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This makes the resulting PDF files smaller. It's cumbersome to filter out all commands that could result in identity transforms in code that's using PDFKit, so it makes sense to have the check in the transform() function.
351 lines
8.3 KiB
JavaScript
351 lines
8.3 KiB
JavaScript
import SVGPath from '../path';
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import PDFObject from '../object';
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const { number } = PDFObject;
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// This constant is used to approximate a symmetrical arc using a cubic
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// Bezier curve.
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const KAPPA = 4.0 * ((Math.sqrt(2) - 1.0) / 3.0);
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export default {
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initVector() {
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this._ctm = [1, 0, 0, 1, 0, 0]; // current transformation matrix
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return (this._ctmStack = []);
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},
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save() {
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this._ctmStack.push(this._ctm.slice());
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// TODO: save/restore colorspace and styles so not setting it unnessesarily all the time?
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return this.addContent('q');
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},
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restore() {
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this._ctm = this._ctmStack.pop() || [1, 0, 0, 1, 0, 0];
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return this.addContent('Q');
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},
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closePath() {
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return this.addContent('h');
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},
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lineWidth(w) {
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return this.addContent(`${number(w)} w`);
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},
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_CAP_STYLES: {
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BUTT: 0,
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ROUND: 1,
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SQUARE: 2
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},
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lineCap(c) {
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if (typeof c === 'string') {
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c = this._CAP_STYLES[c.toUpperCase()];
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}
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return this.addContent(`${c} J`);
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},
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_JOIN_STYLES: {
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MITER: 0,
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ROUND: 1,
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BEVEL: 2
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},
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lineJoin(j) {
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if (typeof j === 'string') {
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j = this._JOIN_STYLES[j.toUpperCase()];
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}
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return this.addContent(`${j} j`);
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},
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miterLimit(m) {
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return this.addContent(`${number(m)} M`);
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},
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dash(length, options = {}) {
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const originalLength = length;
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if (!Array.isArray(length)) {
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length = [length, options.space || length];
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}
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const valid = length.every(x => Number.isFinite(x) && x > 0);
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if (!valid) {
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throw new Error(
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`dash(${JSON.stringify(originalLength)}, ${JSON.stringify(
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options
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)}) invalid, lengths must be numeric and greater than zero`
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);
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}
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length = length.map(number).join(' ');
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return this.addContent(`[${length}] ${number(options.phase || 0)} d`);
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},
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undash() {
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return this.addContent('[] 0 d');
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},
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moveTo(x, y) {
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return this.addContent(`${number(x)} ${number(y)} m`);
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},
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lineTo(x, y) {
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return this.addContent(`${number(x)} ${number(y)} l`);
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},
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bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y) {
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return this.addContent(
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`${number(cp1x)} ${number(cp1y)} ${number(cp2x)} ${number(cp2y)} ${number(
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x
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)} ${number(y)} c`
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);
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},
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quadraticCurveTo(cpx, cpy, x, y) {
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return this.addContent(
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`${number(cpx)} ${number(cpy)} ${number(x)} ${number(y)} v`
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);
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},
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rect(x, y, w, h) {
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return this.addContent(
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`${number(x)} ${number(y)} ${number(w)} ${number(h)} re`
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);
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},
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roundedRect(x, y, w, h, r) {
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if (r == null) {
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r = 0;
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}
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r = Math.min(r, 0.5 * w, 0.5 * h);
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// amount to inset control points from corners (see `ellipse`)
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const c = r * (1.0 - KAPPA);
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this.moveTo(x + r, y);
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this.lineTo(x + w - r, y);
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this.bezierCurveTo(x + w - c, y, x + w, y + c, x + w, y + r);
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this.lineTo(x + w, y + h - r);
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this.bezierCurveTo(x + w, y + h - c, x + w - c, y + h, x + w - r, y + h);
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this.lineTo(x + r, y + h);
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this.bezierCurveTo(x + c, y + h, x, y + h - c, x, y + h - r);
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this.lineTo(x, y + r);
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this.bezierCurveTo(x, y + c, x + c, y, x + r, y);
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return this.closePath();
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},
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ellipse(x, y, r1, r2) {
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// based on http://stackoverflow.com/questions/2172798/how-to-draw-an-oval-in-html5-canvas/2173084#2173084
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if (r2 == null) {
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r2 = r1;
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}
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x -= r1;
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y -= r2;
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const ox = r1 * KAPPA;
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const oy = r2 * KAPPA;
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const xe = x + r1 * 2;
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const ye = y + r2 * 2;
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const xm = x + r1;
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const ym = y + r2;
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this.moveTo(x, ym);
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this.bezierCurveTo(x, ym - oy, xm - ox, y, xm, y);
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this.bezierCurveTo(xm + ox, y, xe, ym - oy, xe, ym);
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this.bezierCurveTo(xe, ym + oy, xm + ox, ye, xm, ye);
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this.bezierCurveTo(xm - ox, ye, x, ym + oy, x, ym);
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return this.closePath();
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},
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circle(x, y, radius) {
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return this.ellipse(x, y, radius);
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},
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arc(x, y, radius, startAngle, endAngle, anticlockwise) {
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if (anticlockwise == null) {
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anticlockwise = false;
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}
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const TWO_PI = 2.0 * Math.PI;
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const HALF_PI = 0.5 * Math.PI;
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let deltaAng = endAngle - startAngle;
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if (Math.abs(deltaAng) > TWO_PI) {
