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import { getCubicExtremaPoints, getQuadraticExtremaPoints, } from "../BezierFunctions.js";
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import { Factory } from "../Factory.js";
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import { _registerNode } from "../Global.js";
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import { Shape } from "../Shape.js";
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import { Util } from "../Util.js";
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import { getNumberArrayValidator, getNumberValidator } from "../Validators.js";
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function getControlPoints(x0, y0, x1, y1, x2, y2, t) {
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const d01 = Math.sqrt(Math.pow(x1 - x0, 2) + Math.pow(y1 - y0, 2)), d12 = Math.sqrt(Math.pow(x2 - x1, 2) + Math.pow(y2 - y1, 2)), dSum = d01 + d12;
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// all three points are the same, so the control points collapse into that
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// point. Without this the divisions below are 0 / 0 = NaN.
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if (dSum === 0) {
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return [x1, y1, x1, y1];
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}
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const fa = (t * d01) / dSum, fb = (t * d12) / dSum, p1x = x1 - fa * (x2 - x0), p1y = y1 - fa * (y2 - y0), p2x = x1 + fb * (x2 - x0), p2y = y1 + fb * (y2 - y0);
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return [p1x, p1y, p2x, p2y];
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}
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function expandPoints(p, tension) {
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const len = p.length, allPoints = [];
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for (let n = 2; n < len - 2; n += 2) {
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const cp = getControlPoints(p[n - 2], p[n - 1], p[n], p[n + 1], p[n + 2], p[n + 3], tension);
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if (isNaN(cp[0])) {
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continue;
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}
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allPoints.push(cp[0]);
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allPoints.push(cp[1]);
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allPoints.push(p[n]);
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allPoints.push(p[n + 1]);
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allPoints.push(cp[2]);
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allPoints.push(cp[3]);
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}
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return allPoints;
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}
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function getBezierExtremaPoints(points) {
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const extrema = [];
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// points[0], points[1] is the starting point; every subsequent group of
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// 6 values is one cubic bezier segment (cp1x, cp1y, cp2x, cp2y, x, y),
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// whose start is the previous segment's end point (matching the layout
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// Line#_sceneFunc feeds to context.bezierCurveTo in a loop).
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for (let n = 0; n + 7 < points.length; n += 6) {
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// the end point of the segment. It is a joint with the next segment, and
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// the curve can reach its highest or lowest value there without the
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// derivative going to zero on either side.
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extrema.push(points[n + 6], points[n + 7], ...getCubicExtremaPoints(points[n], points[n + 1], points[n + 2], points[n + 3], points[n + 4], points[n + 5], points[n + 6], points[n + 7]));
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}
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return extrema;
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}
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/**
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* Line constructor. Lines are defined by an array of points and
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* a tension
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* @constructor
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* @memberof Konva
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* @augments Konva.Shape
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* @param {Object} config
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* @param {Array} config.points Flat array of points coordinates. You should define them as [x1, y1, x2, y2, x3, y3].
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* @param {Number} [config.tension] Higher values will result in a more curvy line. A value of 0 will result in no interpolation.
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* The default is 0
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* @param {Boolean} [config.closed] defines whether or not the line shape is closed, creating a polygon or blob
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* @param {Boolean} [config.bezier] if no tension is provided but bezier=true, we draw the line as a bezier using the passed points
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* @@shapeParams
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* @@nodeParams
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* @example
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* var line = new Konva.Line({
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* x: 100,
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* y: 50,
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* points: [73, 70, 340, 23, 450, 60, 500, 20],
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* stroke: 'red',
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* tension: 1
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* });
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*/
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export class Line extends Shape {
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constructor(config) {
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super(config);
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this.on('pointsChange.konva tensionChange.konva closedChange.konva bezierChange.konva', function () {
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this._clearCache('tensionPoints');
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});
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}
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_hasTension() {
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return this.tension() !== 0 && this.points().length > 4;
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}
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/**
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* Report every curve segment of a line with a tension, in draw order. Both
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* the scene function and the bounding rect read the shape through this, so
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* that they can not disagree about which curve the line is.
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*
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* The handlers take plain numbers, because this runs on every frame.
