PathDataItem>, params: Js2PathParams) => void}
+ */
+exports.js2path = function (path, data, params) {
+ // @ts-ignore legacy
+ path.pathJS = data;
+
+ const pathData = [];
+ for (const item of data) {
+ // remove moveto commands which are followed by moveto commands
+ if (
+ pathData.length !== 0 &&
+ (item.command === 'M' || item.command === 'm')
+ ) {
+ const last = pathData[pathData.length - 1];
+ if (last.command === 'M' || last.command === 'm') {
+ pathData.pop();
+ }
+ }
+ pathData.push({
+ command: item.command,
+ args: item.args,
+ });
+ }
+
+ path.attributes.d = stringifyPathData({
+ pathData,
+ precision: params.floatPrecision,
+ disableSpaceAfterFlags: params.noSpaceAfterFlags,
+ });
+};
+
+/**
+ * @type {(dest: Array<number>, source: Array<number>) => Array<number>}
+ */
+function set(dest, source) {
+ dest[0] = source[source.length - 2];
+ dest[1] = source[source.length - 1];
+ return dest;
+}
+
+/**
+ * Checks if two paths have an intersection by checking convex hulls
+ * collision using Gilbert-Johnson-Keerthi distance algorithm
+ * https://web.archive.org/web/20180822200027/http://entropyinteractive.com/2011/04/gjk-algorithm/
+ *
+ * @type {(path1: Array<PathDataItem>, path2: Array<PathDataItem>) => boolean}
+ */
+exports.intersects = function (path1, path2) {
+ // Collect points of every subpath.
+ const points1 = gatherPoints(convertRelativeToAbsolute(path1));
+ const points2 = gatherPoints(convertRelativeToAbsolute(path2));
+
+ // Axis-aligned bounding box check.
+ if (
+ points1.maxX <= points2.minX ||
+ points2.maxX <= points1.minX ||
+ points1.maxY <= points2.minY ||
+ points2.maxY <= points1.minY ||
+ points1.list.every((set1) => {
+ return points2.list.every((set2) => {
+ return (
+ set1.list[set1.maxX][0] <= set2.list[set2.minX][0] ||
+ set2.list[set2.maxX][0] <= set1.list[set1.minX][0] ||
+ set1.list[set1.maxY][1] <= set2.list[set2.minY][1] ||
+ set2.list[set2.maxY][1] <= set1.list[set1.minY][1]
+ );
+ });
+ })
+ )
+ return false;
+
+ // Get a convex hull from points of each subpath. Has the most complexity O(n·log n).
+ const hullNest1 = points1.list.map(convexHull);
+ const hullNest2 = points2.list.map(convexHull);
+
+ // Check intersection of every subpath of the first path with every subpath of the second.
+ return hullNest1.some(function (hull1) {
+ if (hull1.list.length < 3) return false;
+
+ return hullNest2.some(function (hull2) {
+ if (hull2.list.length < 3) return false;
+
+ var simplex = [getSupport(hull1, hull2, [1, 0])], // create the initial simplex
+ direction = minus(simplex[0]); // set the direction to point towards the origin
+
+ var iterations = 1e4; // infinite loop protection, 10 000 iterations is more than enough
+ // eslint-disable-next-line no-constant-condition
+ while (true) {
+ // eslint-disable-next-line no-constant-condition
+ if (iterations-- == 0) {
+ console.error(
+ 'Error: infinite loop while processing mergePaths plugin.'
+ );
+ return true; // true is the safe value that means “do nothing with paths”
+ }
+ // add a new point
+ simplex.push(getSupport(hull1, hull2, direction));
+ // see if the new point was on the correct side of the origin
+ if (dot(direction, simplex[simplex.length - 1]) <= 0) return false;
+ // process the simplex
+ if (processSimplex(simplex, direction)) return true;
+ }
+ });
+ });
+
+ /**
+ * @type {(a: Point, b: Point, direction: Array<number>) => Array<number>}
+ */
+ function getSupport(a, b, direction) {
+ return sub(supportPoint(a, direction), supportPoint(b, minus(direction)));
+ }
+
+ // Computes farthest polygon point in particular direction.
+ // Thanks to knowledge of min/max x and y coordinates we can choose a quadrant to search in.
