Source: CubicBezierCurve.js

"use strict";
/**
 * @classdesc A refactored cubic bezier curve class.
 *
 * @requires Vertex, Vector
 *
 * @author   Ikaros Kappler
 * @date     2013-08-15
 * @modified 2018-08-16 Added a closure. Removed the wrapper class 'IKRS'. Replaced class THREE.Vector2 by Vertex class.
 * @modified 2018-11-19 Added the fromArray(Array) function.
 * @modified 2018-11-28 Added the locateCurveByPoint(Vertex) function.
 * @modified 2018-12-04 Added the toSVGPathData() function.
 * @modified 2019-03-20 Added JSDoc tags.
 * @modified 2019-03-23 Changed the signatures of getPoint, getPointAt and getTangent (!version 2.0).
 * @modified 2019-12-02 Fixed the updateArcLength function. It used the wrong pointAt function (was renamed before).
 * @modified 2020-02-06 Added the getSubCurveAt(number,number) function.
 * @modified 2020-02-06 Fixed a serious bug in the arc lenght calculation (length was never reset, urgh).
 * @modified 2020-02-07 Added the isInstance(any) function.
 * @modified 2020-02-10 Added the reverse() function.
 * @modified 2020-02-10 Fixed the translate(...) function (returning 'this' was missing).
 * @modified 2020-03-24 Ported this class from vanilla JS to Typescript.
 * @modified 2020-06-03 Added the getBounds() function.
 * @modified 2020-07-14 Changed the moveCurvePoint(...,Vertex) to moveCurvePoint(...,XYCoords), which is more generic.
 * @modified 2020-07-24 Added the getClosestT function and the helper function locateIntervalByDistance(...).
 * @version 2.4.2
 *
 * @file CubicBezierCurve
 * @public
 **/
Object.defineProperty(exports, "__esModule", { value: true });
var Bounds_1 = require("./Bounds");
var Vertex_1 = require("./Vertex");
var Vector_1 = require("./Vector");
var CubicBezierCurve = /** @class */ (function () {
    /**
     * The constructor.
     *
     * @constructor
     * @name CubicBezierCurve
     * @param {Vertex} startPoint - The Bézier curve's start point.
     * @param {Vertex} endPoint   - The Bézier curve's end point.
     * @param {Vertex} startControlPoint - The Bézier curve's start control point.
     * @param {Vertex} endControlPoint   - The Bézier curve's end control point.
     **/
    function CubicBezierCurve(startPoint, endPoint, startControlPoint, endControlPoint) {
        /** @constant {number} */
        this.START_POINT = CubicBezierCurve.START_POINT;
        /** @constant {number} */
        this.START_CONTROL_POINT = CubicBezierCurve.START_CONTROL_POINT;
        /** @constant {number} */
        this.END_CONTROL_POINT = CubicBezierCurve.END_CONTROL_POINT;
        /** @constant {number} */
        this.END_POINT = CubicBezierCurve.END_POINT;
        this.startPoint = startPoint;
        this.startControlPoint = startControlPoint;
        this.endPoint = endPoint;
        this.endControlPoint = endControlPoint;
        this.curveIntervals = 30;
        // An array of vertices
        this.segmentCache = [];
        // An array of floats
        this.segmentLengths = [];
        // float
        this.arcLength = null;
        this.updateArcLengths();
    }
    ;
    /**
     * Move the given curve point (the start point, end point or one of the two
     * control points).
     *
     * @method moveCurvePoint
     * @param {number} pointID - The numeric identicator of the point to move. Use one of the four eBezierPoint constants.
     * @param {XYCoords} moveAmount - The amount to move the specified point by.
     * @param {boolean} moveControlPoint - Move the control points along with their path point (if specified point is a path point).
     * @param {boolean} updateArcLengths - Specifiy if the internal arc segment buffer should be updated.
     * @instance
     * @memberof CubicBezierCurve
     * @return {void}
     **/
    CubicBezierCurve.prototype.moveCurvePoint = function (pointID, moveAmount, moveControlPoint, updateArcLengths) {
        if (pointID == this.START_POINT) {
            this.getStartPoint().add(moveAmount);
            if (moveControlPoint)
                this.getStartControlPoint().add(moveAmount);
        }
        else if (pointID == this.START_CONTROL_POINT) {
            this.getStartControlPoint().add(moveAmount);
        }
        else if (pointID == this.END_CONTROL_POINT) {
            this.getEndControlPoint().add(moveAmount);
        }
        else if (pointID == this.END_POINT) {
            this.getEndPoint().add(moveAmount);
            if (moveControlPoint)
                this.getEndControlPoint().add(moveAmount);
        }
        else {
            console.log("[CubicBezierCurve.moveCurvePoint] pointID '" + pointID + "' invalid.");
        }
        if (updateArcLengths)
            this.updateArcLengths();
    };
    ;
    /**
     * Translate the whole curve by the given {x,y} amount: moves all four points.