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// draw only full circle if more than that is specified
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deltaAng = TWO_PI;
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} else if (deltaAng !== 0 && anticlockwise !== deltaAng < 0) {
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// necessary to flip direction of rendering
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const dir = anticlockwise ? -1 : 1;
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deltaAng = dir * TWO_PI + deltaAng;
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}
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const numSegs = Math.ceil(Math.abs(deltaAng) / HALF_PI);
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const segAng = deltaAng / numSegs;
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const handleLen = (segAng / HALF_PI) * KAPPA * radius;
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let curAng = startAngle;
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// component distances between anchor point and control point
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let deltaCx = -Math.sin(curAng) * handleLen;
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let deltaCy = Math.cos(curAng) * handleLen;
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// anchor point
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let ax = x + Math.cos(curAng) * radius;
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let ay = y + Math.sin(curAng) * radius;
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// calculate and render segments
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this.moveTo(ax, ay);
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for (let segIdx = 0; segIdx < numSegs; segIdx++) {
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// starting control point
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const cp1x = ax + deltaCx;
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const cp1y = ay + deltaCy;
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// step angle
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curAng += segAng;
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// next anchor point
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ax = x + Math.cos(curAng) * radius;
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ay = y + Math.sin(curAng) * radius;
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// next control point delta
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deltaCx = -Math.sin(curAng) * handleLen;
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deltaCy = Math.cos(curAng) * handleLen;
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// ending control point
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const cp2x = ax - deltaCx;
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const cp2y = ay - deltaCy;
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// render segment
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this.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, ax, ay);
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}
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return this;
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},
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polygon(...points) {
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this.moveTo(...(points.shift() || []));
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for (let point of points) {
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this.lineTo(...(point || []));
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}
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return this.closePath();
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},
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path(path) {
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SVGPath.apply(this, path);
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return this;
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},
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_windingRule(rule) {
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if (/even-?odd/.test(rule)) {
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return '*';
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}
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return '';
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},
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fill(color, rule) {
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if (/(even-?odd)|(non-?zero)/.test(color)) {
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rule = color;
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color = null;
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}
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if (color) {
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this.fillColor(color);
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}
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return this.addContent(`f${this._windingRule(rule)}`);
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},
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stroke(color) {
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if (color) {
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this.strokeColor(color);
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}
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return this.addContent('S');
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},
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fillAndStroke(fillColor, strokeColor, rule) {
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if (strokeColor == null) {
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strokeColor = fillColor;
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}
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const isFillRule = /(even-?odd)|(non-?zero)/;
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if (isFillRule.test(fillColor)) {
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rule = fillColor;
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fillColor = null;
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}
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if (isFillRule.test(strokeColor)) {
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rule = strokeColor;
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strokeColor = fillColor;
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}
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if (fillColor) {
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this.fillColor(fillColor);
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this.strokeColor(strokeColor);
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}
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return this.addContent(`B${this._windingRule(rule)}`);
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},
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clip(rule) {
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return this.addContent(`W${this._windingRule(rule)} n`);
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},
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transform(m11, m12, m21, m22, dx, dy) {
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// keep track of the current transformation matrix
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if (m11 === 1 && m12 === 0 && m21 === 0 && m22 === 1 && dx === 0 && dy === 0) {
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// Ignore identity transforms
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return this;
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}
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const m = this._ctm;
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const [m0, m1, m2, m3, m4, m5] = m;
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m[0] = m0 * m11 + m2 * m12;
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m[1] = m1 * m11 + m3 * m12;
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m[2] = m0 * m21 + m2 * m22;
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m[3] = m1 * m21 + m3 * m22;
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m[4] = m0 * dx + m2 * dy + m4;
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m[5] = m1 * dx + m3 * dy + m5;
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const values = [m11, m12, m21, m22, dx, dy].map(v => number(v)).join(' ');
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return this.addContent(`${values} cm`);
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},
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translate(x, y) {
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return this.transform(1, 0, 0, 1, x, y);
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},
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rotate(angle, options = {}) {
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let y;
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const rad = (angle * Math.PI) / 180;
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const cos = Math.cos(rad);
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const sin = Math.sin(rad);
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let x = (y = 0);
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if (options.origin != null) {
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[x, y] = options.origin;
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const x1 = x * cos - y * sin;
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const y1 = x * sin + y * cos;
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x -= x1;
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y -= y1;
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}
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return this.transform(cos, sin, -sin, cos, x, y);
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},
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scale(xFactor, yFactor, options = {}) {
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let y;
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if (yFactor == null) {
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yFactor = xFactor;
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}
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if (typeof yFactor === 'object') {
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options = yFactor;
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yFactor = xFactor;
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}
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let x = (y = 0);
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if (options.origin != null) {
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[x, y] = options.origin;
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x -= xFactor * x;
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y -= yFactor * y;
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}
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return this.transform(xFactor, 0, 0, yFactor, x, y);
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}
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};
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