+ // Since we're working on convex hull, the dot product is increasing until we find the farthest point.
+ /**
+ * @type {(polygon: Point, direction: Array<number>) => Array<number>}
+ */
+ function supportPoint(polygon, direction) {
+ var index =
+ direction[1] >= 0
+ ? direction[0] < 0
+ ? polygon.maxY
+ : polygon.maxX
+ : direction[0] < 0
+ ? polygon.minX
+ : polygon.minY,
+ max = -Infinity,
+ value;
+ while ((value = dot(polygon.list[index], direction)) > max) {
+ max = value;
+ index = ++index % polygon.list.length;
+ }
+ return polygon.list[(index || polygon.list.length) - 1];
+ }
+};
+
+/**
+ * @type {(simplex: Array<Array<number>>, direction: Array<number>) => boolean}
+ */
+function processSimplex(simplex, direction) {
+ // we only need to handle to 1-simplex and 2-simplex
+ if (simplex.length == 2) {
+ // 1-simplex
+ let a = simplex[1],
+ b = simplex[0],
+ AO = minus(simplex[1]),
+ AB = sub(b, a);
+ // AO is in the same direction as AB
+ if (dot(AO, AB) > 0) {
+ // get the vector perpendicular to AB facing O
+ set(direction, orth(AB, a));
+ } else {
+ set(direction, AO);
+ // only A remains in the simplex
+ simplex.shift();
+ }
+ } else {
+ // 2-simplex
+ let a = simplex[2], // [a, b, c] = simplex
+ b = simplex[1],
+ c = simplex[0],
+ AB = sub(b, a),
+ AC = sub(c, a),
+ AO = minus(a),
+ ACB = orth(AB, AC), // the vector perpendicular to AB facing away from C
+ ABC = orth(AC, AB); // the vector perpendicular to AC facing away from B
+
+ if (dot(ACB, AO) > 0) {
+ if (dot(AB, AO) > 0) {
+ // region 4
+ set(direction, ACB);
+ simplex.shift(); // simplex = [b, a]
+ } else {
+ // region 5
+ set(direction, AO);
+ simplex.splice(0, 2); // simplex = [a]
+ }
+ } else if (dot(ABC, AO) > 0) {
+ if (dot(AC, AO) > 0) {
+ // region 6
+ set(direction, ABC);
+ simplex.splice(1, 1); // simplex = [c, a]
+ } else {
+ // region 5 (again)
+ set(direction, AO);
+ simplex.splice(0, 2); // simplex = [a]
+ }
+ } // region 7
+ else return true;
+ }
+ return false;
+}
+
+/**
+ * @type {(v: Array<number>) => Array<number>}
+ */
+function minus(v) {
+ return [-v[0], -v[1]];
+}
+
+/**
+ * @type {(v1: Array<number>, v2: Array<number>) => Array<number>}
+ */
+function sub(v1, v2) {
+ return [v1[0] - v2[0], v1[1] - v2[1]];
+}
+
+/**
+ * @type {(v1: Array<number>, v2: Array<number>) => number}
+ */
+function dot(v1, v2) {
+ return v1[0] * v2[0] + v1[1] * v2[1];
+}
+
+/**
+ * @type {(v1: Array<number>, v2: Array<number>) => Array<number>}
+ */
+function orth(v, from) {
+ var o = [-v[1], v[0]];
+ return dot(o, minus(from)) < 0 ? minus(o) : o;
+}
+
+/**
+ * @typedef {{
+ * list: Array<Array<number>>,
+ * minX: number,
+ * minY: number,
+ * maxX: number,
+ * maxY: number
+ * }} Point
+ */
+
+/**
+ * @typedef {{
+ * list: Array<Point>,
+ * minX: number,
+ * minY: number,
+ * maxX: number,
+ * maxY: number
+ * }} Points
+ */
+
+/**
+ * @type {(pathData: Array<PathDataItem>) => Points}
+ */
+function gatherPoints(pathData) {
+ /**
+ * @type {Points}
+ */
+ const points = { list: [], minX: 0, minY: 0, maxX: 0, maxY: 0 };