     *
     * @method translate
     * @param {Vertex} amount - The amount to translate this curve by.
     * @instance
     * @memberof CubicBezierCurve
     * @return {CubicBezierCurve} this (for chaining).
     **/
    CubicBezierCurve.prototype.translate = function (amount) {
        this.startPoint.add(amount);
        this.startControlPoint.add(amount);
        this.endControlPoint.add(amount);
        this.endPoint.add(amount);
        return this;
    };
    ;
    /**
     * Reverse this curve, means swapping start- and end-point and swapping
     * start-control- and end-control-point.
     *
     * @method reverse
     * @instance
     * @memberof CubicBezierCurve
     * @return {CubicBezierCurve} this (for chaining).
     **/
    CubicBezierCurve.prototype.reverse = function () {
        var tmp = this.startPoint;
        this.startPoint = this.endPoint;
        this.endPoint = tmp;
        tmp = this.startControlPoint;
        this.startControlPoint = this.endControlPoint;
        this.endControlPoint = tmp;
        return this;
    };
    ;
    /**
     * Get the total curve length.<br>
     * <br>
     * As not all Bézier curved have a closed formula to calculate their lengths, this
     * implementation uses a segment buffer (with a length of 30 segments). So the
     * returned length is taken from the arc segment buffer.<br>
     * <br>
     * Note that if the curve points were changed and the segment buffer was not
     * updated this function might return wrong (old) values.
     *
     * @method getLength
     * @instance
     * @memberof CubicBezierCurve
     * @return {number} >= 0
     **/
    CubicBezierCurve.prototype.getLength = function () {
        return this.arcLength;
    };
    ;
    /**
     * Uptate the internal arc segment buffer and their lengths.<br>
     * <br>
     * All class functions update the buffer automatically; if any
     * curve point is changed by other reasons you should call this
     * function to keep actual values in the buffer.
     *
     * @method updateArcLengths
     * @instance
     * @memberof CubicBezierCurve
     * @return {void}
     **/
    CubicBezierCurve.prototype.updateArcLengths = function () {
        var pointA = this.startPoint.clone(), pointB = new Vertex_1.Vertex(0, 0), curveStep = 1.0 / this.curveIntervals;
        var u = curveStep;
        // Clear segment cache
        this.segmentCache = [];
        // Push start point into buffer
        this.segmentCache.push(this.startPoint);
        this.segmentLengths = [];
        var newLength = 0.0;
        var t = 0.0;
        var tmpLength;
        while (t <= 1.0) {
            pointB = this.getPointAt(t);
            // Store point into cache
            this.segmentCache.push(pointB);
            // Calculate segment length
            tmpLength = pointA.distance(pointB);
            this.segmentLengths.push(tmpLength);
            newLength += tmpLength;
            pointA = pointB;
            t += curveStep;
        }
        this.arcLength = newLength;
    };
    ;
    /**
     * Get a 't' (relative position on curve) with the closest distance to point 'p'.
     *
     * The returned number is 0.0 <= t <= 1.0. Use the getPointAt(t) function to retrieve the actual curve point.
     *
     * This function uses a recursive approach by cutting the curve into several linear segments.
     *
     * @param {Vertex} p - The point to find the closest position ('t' on the curve).
     * @return {number}
     **/
    CubicBezierCurve.prototype.getClosestT = function (p) {
        // We would like to have an error that's not larger than 1.0.
        var desiredEpsilon = 1.0;
        var t = 0.0;
        var result = { t: 0, tPrev: 0.0, tNext: 1.0 };
        var iteration = 0;
        do {
            result = this.locateIntervalByDistance(p, result.tPrev, result.tNext, this.curveIntervals);
            iteration++;
            // Be sure: stop after 4 iterations
        } while (iteration < 4 && this.getPointAt(result.tPrev).distance(this.getPointAt(result.tNext)) > desiredEpsilon);
        return result.t;
    };
    ;
    /**
     * This helper function locates the 't' on a fixed step interval with the minimal distance
     * between the curve (at 't') and the given point.
