| // Adds any extra JS functions/helpers we want to the PathKit Library. |
| // Wrapped in a function to avoid leaking global variables. |
| (function(PathKit){ |
| |
| // Caching the Float32Arrays can save having to reallocate them |
| // over and over again. |
| var Float32ArrayCache = {}; |
| |
| // Takes a 2D array of commands and puts them into the WASM heap |
| // as a 1D array. This allows them to referenced from the C++ code. |
| // Returns a 2 element array, with the first item being essentially a |
| // pointer to the array and the second item being the length of |
| // the new 1D array. |
| // |
| // Example usage: |
| // let cmds = [ |
| // [PathKit.MOVE_VERB, 0, 10], |
| // [PathKit.LINE_VERB, 30, 40], |
| // [PathKit.QUAD_VERB, 20, 50, 45, 60], |
| // ]; |
| // |
| // // The following uses ES6 syntactic sugar "Array Destructuring". |
| // // https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Destructuring_assignment#Array_destructuring |
| // let [ptr, len] = PathKit.loadCmdsTypedArray(cmds); |
| // let path = PathKit.FromCmds(ptr, len); |
| // |
| // If arguments at index 1... in each cmd row are strings, they will be |
| // parsed as hex, and then converted to floats using SkBits2FloatUnsigned |
| PathKit.loadCmdsTypedArray = function(arr) { |
| var len = 0; |
| for (var r = 0; r < arr.length; r++) { |
| len += arr[r].length; |
| } |
| |
| var ta; |
| if (Float32ArrayCache[len]) { |
| ta = Float32ArrayCache[len]; |
| } else { |
| ta = new Float32Array(len); |
| Float32ArrayCache[len] = ta; |
| } |
| // Flatten into a 1d array |
| var i = 0; |
| for (var r = 0; r < arr.length; r++) { |
| for (var c = 0; c < arr[r].length; c++) { |
| var item = arr[r][c]; |
| if (typeof item === 'string') { |
| // Converts hex to an int, which can be passed to SkBits2FloatUnsigned |
| item = PathKit.SkBits2FloatUnsigned(parseInt(item)); |
| } |
| ta[i] = item; |
| i++; |
| } |
| } |
| |
| var ptr = PathKit._malloc(ta.length * ta.BYTES_PER_ELEMENT); |
| PathKit.HEAPF32.set(ta, ptr / ta.BYTES_PER_ELEMENT); |
| return [ptr, len]; |
| } |
| |
| // Experimentation has shown that using TypedArrays to pass arrays from |
| // JS to C++ is faster than passing the JS Arrays across. |
| // See above for example of cmds. |
| PathKit.FromCmds = function(cmds) { |
| var ptrLen = PathKit.loadCmdsTypedArray(cmds); |
| var path = PathKit._FromCmds(ptrLen[0], ptrLen[1]); |
| // TODO(kjlubick): cache this memory blob somehow. |
| PathKit._free(ptrLen[0]); |
| return path; |
| } |
| |
| /** |
| * A common pattern is to call this function in sequence with the same |
| * params. We can just remember the last one to speed things up. |
| * Caching in this way is about a 10-15x speed up. |
| * See externs.js for this definition |
| * @type {CubicMap} |
| */ |
| var cachedMap; |
| var _cpx1, _cpy1, _cpx2, _cpy2; |
| |
| PathKit.cubicYFromX = function(cpx1, cpy1, cpx2, cpy2, X) { |
| if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 || |
| _cpx2 !== cpx2 || _cpy2 !== cpy2) { |
| if (cachedMap) { |
| // Delete previous cached map to avoid memory leaks. |
| cachedMap.delete() |
| } |
| cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]); |
| _cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2; |
| } |
| return cachedMap.computeYFromX(X); |
| } |
| |
| PathKit.cubicPtFromT = function(cpx1, cpy1, cpx2, cpy2, T) { |
| if (!cachedMap || _cpx1 !== cpx1 || _cpy1 !== cpy1 || |
| _cpx2 !== cpx2 || _cpy2 !== cpy2) { |
| if (cachedMap) { |
| // Delete previous cached map to avoid memory leaks. |
| cachedMap.delete() |
| } |
| cachedMap = new PathKit._SkCubicMap([cpx1, cpy1], [cpx2, cpy2]); |
| _cpx1 = cpx1, _cpy1 = cpy1, _cpx2 = cpx2, _cpy2 = cpy2; |
| } |
| return cachedMap.computePtFromT(T); |
| } |
| }(Module)); // When this file is loaded in, the high level object is "Module"; |
| |