+
+ // Writes data about the extreme points on each axle
+ /**
+ * @type {(path: Point, point: Array<number>) => void}
+ */
+ const addPoint = (path, point) => {
+ if (!path.list.length || point[1] > path.list[path.maxY][1]) {
+ path.maxY = path.list.length;
+ points.maxY = points.list.length
+ ? Math.max(point[1], points.maxY)
+ : point[1];
+ }
+ if (!path.list.length || point[0] > path.list[path.maxX][0]) {
+ path.maxX = path.list.length;
+ points.maxX = points.list.length
+ ? Math.max(point[0], points.maxX)
+ : point[0];
+ }
+ if (!path.list.length || point[1] < path.list[path.minY][1]) {
+ path.minY = path.list.length;
+ points.minY = points.list.length
+ ? Math.min(point[1], points.minY)
+ : point[1];
+ }
+ if (!path.list.length || point[0] < path.list[path.minX][0]) {
+ path.minX = path.list.length;
+ points.minX = points.list.length
+ ? Math.min(point[0], points.minX)
+ : point[0];
+ }
+ path.list.push(point);
+ };
+
+ for (let i = 0; i < pathData.length; i += 1) {
+ const pathDataItem = pathData[i];
+ let subPath =
+ points.list.length === 0
+ ? { list: [], minX: 0, minY: 0, maxX: 0, maxY: 0 }
+ : points.list[points.list.length - 1];
+ let prev = i === 0 ? null : pathData[i - 1];
+ let basePoint =
+ subPath.list.length === 0 ? null : subPath.list[subPath.list.length - 1];
+ let data = pathDataItem.args;
+ let ctrlPoint = basePoint;
+
+ /**
+ * @type {(n: number, i: number) => number}
+ * TODO fix null hack
+ */
+ const toAbsolute = (n, i) => n + (basePoint == null ? 0 : basePoint[i % 2]);
+
+ switch (pathDataItem.command) {
+ case 'M':
+ subPath = { list: [], minX: 0, minY: 0, maxX: 0, maxY: 0 };
+ points.list.push(subPath);
+ break;
+
+ case 'H':
+ if (basePoint != null) {
+ addPoint(subPath, [data[0], basePoint[1]]);
+ }
+ break;
+
+ case 'V':
+ if (basePoint != null) {
+ addPoint(subPath, [basePoint[0], data[0]]);
+ }
+ break;
+
+ case 'Q':
+ addPoint(subPath, data.slice(0, 2));
+ prevCtrlPoint = [data[2] - data[0], data[3] - data[1]]; // Save control point for shorthand
+ break;
+
+ case 'T':
+ if (
+ basePoint != null &&
+ prev != null &&
+ (prev.command == 'Q' || prev.command == 'T')
+ ) {
+ ctrlPoint = [
+ basePoint[0] + prevCtrlPoint[0],
+ basePoint[1] + prevCtrlPoint[1],
+ ];
+ addPoint(subPath, ctrlPoint);
+ prevCtrlPoint = [data[0] - ctrlPoint[0], data[1] - ctrlPoint[1]];
+ }
+ break;
+
+ case 'C':
+ if (basePoint != null) {
+ // Approximate quibic Bezier curve with middle points between control points
+ addPoint(subPath, [
+ 0.5 * (basePoint[0] + data[0]),
+ 0.5 * (basePoint[1] + data[1]),
+ ]);
+ }
+ addPoint(subPath, [
+ 0.5 * (data[0] + data[2]),
+ 0.5 * (data[1] + data[3]),
+ ]);
+ addPoint(subPath, [
+ 0.5 * (data[2] + data[4]),
+ 0.5 * (data[3] + data[5]),
+ ]);
+ prevCtrlPoint = [data[4] - data[2], data[5] - data[3]]; // Save control point for shorthand
+ break;
+
+ case 'S':
+ if (
+ basePoint != null &&
+ prev != null &&
+ (prev.command == 'C' || prev.command == 'S')
+ ) {
+ addPoint(subPath, [
+ basePoint[0] + 0.5 * prevCtrlPoint[0],