     *
     * Furthermore you must specify a sub curve (start 't' and end 't') you want to search on.
     * Using tStart=0.0 and tEnd=1.0 will search on the full curve.
     *
     * @param {Vertex} p - The point to find the closest curve point for.
     * @param {number} tStart - The start position (start 't' of the sub curve). Should be >= 0.0.
     * @param {number} tEnd - The end position (end 't' of the sub curve). Should be <= 1.0.
     * @param {number} stepCount - The number of steps to check within the interval.
     *
     * @return {object} - An object with t, tPrev and tNext (numbers).
     **/
    CubicBezierCurve.prototype.locateIntervalByDistance = function (p, tStart, tEnd, stepCount) {
        var minIndex = -1;
        var minDist = 0;
        var t = 0.0;
        var tDiff = tEnd - tStart;
        for (var i = 0; i <= stepCount; i++) {
            t = tStart + tDiff * (i / stepCount);
            var vert = this.getPointAt(t);
            var dist = vert.distance(p);
            if (minIndex == -1 || dist < minDist) {
                minIndex = i;
                minDist = dist;
            }
        }
        return { t: tStart + tDiff * (minIndex / stepCount),
            tPrev: tStart + tDiff * (Math.max(0, minIndex - 1) / stepCount),
            tNext: tStart + tDiff * (Math.min(stepCount, minIndex + 1) / stepCount)
        };
    };
    ;
    /**
     * Get the bounds of this bezier curve.
     *
     * The bounds are approximated by the underlying segment buffer; the more segment there are,
     * the more accurate will be the returned bounds.
     *
     * @return {Bounds} The bounds of this curve.
     **/
    CubicBezierCurve.prototype.getBounds = function () {
        var min = new Vertex_1.Vertex(Number.POSITIVE_INFINITY, Number.POSITIVE_INFINITY);
        var max = new Vertex_1.Vertex(Number.NEGATIVE_INFINITY, Number.NEGATIVE_INFINITY);
        var v;
        for (var i = 0; i < this.segmentCache.length; i++) {
            v = this.segmentCache[i];
            min.x = Math.min(min.x, v.x);
            min.y = Math.min(min.y, v.y);
            max.x = Math.max(max.x, v.x);
            max.y = Math.max(max.y, v.y);
        }
        return new Bounds_1.Bounds(min, max);
    };
    ;
    /**
     * Get the start point of the curve.<br>
     * <br>
     * This function just returns this.startPoint.
     *
     * @method getStartPoint
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex} this.startPoint
     **/
    CubicBezierCurve.prototype.getStartPoint = function () {
        return this.startPoint;
    };
    ;
    /**
     * Get the end point of the curve.<br>
     * <br>
     * This function just returns this.endPoint.
     *
     * @method getEndPoint
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex} this.endPoint
     **/
    CubicBezierCurve.prototype.getEndPoint = function () {
        return this.endPoint;
    };
    ;
    /**
     * Get the start control point of the curve.<br>
     * <br>
     * This function just returns this.startControlPoint.
     *
     * @method getStartControlPoint
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex} this.startControlPoint
     **/
    CubicBezierCurve.prototype.getStartControlPoint = function () {
        return this.startControlPoint;
    };
    ;
    /**
     * Get the end control point of the curve.<br>
     * <br>
     * This function just returns this.endControlPoint.
     *
     * @method getEndControlPoint
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex} this.endControlPoint
     **/
    CubicBezierCurve.prototype.getEndControlPoint = function () {
        return this.endControlPoint;
    };
    ;
    /**
     * Get one of the four curve points specified by the passt point ID.
     *
     * @method getEndControlPoint
     * @param {number} id - One of START_POINT, START_CONTROL_POINT, END_CONTROL_POINT or END_POINT.
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getPointByID = function (id) {
        if (id == this.START_POINT)
            return this.startPoint;
        if (id == this.END_POINT)
            return this.endPoint;
        if (id == this.START_CONTROL_POINT)
            return this.startControlPoint;
        if (id == this.END_CONTROL_POINT)
            return this.endControlPoint;
        throw new Error("Invalid point ID '" + id + "'.");
    };
    ;
    /**
     * Get the curve point at a given position t, where t is in [0,1].<br>
     * <br>
     * @see Line.pointAt
     *
     * @method getPointAt
     * @param {number} t - The position on the curve in [0,1] (0 means at
     *                     start point, 1 means at end point, other values address points in bertween).
