use bezier_rs::{Bezier, ProjectionOptions}; use glam::DVec2; use serde::{Deserialize, Serialize}; use wasm_bindgen::prelude::*; #[derive(Serialize, Deserialize)] struct Point { x: f64, y: f64, } /// Wrapper of the `Bezier` struct to be used in JS. #[wasm_bindgen] #[derive(Clone)] pub struct WasmBezier(Bezier); /// Convert a `DVec2` into a `JsValue`. pub fn vec_to_point(p: &DVec2) -> JsValue { JsValue::from_serde(&serde_json::to_string(&Point { x: p.x, y: p.y }).unwrap()).unwrap() } #[wasm_bindgen] impl WasmBezier { /// Expect js_points to be a list of 3 pairs. pub fn new_quadratic(js_points: &JsValue) -> WasmBezier { let points: [DVec2; 3] = js_points.into_serde().unwrap(); WasmBezier(Bezier::from_quadratic_dvec2(points[0], points[1], points[2])) } /// Expect js_points to be a list of 4 pairs. pub fn new_cubic(js_points: &JsValue) -> WasmBezier { let points: [DVec2; 4] = js_points.into_serde().unwrap(); WasmBezier(Bezier::from_cubic_dvec2(points[0], points[1], points[2], points[3])) } pub fn quadratic_through_points(js_points: &JsValue, t: f64) -> WasmBezier { let points: [DVec2; 3] = js_points.into_serde().unwrap(); WasmBezier(Bezier::quadratic_through_points(points[0], points[1], points[2], Some(t))) } pub fn cubic_through_points(js_points: &JsValue, t: f64, midpoint_separation: f64) -> WasmBezier { let points: [DVec2; 3] = js_points.into_serde().unwrap(); WasmBezier(Bezier::cubic_through_points(points[0], points[1], points[2], Some(t), Some(midpoint_separation))) } pub fn set_start(&mut self, x: f64, y: f64) { self.0.set_start(DVec2::new(x, y)); } pub fn set_end(&mut self, x: f64, y: f64) { self.0.set_end(DVec2::new(x, y)); } pub fn set_handle_start(&mut self, x: f64, y: f64) { self.0.set_handle_start(DVec2::new(x, y)); } pub fn set_handle_end(&mut self, x: f64, y: f64) { self.0.set_handle_end(DVec2::new(x, y)); } pub fn get_points(&self) -> Vec { self.0.get_points().iter().flatten().map(vec_to_point).collect() } pub fn to_svg(&self) -> String { self.0.to_svg() } pub fn length(&self) -> f64 { self.0.length() } pub fn compute(&self, t: f64) -> JsValue { vec_to_point(&self.0.compute(t)) } pub fn compute_lookup_table(&self, steps: i32) -> Vec { self.0.compute_lookup_table(Some(steps)).iter().map(vec_to_point).collect() } pub fn tangent(&self, t: f64) -> JsValue { vec_to_point(&self.0.tangent(t)) } pub fn normal(&self, t: f64) -> JsValue { vec_to_point(&self.0.normal(t)) } pub fn split(&self, t: f64) -> JsValue { let bezier_points: [Vec; 2] = self .0 .split(t) .map(|bezier| bezier.get_points().iter().flatten().map(|point| Point { x: point.x, y: point.y }).collect()); JsValue::from_serde(&serde_json::to_string(&bezier_points).unwrap()).unwrap() } pub fn trim(&self, t1: f64, t2: f64) -> WasmBezier { WasmBezier(self.0.trim(t1, t2)) } pub fn project(&self, x: f64, y: f64) -> JsValue { vec_to_point(&self.0.project(DVec2::new(x, y), ProjectionOptions::default())) } pub fn local_extrema(&self) -> JsValue { let local_extrema = self.0.local_extrema(); JsValue::from_serde(&serde_json::to_string(&local_extrema).unwrap()).unwrap() } pub fn rotate(&self, angle: f64) -> WasmBezier { WasmBezier(self.0.rotate(angle)) } pub fn intersect_line_segment(&self, js_points: &JsValue) -> Vec { let line: [DVec2; 2] = js_points.into_serde().unwrap(); self.0.intersect_line_segment(line).iter().map(|&p| vec_to_point(&p)).collect::>() } }