A Coons patch is a kind of four-sided surface defined by four straight or curved edges, and this package provides a small API for creating a coons-patch and locating points on that surface.
Another package: warp-grid which supplies a greatly extended API build on-top of this package for modeling complex grids and might be more useful depending on your usecase.
To visualise and play with a coons patch as used by warp-grid, use the interactive editor.
Package Documenation (TSDoc generated).
This package is written in TypeScript and exports its types.
pnpm add coons-patch
# or
npm add coons-patch
# or
yarn add coons-patch
import coonsPatch from 'coons-patch'
// Define bounding (cubic Bezier) curves for the patch
const boundingCurves = {
top: {
startPoint: { x: 0, y: 0 },
endPoint: { x: 100, y: 0 },
controlPoint1: { x: 10, y: -10 },
controlPoint2: { x: 90, y: -10 },
},
bottom: {
startPoint: { x: 0, y: 100 },
endPoint: { x: 100, y: 100 },
controlPoint1: { x: -10, y: 110 },
controlPoint2: { x: 110, y: 110 },
},
left: {
startPoint: { x: 0, y: 0 },
endPoint: { x: 0, y: 100 },
controlPoint1: { x: -10, y: -10 },
controlPoint2: { x: -10, y: 110 },
},
right: {
startPoint: { x: 100, y: 0 },
endPoint: { x: 100, y: 100 },
controlPoint1: { x: 110, y: -10 },
controlPoint2: { x: 110, y: 110 },
},
}
// Get the point using x and y ratios
const point = coonsPatch(boundingCurves, 0.1, 0.6)
Because a coons-patch is not bounded to x and y coordinates, the parameters u
and v
are used in algebraic descriptions to represent to two axes of the patch. Similarly t
is used to for a single axes. The naming of the API reflects this to keep closer to the underlying math. In all cases, these parameters (u
, v
and t
) are only valid in the range 0–1 inclusive, where 0 represents the beginning of a surface along that axis, and 1 represents the end. In this respect, the values can be thought about as ratios representing a position along a path from start to end. So a u
value of 0 and v
value of 0 would represnt the top-left corner and a u
value of 1 and v
value of 1 would represent the bottom-right corner.
Points look like this, with coordinate values in pixels:
const point = {
x: 34,
y: 44
}
Curves are cubic Bezier curves:
const curve = {
startPoint: {
x: 0,
y: 0
},
controlPoint1: {
x: 0,
y: 33
},
controlPoint2: {
x: 0,
y: 66
},
endPoint: {
x: 0,
y: 100
}
}
To generate a patch you must provide a set of four bounding curves (top
, left
, bottom
and right
) in the form of four cubic Bezier curves. A cubic Bezier curve describes a straight-line or curve using a start point (startPoint
), an end point (endPoint
) and two other control points(controlPoint1
and controlPoint2
). Each point has an x
and y
coordinate.
At minimum you must supply start and end points for each curve. If you do not supply controlPoint1
it will be set to the same cooridinates as the start point, and if you do not supply controlPoint2
it will be set to the same coordindates as the end point. Setting both control points to the same values as the start and end point will result in a straight line.
You also need to ensure that the four curves meet at the corners. You will probably be expecting the end of each curve to be the start of the next, however in keeping with the math involved in generating a coons-patch this is not the case. The top
and bottom
curves run left to right, and left
and right
curves run top to bottom, so this means that:
- the
startPoint
of thetop
curve must share the same coordinates with thestartPoint
of theleft
curve. - the
endPoint
of thetop
curve must share the same coordinates with thestartPoint
of theright
curve. - the
startPoint
of thebottom
curve must share the same cooridinates with the end point of theleft
curve. - the
endPoint
of thebottom
curve must share the same coordinates with theendPoint
of theright
curve.
top
|-------->|
left | | right
V-------->V
bottom
All arguments are carefully validated and you will receive useful errors if any of the arguments are not valid.
Bounding curves look like this, where each item is curve.
const boundingCurves = {
top: { … },
bottom: { … },
left: { … },
right: { … }
}
A large part of the work done by this package involves interpolation. To locate a point on the surface, it performs linear interpolation along the two axes, followed by bilinear interpolation to find the point on the surface. This package supplies two different types of interpolation that you can configure, and you can provide your own interpolations if you like. These interplation functions are exported alongside the API. coonsPatch
supports a different interpolation function for each axis.
Both interpolations provided by this package use a factory pattern. You pass in any configuration and receive the interpolation function back, ready to pass in to coons-patch
.
This is the default and provides the most evenly distributed interplolation at a cost of performance. It uses a look-up table (LUT) to addresses issues with linear interpolation that avoids distribution being affected by curvature of bounds. This function can additionally be configured using a precision
value. This improves tha accuracy of the interplation at the cost of performance and defaults to 20
which is a good ballance between accuracy and performance.
import coonsPatch, { interpolatePointOnCurveEvenlySpacedFactory } from 'coons-patch'
const interpolatePointOnCurve = interpolatePointOnCurveEvenlySpacedFactory({
precision: 25,
})
coonsPatch(boundingCurves, 0.25, 0.9, {
interpolatePointOnCurveU: interpolatePointOnCurve,
interpolatePointOnCurveV: interpolatePointOnCurve
})
This is a much simpler type of interplolation, and results in distribution of points being affected by the curvature of the bounds. It is significantly more performannt that the alternative.
import coonsPatch, { interpolatePointOnCurveLinearFactory } from 'coons-patch'
// Note that this factory function doesn't accept any config.
const interpolatePointOnCurve = interpolatePointOnCurveLinearFactory()
coonsPatch(boundingCurves, 0.25, 0.9, {
interpolatePointOnCurveU: interpolatePointOnCurve,
interpolatePointOnCurveV: interpolatePointOnCurve
})
Write your own interpolation function with this signature:
(t: number, curve: Curve): Point
t
is the ratio along the axis (0–1 inclusive).curve
is a cubic Bezier curve along which the interpolation will be used.
Note that wherever possible calculations are memoized to reduce the need to repeat identical calculations.
This project has a single dependency: fast-memoize which is used for memoization of expensive calculations.
pnpm install
pnpm run build # Build once
pnpm run build-watch # Build and watch for changes
pnpm run preview
pnpm run docs
pnpm run docs-view
Docs are built and deployed to Vercel automatically when changes on main
are pushed to origin.
Unit tests use vitest.
pnpm run test # Run tests once
pnpm run test-watch # Run tests and watch for changes
pnpm run test-coverage # Run tests and output a coverage report
The tests use snapshots of the data as test fixtures. These snapshots are generated using:
pnpm run test-snapshot
This will generate data for all of the fixure definitions that are defined in ./tests/fixtures.js
. This command should only be run when absolutely necessary as the current snapshots capture the verified working state of the data.
To add new fixtures, add new definitions to ./tests/fixtures.js
.
pnpm run lint-prettier
pnpm run lint-eslint
Releases are via semantic-release and executed on CI via Github actions.
The following steps are run as part of the actions pipeline
- Code is linted
- Unit tests are run
- TypeScript is compiled to JavaScript
- Package is released (if previous stages all pass)