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getPointAt = function (t) {
        // Perform some powerful math magic
        var x = this.startPoint.x * Math.pow(1.0 - t, 3) + this.startControlPoint.x * 3 * t * Math.pow(1.0 - t, 2)
            + this.endControlPoint.x * 3 * Math.pow(t, 2) * (1.0 - t) + this.endPoint.x * Math.pow(t, 3);
        var y = this.startPoint.y * Math.pow(1.0 - t, 3) + this.startControlPoint.y * 3 * t * Math.pow(1.0 - t, 2)
            + this.endControlPoint.y * 3 * Math.pow(t, 2) * (1.0 - t) + this.endPoint.y * Math.pow(t, 3);
        return new Vertex_1.Vertex(x, y);
    };
    ;
    /**
     * Get the curve point at a given position u, where u is in [0,arcLength].<br>
     * <br>
     * @see CubicBezierCurve.getPointAt
     *
     * @method getPoint
     * @param {number} u - The position on the curve in [0,arcLength] (0 means at
     *                     start point, arcLength means at end point, other values address points in bertween).
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getPoint = function (u) {
        return this.getPointAt(u / this.arcLength);
    };
    ;
    /**
     * Get the curve tangent vector at a given absolute curve position t in [0,1].<br>
     * <br>
     * Note that the returned tangent vector (end point) is not normalized and relative to (0,0).
     *
     * @method getTangent
     * @param {number} t - The position on the curve in [0,1].
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getTangentAt = function (t) {
        var a = this.getStartPoint();
        var b = this.getStartControlPoint();
        var c = this.getEndControlPoint();
        var d = this.getEndPoint();
        // This is the shortened one
        var t2 = t * t;
        var t3 = t * t2;
        // (1 - t)^2 = (1-t)*(1-t) = 1 - t - t + t^2 = 1 - 2*t + t^2
        var nt2 = 1 - 2 * t + t2;
        var tX = -3 * a.x * nt2 +
            b.x * (3 * nt2 - 6 * (t - t2)) +
            c.x * (6 * (t - t2) - 3 * t2) +
            3 * d.x * t2;
        var tY = -3 * a.y * nt2 +
            b.y * (3 * nt2 - 6 * (t - t2)) +
            c.y * (6 * (t - t2) - 3 * t2) +
            3 * d.y * t2;
        // Note: my implementation does NOT normalize tangent vectors!
        return new Vertex_1.Vertex(tX, tY);
    };
    ;
    /**
     * Get a sub curve at the given start end end offsets (values between 0.0 and 1.0).
     *
     * tStart >= tEnd is allowed, you will get a reversed sub curve then.
     *
     * @method getSubCurveAt
     * @param {number} tStart – The start offset of the desired sub curve (must be in [0..1]).
     * @param {number} tEnd – The end offset if the desired cub curve (must be in [0..1]).
     * @instance
     * @memberof CubicBezierCurve
     * @return {CubicBezierCurve} The sub curve as a new curve.
     **/
    CubicBezierCurve.prototype.getSubCurveAt = function (tStart, tEnd) {
        var startVec = new Vector_1.Vector(this.getPointAt(tStart), this.getTangentAt(tStart));
        var endVec = new Vector_1.Vector(this.getPointAt(tEnd), this.getTangentAt(tEnd).inv());
        // Tangents are relative. Make absolute.
        startVec.b.add(startVec.a);
        endVec.b.add(endVec.a);
        // This 'splits' the curve at the given point at t.
        startVec.scale(0.33333333 * (tEnd - tStart));
        endVec.scale(0.33333333 * (tEnd - tStart));
        // Draw the bezier curve
        // pb.draw.cubicBezier( startVec.a, endVec.a, startVec.b, endVec.b, '#8800ff', 2 );
        return new CubicBezierCurve(startVec.a, endVec.a, startVec.b, endVec.b);
    };
    ;
    /**
     * Convert a relative curve position u to the absolute curve position t.
     *
     * @method convertU2t
     * @param {number} u - The relative position on the curve in [0,arcLength].
     * @instance
     * @memberof CubicBezierCurve
     * @return {number}
     **/
    CubicBezierCurve.prototype.convertU2T = function (u) {
        return Math.max(0.0, Math.min(1.0, (u / this.arcLength)));
    };
    ;
    /**
     * Get the curve tangent vector at a given relative position u in [0,arcLength].<br>
     * <br>
     * Note that the returned tangent vector (end point) is not normalized.
     *
     * @method getTangent
     * @param {number} u - The position on the curve in [0,arcLength].