+ basePoint[1] + 0.5 * prevCtrlPoint[1],
+ ]);
+ ctrlPoint = [
+ basePoint[0] + prevCtrlPoint[0],
+ basePoint[1] + prevCtrlPoint[1],
+ ];
+ }
+ if (ctrlPoint != null) {
+ addPoint(subPath, [
+ 0.5 * (ctrlPoint[0] + data[0]),
+ 0.5 * (ctrlPoint[1] + data[1]),
+ ]);
+ }
+ addPoint(subPath, [
+ 0.5 * (data[0] + data[2]),
+ 0.5 * (data[1] + data[3]),
+ ]);
+ prevCtrlPoint = [data[2] - data[0], data[3] - data[1]];
+ break;
+
+ case 'A':
+ if (basePoint != null) {
+ // Convert the arc to bezier curves and use the same approximation
+ // @ts-ignore no idea what's going on here
+ var curves = a2c.apply(0, basePoint.concat(data));
+ for (
+ var cData;
+ (cData = curves.splice(0, 6).map(toAbsolute)).length;
+
+ ) {
+ if (basePoint != null) {
+ addPoint(subPath, [
+ 0.5 * (basePoint[0] + cData[0]),
+ 0.5 * (basePoint[1] + cData[1]),
+ ]);
+ }
+ addPoint(subPath, [
+ 0.5 * (cData[0] + cData[2]),
+ 0.5 * (cData[1] + cData[3]),
+ ]);
+ addPoint(subPath, [
+ 0.5 * (cData[2] + cData[4]),
+ 0.5 * (cData[3] + cData[5]),
+ ]);
+ if (curves.length) addPoint(subPath, (basePoint = cData.slice(-2)));
+ }
+ }
+ break;
+ }
+
+ // Save final command coordinates
+ if (data.length >= 2) addPoint(subPath, data.slice(-2));
+ }
+
+ return points;
+}
+
+/**
+ * Forms a convex hull from set of points of every subpath using monotone chain convex hull algorithm.
+ * https://en.wikibooks.org/wiki/Algorithm_Implementation/Geometry/Convex_hull/Monotone_chain
+ *
+ * @type {(points: Point) => Point}
+ */
+function convexHull(points) {
+ points.list.sort(function (a, b) {
+ return a[0] == b[0] ? a[1] - b[1] : a[0] - b[0];
+ });
+
+ var lower = [],
+ minY = 0,
+ bottom = 0;
+ for (let i = 0; i < points.list.length; i++) {
+ while (
+ lower.length >= 2 &&
+ cross(lower[lower.length - 2], lower[lower.length - 1], points.list[i]) <=
+ 0
+ ) {
+ lower.pop();
+ }
+ if (points.list[i][1] < points.list[minY][1]) {
+ minY = i;
+ bottom = lower.length;
+ }
+ lower.push(points.list[i]);
+ }
+
+ var upper = [],
+ maxY = points.list.length - 1,
+ top = 0;
+ for (let i = points.list.length; i--; ) {
+ while (
+ upper.length >= 2 &&
+ cross(upper[upper.length - 2], upper[upper.length - 1], points.list[i]) <=
+ 0
+ ) {
+ upper.pop();
+ }
+ if (points.list[i][1] > points.list[maxY][1]) {
+ maxY = i;
+ top = upper.length;
+ }
+ upper.push(points.list[i]);
+ }
+
+ // last points are equal to starting points of the other part
+ upper.pop();
+ lower.pop();
+
+ const hullList = lower.concat(upper);
+
+ /**
+ * @type {Point}
+ */
+ const hull = {
+ list: hullList,
+ minX: 0, // by sorting
+ maxX: lower.length,
+ minY: bottom,
+ maxY: (lower.length + top) % hullList.length,
+ };
+
+ return hull;
+}
+
+/**
+ * @type {(o: Array<number>, a: Array<number>, b: Array<number>) => number}
+ */
+function cross(o, a, b) {
+ return (a[0] - o[0]) * (b[1] - o[1]) - (a[1] - o[1]) * (b[0] - o[0]);
+}
+
+/**
+ * Based on code from Snap.svg (Apache 2 license). http://snapsvg.io/
+ * Thanks to Dmitry Baranovskiy for his great work!
