P.makeCogPath = function () {
let {points, twist, outerRadius, innerRadius, outerControlsDistance, innerControlsDistance, outerControlsOffset, innerControlsOffset, curve} = this;
let turn = 360 / points,
xPts = [],
currentTrailX, currentTrailY, currentPointX, currentPointY, currentLeadX, currentLeadY,
controlStartX, controlStartY, deltaX, deltaY, controlEndX, controlEndY,
myMin, myXoffset, myYoffset, i,
myPath = '';
if (outerRadius.substring || innerRadius.substring || outerControlsDistance.substring || innerControlsDistance.substring || outerControlsOffset.substring || innerControlsOffset.substring) {
let host = this.getHost();
if (host) {
let [hW, hH] = host.currentDimensions;
outerRadius = (outerRadius.substring) ? (parseFloat(outerRadius) / 100) * hW : outerRadius;
innerRadius = (innerRadius.substring) ? (parseFloat(innerRadius) / 100) * hW : innerRadius;
outerControlsDistance = (outerControlsDistance.substring) ? (parseFloat(outerControlsDistance) / 100) * hW : outerControlsDistance;
innerControlsDistance = (innerControlsDistance.substring) ? (parseFloat(innerControlsDistance) / 100) * hW : innerControlsDistance;
outerControlsOffset = (outerControlsOffset.substring) ? (parseFloat(outerControlsOffset) / 100) * hW : outerControlsOffset;
innerControlsOffset = (innerControlsOffset.substring) ? (parseFloat(innerControlsOffset) / 100) * hW : innerControlsOffset;
}
}
let outerPoint = requestVector({x: 0, y: -outerRadius}),
innerPoint = requestVector({x: 0, y: -innerRadius}),
outerPointLead = requestVector({x: outerControlsDistance + outerControlsOffset, y: -outerRadius}),
innerPointTrail = requestVector({x: -innerControlsDistance + innerControlsOffset, y: -innerRadius}),
innerPointLead = requestVector({x: innerControlsDistance + innerControlsOffset, y: -innerRadius}),
outerPointTrail = requestVector({x: -outerControlsDistance + outerControlsOffset, y: -outerRadius});
innerPointTrail.rotate(-turn/2);
innerPointTrail.rotate(twist);
innerPoint.rotate(-turn/2);
innerPoint.rotate(twist);
innerPointLead.rotate(-turn/2);
innerPointLead.rotate(twist);
currentPointX = outerPoint.x;
currentPointY = outerPoint.y;
xPts.push(currentPointX);
if (curve == 'bezier') {
for (i = 0; i < points; i++) {
deltaX = parseFloat((outerPointLead.x - currentPointX).toFixed(1));
deltaY = parseFloat((outerPointLead.y - currentPointY).toFixed(1));
myPath += `${deltaX},${deltaY} `;
innerPointTrail.rotate(turn);
innerPoint.rotate(turn);
innerPointLead.rotate(turn);
deltaX = parseFloat((innerPointTrail.x - currentPointX).toFixed(1));
deltaY = parseFloat((innerPointTrail.y - currentPointY).toFixed(1));
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((innerPoint.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((innerPoint.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((innerPointLead.x - currentPointX).toFixed(1));
deltaY = parseFloat((innerPointLead.y - currentPointY).toFixed(1));
myPath += `${deltaX},${deltaY} `;
outerPointTrail.rotate(turn);
outerPoint.rotate(turn);
outerPointLead.rotate(turn);
deltaX = parseFloat((outerPointTrail.x - currentPointX).toFixed(1));
deltaY = parseFloat((outerPointTrail.y - currentPointY).toFixed(1));
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((outerPoint.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((outerPoint.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
}
}
else if (curve == 'quadratic') {
for (i = 0; i < points; i++) {
deltaX = parseFloat((outerPointLead.x - currentPointX).toFixed(1));
deltaY = parseFloat((outerPointLead.y - currentPointY).toFixed(1));
myPath += `${deltaX},${deltaY} `;
innerPoint.rotate(turn);
innerPointLead.rotate(turn);
deltaX = parseFloat((innerPoint.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((innerPoint.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((innerPointLead.x - currentPointX).toFixed(1));
deltaY = parseFloat((innerPointLead.y - currentPointY).toFixed(1));
myPath += `${deltaX},${deltaY} `;
outerPoint.rotate(turn);
outerPointLead.rotate(turn);
deltaX = parseFloat((outerPoint.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((outerPoint.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
}
}
else {
for (i = 0; i < points; i++) {
deltaX = parseFloat((outerPointLead.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((outerPointLead.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
innerPointTrail.rotate(turn);
innerPoint.rotate(turn);
innerPointLead.rotate(turn);
deltaX = parseFloat((innerPointTrail.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((innerPointTrail.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((innerPoint.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((innerPoint.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((innerPointLead.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((innerPointLead.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
outerPointTrail.rotate(turn);
outerPoint.rotate(turn);
outerPointLead.rotate(turn);
deltaX = parseFloat((outerPointTrail.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((outerPointTrail.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
deltaX = parseFloat((outerPoint.x - currentPointX).toFixed(1));
currentPointX += deltaX;
xPts.push(currentPointX);
deltaY = parseFloat((outerPoint.y - currentPointY).toFixed(1));
currentPointY += deltaY;
myPath += `${deltaX},${deltaY} `;
}
}
releaseVector(outerPoint, outerPointLead, outerPointTrail, innerPoint, innerPointLead, innerPointTrail);
myMin = Math.min(...xPts);
myXoffset = Math.abs(myMin).toFixed(1);
if (curve == 'bezier') return `m${myXoffset},0c${myPath}z`;
if (curve == 'quadratic') return `m${myXoffset},0q${myPath}z`;
return `m${myXoffset},0l${myPath}z`;
};