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getTangent = function (u) {
        return this.getTangentAt(this.convertU2T(u));
    };
    ;
    /**
     * Get the curve perpendicular at a given relative position u in [0,arcLength] as a vector.<br>
     * <br>
     * Note that the returned vector (end point) is not normalized.
     *
     * @method getPerpendicular
     * @param {number} u - The relative position on the curve in [0,arcLength].
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getPerpendicular = function (u) {
        return this.getPerpendicularAt(this.convertU2T(u));
    };
    ;
    /**
     * Get the curve perpendicular at a given absolute position t in [0,1] as a vector.<br>
     * <br>
     * Note that the returned vector (end point) is not normalized.
     *
     * @method getPerpendicularAt
     * @param {number} u - The absolute position on the curve in [0,1].
     * @instance
     * @memberof CubicBezierCurve
     * @return {Vertex}
     **/
    CubicBezierCurve.prototype.getPerpendicularAt = function (t) {
        var tangentVector = this.getTangentAt(t);
        return new Vertex_1.Vertex(tangentVector.y, -tangentVector.x);
    };
    ;
    /**
     * Clone this Bézier curve (deep clone).
     *
     * @method clone
     * @instance
     * @memberof CubicBezierCurve
     * @return {CubicBezierCurve}
     **/
    CubicBezierCurve.prototype.clone = function () {
        return new CubicBezierCurve(this.getStartPoint().clone(), this.getEndPoint().clone(), this.getStartControlPoint().clone(), this.getEndControlPoint().clone());
    };
    ;
    /**
     * Check if this and the specified curve are equal.<br>
     * <br>
     * All four points need to be equal for this, the Vertex.equals function is used.<br>
     * <br>
     * Please note that this function is not type safe (comparison with any object will fail).
     *
     * @method clone
     * @param {CubicBezierCurve} curve - The curve to compare with.
     * @instance
     * @memberof CubicBezierCurve
     * @return {boolean}
     **/
    CubicBezierCurve.prototype.equals = function (curve) {
        // Note: in the earlier vanilla-JS version this was callable with plain objects.
        //       Let's see if this restricted version works out.
        if (!curve)
            return false;
        if (!curve.startPoint ||
            !curve.endPoint ||
            !curve.startControlPoint ||
            !curve.endControlPoint)
            return false;
        return this.startPoint.equals(curve.startPoint)
            && this.endPoint.equals(curve.endPoint)
            && this.startControlPoint.equals(curve.startControlPoint)
            && this.endControlPoint.equals(curve.endControlPoint);
    };
    ;
    /**
     * Quick check for class instance.
     * Is there a better way?
     *
     * @method isInstance
     * @param {any} obj - Check if the passed object/value is an instance of CubicBezierCurve.
     * @instance
     * @memberof CubicBezierCurve
     * @return {boolean}
     **/
    CubicBezierCurve.isInstance = function (obj) {
        // Note: check this again
        /* OLD VANILLA JS IMPLEMENTATION */
        /* if( typeof obj != "object" )
            return false;
        function hasXY(v) {
            return typeof v != "undefined" && typeof v.x == "number" && typeof v.y == "number";
        }
        return typeof obj.startPoint == "object" && hasXY(obj.startPoint)
            && typeof obj.endPoint == "object" && hasXY(obj.endPoint)
            && typeof obj.startControlPoint == "object" && hasXY(obj.startControlPoint)
            && typeof obj.endControlPoint == "object" && hasXY(obj.endControlPoint);
        */
        return obj instanceof CubicBezierCurve;
    };
    ;
    /**
     * Create an SVG path data representation of this bézier curve.
     *
     * Path data string format is:<br>
     *  <pre>'M x0 y1 C dx0 dy1 dx1 dy1 x1 x2'</pre><br>
     * or in other words<br>
     *   <pre>'M startoint.x startPoint.y C startControlPoint.x startControlPoint.y endControlPoint.x endControlPoint.y endPoint.x endPoint.y'</pre>
     *
     * @method toSVGPathData
     * @instance
     * @memberof CubicBezierCurve
     * @return {string}  The SVG path data string.