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*/
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_eachTensionSegment(onQuadratic, onCubic) {
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const points = this.points(), length = points.length, closed = this.closed(), tp = this.getTensionPoints(), len = tp.length;
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let x0 = points[0], y0 = points[1],
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// a closed line has a curve on both sides of the first point, so it
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// starts on a full cubic. An open one is capped by a quadratic instead
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n = closed ? 0 : 4;
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if (!closed) {
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onQuadratic(x0, y0, tp[0], tp[1], tp[2], tp[3]);
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x0 = tp[2];
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y0 = tp[3];
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}
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while (n < len - 2) {
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const cp1x = tp[n++], cp1y = tp[n++], cp2x = tp[n++], cp2y = tp[n++], x = tp[n++], y = tp[n++];
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onCubic(x0, y0, cp1x, cp1y, cp2x, cp2y, x, y);
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x0 = x;
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y0 = y;
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}
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if (!closed) {
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onQuadratic(x0, y0, tp[len - 2], tp[len - 1], points[length - 2], points[length - 1]);
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}
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}
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_getStrokePadding(miterLimit = this.points().length === 4 && !this.closed() ? 1 : undefined) {
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return super._getStrokePadding(miterLimit);
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}
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_sceneFunc(context) {
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const points = this.points(), length = points.length, closed = this.closed(), bezier = this.bezier();
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if (!length) {
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return;
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}
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let n = 0;
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context.beginPath();
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context.moveTo(points[0], points[1]);
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// tension
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if (this._hasTension()) {
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this._eachTensionSegment((_x0, _y0, cpx, cpy, x, y) => context.quadraticCurveTo(cpx, cpy, x, y), (_x0, _y0, cp1x, cp1y, cp2x, cp2y, x, y) => context.bezierCurveTo(cp1x, cp1y, cp2x, cp2y, x, y));
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}
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else if (bezier) {
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// no tension but bezier
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n = 2;
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while (n < length) {
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context.bezierCurveTo(points[n++], points[n++], points[n++], points[n++], points[n++], points[n++]);
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}
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}
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else {
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// no tension
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for (n = 2; n < length; n += 2) {
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context.lineTo(points[n], points[n + 1]);
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}
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}
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// closed e.g. polygons and blobs
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if (closed) {
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context.closePath();
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context.fillStrokeShape(this);
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}
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else {
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// open e.g. lines and splines
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context.strokeShape(this);
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}
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}
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getTensionPoints() {
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return this._getCache('tensionPoints', this._getTensionPoints);
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}
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_getTensionPoints() {
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if (this.closed()) {
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return this._getTensionPointsClosed();
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}
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else {
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return expandPoints(this.points(), this.tension());
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}
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}
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_getTensionPointsClosed() {
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const p = this.points(), len = p.length, tension = this.tension(), firstControlPoints = getControlPoints(p[len - 2], p[len - 1], p[0], p[1], p[2], p[3], tension), lastControlPoints = getControlPoints(p[len - 4], p[len - 3], p[len - 2], p[len - 1], p[0], p[1], tension), middle = expandPoints(p, tension), tp = [firstControlPoints[2], firstControlPoints[3]]
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.concat(middle)
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.concat([
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lastControlPoints[0],
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lastControlPoints[1],
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p[len - 2],
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p[len - 1],
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lastControlPoints[2],
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lastControlPoints[3],
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firstControlPoints[0],
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firstControlPoints[1],
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p[0],
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p[1],
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]);
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return tp;
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}
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getWidth() {
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return this.getSelfRect().width;
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}
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getHeight() {
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return this.getSelfRect().height;
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}
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// overload size detection
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getSelfRect() {
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let points = this.points();
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if (points.length < 4) {
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return {
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x: points[0] || 0,
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y: points[1] || 0,
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width: 0,
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height: 0,
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};
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}
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if (this._hasTension()) {
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// the two end points of every segment, plus the points where it turns
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// back on either axis. Together they are the exact bounds of the curve
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const bounds = [points[0], points[1]];
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this._eachTensionSegment((x0, y0, cpx, cpy, x, y) => bounds.push(x, y, ...getQuadraticExtremaPoints(x0, y0, cpx, cpy, x, y)), (x0, y0, cp1x, cp1y, cp2x, cp2y, x, y) => bounds.push(x, y, ...getCubicExtremaPoints(x0, y0, cp1x, cp1y, cp2x, cp2y, x, y)));
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points = bounds;
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}
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else if (this.bezier()) {
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// no trailing point here: the extrema already carry the end point of
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// every segment that is drawn. Adding the last pair of the array back
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// would include a control point of a trailing partial segment, which
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// _sceneFunc never draws.
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points = [points[0], points[1], ...getBezierExtremaPoints(points)];
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}
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return Util._getPointsRect(points);
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}
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}
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Line.prototype.className = 'Line';
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Line.prototype._attrsAffectingSize = ['points', 'bezier', 'tension', 'closed'];
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_registerNode(Line, true);
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// add getters setters
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Factory.addGetterSetter(Line, 'closed', false);
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/**
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* get/set closed flag. The default is false
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* @name Konva.Line#closed
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* @method
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* @param {Boolean} closed
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* @returns {Boolean}
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* @example
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* // get closed flag
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* var closed = line.closed();
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*
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* // close the shape
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* line.closed(true);
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*
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* // open the shape
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* line.closed(false);
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*/
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Factory.addGetterSetter(Line, 'bezier', false);
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/**
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* get/set bezier flag. The default is false
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* @name Konva.Line#bezier
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* @method
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* @param {Boolean} bezier
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* @returns {Boolean}
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* @example
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* // get whether the line is a bezier
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* var isBezier = line.bezier();
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*
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* // set whether the line is a bezier
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* line.bezier(true);
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*/
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Factory.addGetterSetter(Line, 'tension', 0, getNumberValidator());
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/**
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* get/set tension
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* @name Konva.Line#tension
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* @method
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* @param {Number} tension Higher values will result in a more curvy line. A value of 0 will result in no interpolation. The default is 0
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* @returns {Number}
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* @example
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* // get tension
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* var tension = line.tension();
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*
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* // set tension
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* line.tension(3);
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*/
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Factory.addGetterSetter(Line, 'points', [], getNumberArrayValidator());
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/**
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* get/set points array. Points is a flat array [x1, y1, x2, y2]. It is flat for performance reasons.
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* @name Konva.Line#points
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* @method
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* @param {Array} points
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* @returns {Array}
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* @example
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* // get points
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* var points = line.points();
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*
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* // set points
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* line.points([10, 20, 30, 40, 50, 60]);
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*
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* // push a new point
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* line.points(line.points().concat([70, 80]));
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*/
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