先日エントリーしたJSFLですが、どうも実装が緩いのでちろちろ手直し入れていて。改めてアップすることにしました。主なところは、曲線の情報を得るのに使っているEdgeというオブジェクトが、始点と終点の情報が他の曲線と比べて逆になる場合がある、ということの対応と、書き出す座標値の方向を順方向、反転方向選べるようにしたところ。
とりあえずこんな感じです。
//****************************************************************************
// Script for Tweener _bezier Option
// author nutsu
// version 0.2
//
// sample output : { x:460, y:100, _bezier:[{x:250, y:200},{x:355, y:150}] }
//****************************************************************************
var edgeArray = fl.getDocumentDOM().selection[0].edges;
var tmp = [];
var tmp2 = [];
var turn = [];
for ( i=0; i<edgeArray.length; i++ )
tmp.push( edgeArray[i] );
var e0 = tmp.shift();
tmp2.push( e0 );
turn.push( false );
joinX0 = e0.getControl(0).x;
joinY0 = e0.getControl(0).y;
joinX2 = e0.getControl(2).x;
joinY2 = e0.getControl(2).y;
while( tmp2.length<edgeArray.length )
{
flg_join = false;
var min_value = -1;
var min_pos = -1;
var min_index = -1;
for( i=0; i<tmp.length; i++ )
{
var ed = tmp[i];
var p0 = ed.getControl(0);
var p2 = ed.getControl(2);
if( p0.x==joinX2 && p0.y==joinY2 )
{
flg_join = true;
tmp2.push( ed );
turn.push( false );
joinX2 = p2.x;
joinY2 = p2.y;
tmp.splice( i, 1 );
i = 0;
}
else if( p2.x==joinX0 && p2.y==joinY0 )
{
flg_join = true;
tmp2.unshift( ed );
turn.push( false );
joinX0 = p0.x;
joinY0 = p0.y;
tmp.splice( i, 1 );
i = 0;
}
else if( p2.x==joinX2 && p2.y==joinY2 )
{
flg_join = true;
tmp2.push( ed );
turn.push( true );
joinX2 = p0.x;
joinY2 = p0.y;
tmp.splice( i, 1 );
i = 0;
}
else if( p0.x==joinX0 && p0.y==joinY0 )
{
flg_join = true;
tmp2.unshift( ed );
turn.push( true );
joinX0 = p2.x;
joinY0 = p2.y;
tmp.splice( i, 1 );
i = 0;
}
else
{
var min1 = (p0.x-joinX2)*(p0.x-joinX2) + (p0.y-joinY2)*(p0.y-joinY2);
var min2 = (p2.x-joinX0)*(p2.x-joinX0) + (p2.y-joinY0)*(p2.y-joinY0);
var min3 = (p2.x-joinX2)*(p2.x-joinX2) + (p2.y-joinY2)*(p2.y-joinY2);
var min4 = (p0.x-joinX0)*(p0.x-joinX0) + (p0.y-joinY0)*(p0.y-joinY0);
if( min1<min_value || min_value<0 )
{
min_value = min1;
min_pos = 1;
min_index = i;
}
if( min2<min_value )
{
min_value = min2;
min_pos = 2;
min_index = i;
}
if( min3<min_value )
{
min_value = min3;
min_pos = 3;
min_index = i;
}
if( min4<min_value )
{
min_value = min4;
min_pos = 4;
min_index = i;
}
}
}
//最近傍に連結
if( flg_join==false )
{
fl.trace("debug>>" + "join nearest point." );
var ed = tmp[min_index];
var p0 = ed.getControl(0);
var p2 = ed.getControl(2);
if( min_pos==1 )
{
tmp2.push( ed );
turn.push( false );
joinX2 = p2.x;
joinY2 = p2.y;
}
else if( min_pos==2 )
{
tmp2.unshift( ed );
turn.push( false );
joinX0 = p0.x;
joinY0 = p0.y;
}
else if( min_pos==3 )
{
tmp2.push( ed );
turn.push( true );
joinX2 = p0.x;
joinY2 = p0.y;
}
else
{
tmp2.unshift( ed );
turn.push( true );
joinX0 = p2.x;
joinY0 = p2.y;
}
tmp.splice( min_index, 1 );
}
}
var lastpos = "";
var option = "_bezier:[";
if( confirm("Reverse the curve?")==false )
{
for( i=0; i<tmp2.length; i++ )
{
var ed = tmp2[i];
var p0 = ed.getControl(0);
var p1 = ed.getControl(1);
var p2 = ed.getControl(2);
option += "{x:" + p1.x + ",y:" + p1.y + "}";
if( i==tmp2.length-1 )
lastpos = (turn[i]) ? "x:" + p0.x + ", y:" + p0.y : "x:" + p2.x + ", y:" + p2.y;
else
option += ",";
}
}
else
{
for( i=(tmp2.length-1); i>-1; i-- )
{
var ed = tmp2[i];
var p0 = ed.getControl(2);
var p1 = ed.getControl(1);
var p2 = ed.getControl(0);
option += "{x:" + p1.x + ",y:" + p1.y + "}";
if( i==0 )
lastpos = (turn[i]) ? "x:" + p0.x + ", y:" + p0.y : "x:" + p2.x + ", y:" + p2.y;
else
option += ",";
}
}
option += "]";
fl.trace( "{" + lastpos + ", " + option + "}" );
あんまりテストしてないのでまだまだバグるかもですが。