     **/
    CubicBezierCurve.prototype.toSVGPathData = function () {
        var buffer = [];
        buffer.push('M ');
        buffer.push(this.startPoint.x.toString());
        buffer.push(' ');
        buffer.push(this.startPoint.y.toString());
        buffer.push(' C ');
        buffer.push(this.startControlPoint.x.toString());
        buffer.push(' ');
        buffer.push(this.startControlPoint.y.toString());
        buffer.push(' ');
        buffer.push(this.endControlPoint.x.toString());
        buffer.push(' ');
        buffer.push(this.endControlPoint.y.toString());
        buffer.push(' ');
        buffer.push(this.endPoint.x.toString());
        buffer.push(' ');
        buffer.push(this.endPoint.y.toString());
        return buffer.join('');
    };
    ;
    /**
     * Convert this curve to a JSON string.
     *
     * @method toJSON
     * @param {boolean=} [prettyFormat=false] - If set to true the function will add line breaks.
     * @instance
     * @memberof CubicBezierCurve
     * @return {string} The JSON data.
     **/
    CubicBezierCurve.prototype.toJSON = function (prettyFormat) {
        var jsonString = "{ " + // begin object
            (prettyFormat ? "\n\t" : "") +
            "\"startPoint\" : [" + this.getStartPoint().x + "," + this.getStartPoint().y + "], " +
            (prettyFormat ? "\n\t" : "") +
            "\"endPoint\" : [" + this.getEndPoint().x + "," + this.getEndPoint().y + "], " +
            (prettyFormat ? "\n\t" : "") +
            "\"startControlPoint\": [" + this.getStartControlPoint().x + "," + this.getStartControlPoint().y + "], " +
            (prettyFormat ? "\n\t" : "") +
            "\"endControlPoint\" : [" + this.getEndControlPoint().x + "," + this.getEndControlPoint().y + "]" +
            (prettyFormat ? "\n\t" : "") +
            " }"; // end object
        return jsonString;
    };
    ;
    /**
     * Parse a Bézier curve from the given JSON string.
     *
     * @method fromJSON
     * @param {string} jsonString - The JSON data to parse.
     * @memberof CubicBezierCurve
     * @static
     * @throws An exception if the JSON string is malformed.
     * @return {CubicBezierCurve}
     **/
    CubicBezierCurve.fromJSON = function (jsonString) {
        var obj = JSON.parse(jsonString);
        return CubicBezierCurve.fromObject(obj);
    };
    ;
    /**
     * Try to convert the passed object to a CubicBezierCurve.
     *
     * @method fromObject
     * @param {object} obj - The object to convert.
     * @memberof CubicBezierCurve
     * @static
     * @throws An exception if the passed object is malformed.
     * @return {CubicBezierCurve}
     **/
    CubicBezierCurve.fromObject = function (obj) {
        if (typeof obj !== "object")
            throw "Can only build from object.";
        if (!obj.startPoint)
            throw "Object member \"startPoint\" missing.";
        if (!obj.endPoint)
            throw "Object member \"endPoint\" missing.";
        if (!obj.startControlPoint)
            throw "Object member \"startControlPoint\" missing.";
        if (!obj.endControlPoint)
            throw "Object member \"endControlPoint\" missing.";
        return new CubicBezierCurve(new Vertex_1.Vertex(obj.startPoint[0], obj.startPoint[1]), new Vertex_1.Vertex(obj.endPoint[0], obj.endPoint[1]), new Vertex_1.Vertex(obj.startControlPoint[0], obj.startControlPoint[1]), new Vertex_1.Vertex(obj.endControlPoint[0], obj.endControlPoint[1]));
    };
    ;
    /**
     * Convert a 4-element array of vertices to a cubic bézier curve.
     *
     * @method fromArray
     * @param {Vertex[]} arr -  [ startVertex, endVertex, startControlVertex, endControlVertex ]
     * @memberof CubicBezierCurve
     * @throws An exception if the passed array is malformed.
     * @return {CubicBezierCurve}
     **/
    CubicBezierCurve.fromArray = function (arr) {
        if (!Array.isArray(arr))
            throw "Can only build from object.";
        if (arr.length != 4)
            throw "Can only build from array with four elements.";
        return new CubicBezierCurve(arr[0], arr[1], arr[2], arr[3]);
    };
    ;
    /** @constant {number} */
    CubicBezierCurve.START_POINT = 0;
    /** @constant {number} */
    CubicBezierCurve.START_CONTROL_POINT = 1;
    /** @constant {number} */
    CubicBezierCurve.END_CONTROL_POINT = 2;
    /** @constant {number} */
    CubicBezierCurve.END_POINT = 3;
    return CubicBezierCurve;
}());
exports.CubicBezierCurve = CubicBezierCurve;
//# sourceMappingURL=CubicBezierCurve.js.map