feat: plotcutter
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export type Pt = [number, number];
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export function cubicBezierCommand(pts: Pt[], p1: Pt, p2: Pt, p3: Pt){
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const p0 = pts[pts.length - 1];
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if (!p0) return pts;
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const [b1p0, b1p1, b1p2] = getMidPoints(p0, p1, p2, p3);
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const [b2p0, b2p1] = getMidPoints(b1p0, b1p1, b1p2);
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const [b3p0] = getMidPoints(b2p0, b2p1);
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const a1 = Math.atan2(b3p0[1] - p0[1], b3p0[0] - p0[0]);
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const a2 = Math.atan2(p3[1] - b3p0[1], p3[0] - b3p0[0]);
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const d = a2 - a1 - Math.round((a2 - a1) / Math.PI / 2) * Math.PI * 2;
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if (isNaN(d)) {
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console.error('NaN found', { d, a2, a1, p0, p1, p2, p3 });
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return pts;
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}
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const d03 = sqdist(p0, p3);
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if (d * d * d03 < Math.PI * Math.PI / 18 / 18) {
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pts.push(p3);
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return pts;
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}
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cubicBezierCommand(pts, b1p0, b2p0, b3p0);
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pts.push(b3p0);
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cubicBezierCommand(pts, b2p1, b1p2, p3);
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return pts;
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}
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function sqdist(pt: Pt, to: Pt) {
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const x = pt[0] - to[0];
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const y = pt[1] - to[1];
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return x * x + y * y;
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}
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function getMidPoints(...pts: Pt[]){
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const mps = [] as typeof pts;
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for(let i = 1; i < pts.length; i ++){
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mps[i-1] = [
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(pts[i][0] + pts[i-1][0])/2,
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(pts[i][1] + pts[i-1][1])/2,
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];
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}
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return mps;
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}
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export * from "./bezier";
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export * from "./vector";
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export * from "./plotter";
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// pts is a point loop
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// reorder the points, such that:
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// 1. the points are in counter-clockwise order
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// 2. the first edge(pts[0] to pts[1]) points to the (0,1) direction, as much as possible
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export function normalize(pts: [number, number][]){
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if (pts.length < 3) {
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return pts; // Need at least 3 points to form a polygon
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}
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// Calculate the signed area to determine winding order
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let area = 0;
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for (let i = 0; i < pts.length; i++) {
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const [x1, y1] = pts[i];
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const [x2, y2] = pts[(i + 1) % pts.length];
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area += x1 * y2 - x2 * y1;
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}
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// If area is negative, points are in clockwise order, so reverse them
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if (area < 0) {
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pts.reverse();
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}
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// Find the best starting point to maximize alignment with (1,0) direction
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let bestIndex = 0;
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let maxDotProduct = -Infinity;
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for (let i = 0; i < pts.length; i++) {
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const [x1, y1] = pts[i];
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const [x2, y2] = pts[(i + 1) % pts.length];
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// Calculate the direction vector of the edge
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const dx = x2 - x1;
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const dy = y2 - y1;
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// Normalize the vector
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const length = Math.sqrt(dx * dx + dy * dy);
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if (length > 0) {
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const normalizedDx = dx / length;
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const normalizedDy = dy / length;
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// Dot product with (1, 0) is just normalizedDx
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const dotProduct = normalizedDy;
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if (dotProduct > maxDotProduct) {
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maxDotProduct = dotProduct;
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bestIndex = i;
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}
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}
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}
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// Rotate array to start with the best edge
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if (bestIndex !== 0) {
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pts = [...pts.slice(bestIndex), ...pts.slice(0, bestIndex)];
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}
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return pts;
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}
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@ -0,0 +1,73 @@
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import {normalize} from "./normalize";
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export function pts2plotter(pts: [number, number][][], width: number, height: number, px2mm = 0.1){
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let str = init(width * px2mm, height * px2mm);
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// sort paths by x(long) then by y(short)
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const sorted = pts.slice();
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sorted.sort(function (a, b) {
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const [ax,ay] = topleft(a);
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const [bx,by] = topleft(b);
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if (ax !== bx) return ax - bx;
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return ay - by;
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});
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let lead = true;
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for(const path of sorted){
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for (const cmd of poly(normalize(path), height, px2mm, lead)) {
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str += cmd;
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}
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lead = false;
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}
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str += end();
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return str;
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}
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function topleft(pts: [number, number][]){
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let minx = NaN;
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let miny = NaN;
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for(const pt of pts){
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if (isNaN(minx) || minx > pt[0]) minx = pt[0];
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if (isNaN(miny) || miny > pt[1]) miny = pt[1];
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}
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return [minx, miny] as [number, number];
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}
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function init(w: number, h: number) {
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return ` IN TB26,${plu(w)},${plu(h)} CT1 U0,0 D0,0 D40,0`;
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}
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function end() {
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return ' U0,0 @ @';
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}
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function* poly(pts: [number, number][], height: number, px2mm: number, lead = false){
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function cutpt(down: boolean, pt: [number, number]) {
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return ` ${down ? 'D' : 'U'}${plu(pt[0] * px2mm)},${plu((height - pt[1]) * px2mm)}`;
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}
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if (lead) {
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yield cutpt(false, [0, 0]);
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yield cutpt(true, [0, 1]);
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}
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yield cutpt(false, pts[0]);
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for(const pt of pts){
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yield cutpt(true, pt);
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}
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}
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function sqrlen(x: number, y: number) {
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return x * x + y * y;
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}
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function lerp(s: [number, number], e: [number, number], i: number) {
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return [s[0] + (e[0] - s[0]) * i, s[1] + (e[1] - s[1]) * i] as typeof s;
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}
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function plu(n: number) {
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return Math.round(n / 0.025);
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}
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@ -0,0 +1,18 @@
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import { cubicBezierCommand, Pt } from "./bezier";
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export function frame2preview(pts: Pt[][], width: number, height: number, px2mm = 0.1) {
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return `<svg viewbox="0 0 ${width} ${height}" width=360 height=220>
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<rect x=0 y=0 width=${width} height=${height} fill="#8001" stroke="#f008"></rect>
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<path d="${pts2command(pts)}" fill="#0001" stroke="#0008">
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</path>
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</svg><span>${ (width * px2mm).toFixed(1)}mm x ${(height * px2mm).toFixed(1)}mm</span>`;
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}
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function pts2command(pts: Pt[][]){
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return pts.map(
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path => {
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const pts = path.map(pt=> `${pt[0]} ${pt[1]}`).join(' L ');
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return `M ${pts} Z`;
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}
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).join(' ');
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}
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