import pointRadial from "../pointRadial.js"; class Bump { constructor(context, x) { this._context = context; this._x = x; } areaStart() { this._line = 0; } areaEnd() { this._line = NaN; } lineStart() { this._point = 0; } lineEnd() { if (this._line || (this._line !== 0 && this._point === 1)) this._context.closePath(); this._line = 1 - this._line; } point(x, y) { x = +x, y = +y; switch (this._point) { case 0: { this._point = 1; if (this._line) this._context.lineTo(x, y); else this._context.moveTo(x, y); break; } case 1: this._point = 2; // falls through default: { if (this._x) this._context.bezierCurveTo(this._x0 = (this._x0 + x) / 2, this._y0, this._x0, y, x, y); else this._context.bezierCurveTo(this._x0, this._y0 = (this._y0 + y) / 2, x, this._y0, x, y); break; } } this._x0 = x, this._y0 = y; } } class BumpRadial { constructor(context) { this._context = context; } lineStart() { this._point = 0; } lineEnd() {} point(x, y) { x = +x, y = +y; if (this._point === 0) { this._point = 1; } else { const p0 = pointRadial(this._x0, this._y0); const p1 = pointRadial(this._x0, this._y0 = (this._y0 + y) / 2); const p2 = pointRadial(x, this._y0); const p3 = pointRadial(x, y); this._context.moveTo(...p0); this._context.bezierCurveTo(...p1, ...p2, ...p3); } this._x0 = x, this._y0 = y; } } export function bumpX(context) { return new Bump(context, true); } export function bumpY(context) { return new Bump(context, false); } export function bumpRadial(context) { return new BumpRadial(context); }