+ *
+ * @type {(
+ * x1: number,
+ * y1: number,
+ * rx: number,
+ * ry: number,
+ * angle: number,
+ * large_arc_flag: number,
+ * sweep_flag: number,
+ * x2: number,
+ * y2: number,
+ * recursive: Array<number>
+ * ) => Array<number>}
+ */
+const a2c = (
+ x1,
+ y1,
+ rx,
+ ry,
+ angle,
+ large_arc_flag,
+ sweep_flag,
+ x2,
+ y2,
+ recursive
+) => {
+ // for more information of where this Math came from visit:
+ // https://www.w3.org/TR/SVG11/implnote.html#ArcImplementationNotes
+ const _120 = (Math.PI * 120) / 180;
+ const rad = (Math.PI / 180) * (+angle || 0);
+ /**
+ * @type {Array<number>}
+ */
+ let res = [];
+ /**
+ * @type {(x: number, y: number, rad: number) => number}
+ */
+ const rotateX = (x, y, rad) => {
+ return x * Math.cos(rad) - y * Math.sin(rad);
+ };
+ /**
+ * @type {(x: number, y: number, rad: number) => number}
+ */
+ const rotateY = (x, y, rad) => {
+ return x * Math.sin(rad) + y * Math.cos(rad);
+ };
+ if (!recursive) {
+ x1 = rotateX(x1, y1, -rad);
+ y1 = rotateY(x1, y1, -rad);
+ x2 = rotateX(x2, y2, -rad);
+ y2 = rotateY(x2, y2, -rad);
+ var x = (x1 - x2) / 2,
+ y = (y1 - y2) / 2;
+ var h = (x * x) / (rx * rx) + (y * y) / (ry * ry);
+ if (h > 1) {
+ h = Math.sqrt(h);
+ rx = h * rx;
+ ry = h * ry;
+ }
+ var rx2 = rx * rx;
+ var ry2 = ry * ry;
+ var k =
+ (large_arc_flag == sweep_flag ? -1 : 1) *
+ Math.sqrt(
+ Math.abs(
+ (rx2 * ry2 - rx2 * y * y - ry2 * x * x) / (rx2 * y * y + ry2 * x * x)
+ )
+ );
+ var cx = (k * rx * y) / ry + (x1 + x2) / 2;
+ var cy = (k * -ry * x) / rx + (y1 + y2) / 2;
+ var f1 = Math.asin(Number(((y1 - cy) / ry).toFixed(9)));
+ var f2 = Math.asin(Number(((y2 - cy) / ry).toFixed(9)));
+
+ f1 = x1 < cx ? Math.PI - f1 : f1;
+ f2 = x2 < cx ? Math.PI - f2 : f2;
+ f1 < 0 && (f1 = Math.PI * 2 + f1);
+ f2 < 0 && (f2 = Math.PI * 2 + f2);
+ if (sweep_flag && f1 > f2) {
+ f1 = f1 - Math.PI * 2;
+ }
+ if (!sweep_flag && f2 > f1) {
+ f2 = f2 - Math.PI * 2;
+ }
+ } else {
+ f1 = recursive[0];
+ f2 = recursive[1];
+ cx = recursive[2];
+ cy = recursive[3];
+ }
+ var df = f2 - f1;
+ if (Math.abs(df) > _120) {
+ var f2old = f2,
+ x2old = x2,
+ y2old = y2;
+ f2 = f1 + _120 * (sweep_flag && f2 > f1 ? 1 : -1);
+ x2 = cx + rx * Math.cos(f2);
+ y2 = cy + ry * Math.sin(f2);
+ res = a2c(x2, y2, rx, ry, angle, 0, sweep_flag, x2old, y2old, [
+ f2,
+ f2old,
+ cx,
+ cy,
+ ]);
+ }
+ df = f2 - f1;
+ var c1 = Math.cos(f1),
+ s1 = Math.sin(f1),
+ c2 = Math.cos(f2),
+ s2 = Math.sin(f2),
+ t = Math.tan(df / 4),
+ hx = (4 / 3) * rx * t,
+ hy = (4 / 3) * ry * t,
+ m = [
+ -hx * s1,
+ hy * c1,
+ x2 + hx * s2 - x1,
+ y2 - hy * c2 - y1,
+ x2 - x1,
+ y2 - y1,
+ ];
+ if (recursive) {
+ return m.concat(res);
+ } else {
+ res = m.concat(res);
+ var newres = [];
+ for (var i = 0, n = res.length; i < n; i++) {
+ newres[i] =
+ i % 2
+ ? rotateY(res[i - 1], res[i], rad)
+ : rotateX(res[i], res[i + 1], rad);
+ }
+ return newres;
+ }
+};