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Diffstat (limited to 'thirdparty/thorvg/src/common/tvgLines.cpp')
-rw-r--r-- | thirdparty/thorvg/src/common/tvgLines.cpp | 245 |
1 files changed, 245 insertions, 0 deletions
diff --git a/thirdparty/thorvg/src/common/tvgLines.cpp b/thirdparty/thorvg/src/common/tvgLines.cpp new file mode 100644 index 0000000000..da48f9eae2 --- /dev/null +++ b/thirdparty/thorvg/src/common/tvgLines.cpp @@ -0,0 +1,245 @@ +/* + * Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved. + + * Permission is hereby granted, free of charge, to any person obtaining a copy + * of this software and associated documentation files (the "Software"), to deal + * in the Software without restriction, including without limitation the rights + * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell + * copies of the Software, and to permit persons to whom the Software is + * furnished to do so, subject to the following conditions: + + * The above copyright notice and this permission notice shall be included in all + * copies or substantial portions of the Software. + + * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR + * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, + * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE + * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER + * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, + * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE + * SOFTWARE. + */ + +#include "tvgMath.h" +#include "tvgLines.h" + +#define BEZIER_EPSILON 1e-2f + +/************************************************************************/ +/* Internal Class Implementation */ +/************************************************************************/ + +static float _lineLengthApprox(const Point& pt1, const Point& pt2) +{ + /* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm. + With alpha = 1, beta = 3/8, giving results with the largest error less + than 7% compared to the exact value. */ + Point diff = {pt2.x - pt1.x, pt2.y - pt1.y}; + if (diff.x < 0) diff.x = -diff.x; + if (diff.y < 0) diff.y = -diff.y; + return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f); +} + + +static float _lineLength(const Point& pt1, const Point& pt2) +{ + Point diff = {pt2.x - pt1.x, pt2.y - pt1.y}; + return sqrtf(diff.x * diff.x + diff.y * diff.y); +} + + +template<typename LengthFunc> +float _bezLength(const Bezier& cur, LengthFunc lineLengthFunc) +{ + Bezier left, right; + auto len = lineLengthFunc(cur.start, cur.ctrl1) + lineLengthFunc(cur.ctrl1, cur.ctrl2) + lineLengthFunc(cur.ctrl2, cur.end); + auto chord = lineLengthFunc(cur.start, cur.end); + + if (fabsf(len - chord) > BEZIER_EPSILON) { + tvg::bezSplit(cur, left, right); + return _bezLength(left, lineLengthFunc) + _bezLength(right, lineLengthFunc); + } + return len; +} + + +template<typename LengthFunc> +float _bezAt(const Bezier& bz, float at, float length, LengthFunc lineLengthFunc) +{ + auto biggest = 1.0f; + auto smallest = 0.0f; + auto t = 0.5f; + + //just in case to prevent an infinite loop + if (at <= 0) return 0.0f; + if (at >= length) return 1.0f; + + while (true) { + auto right = bz; + Bezier left; + bezSplitLeft(right, t, left); + length = _bezLength(left, lineLengthFunc); + if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) { + break; + } + if (length < at) { + smallest = t; + t = (t + biggest) * 0.5f; + } else { + biggest = t; + t = (smallest + t) * 0.5f; + } + } + return t; +} + + +/************************************************************************/ +/* External Class Implementation */ +/************************************************************************/ + +namespace tvg +{ + +float lineLength(const Point& pt1, const Point& pt2) +{ + return _lineLength(pt1, pt2); +} + + +void lineSplitAt(const Line& cur, float at, Line& left, Line& right) +{ + auto len = lineLength(cur.pt1, cur.pt2); + auto dx = ((cur.pt2.x - cur.pt1.x) / len) * at; + auto dy = ((cur.pt2.y - cur.pt1.y) / len) * at; + left.pt1 = cur.pt1; + left.pt2.x = left.pt1.x + dx; + left.pt2.y = left.pt1.y + dy; + right.pt1 = left.pt2; + right.pt2 = cur.pt2; +} + + +void bezSplit(const Bezier& cur, Bezier& left, Bezier& right) +{ + auto c = (cur.ctrl1.x + cur.ctrl2.x) * 0.5f; + left.ctrl1.x = (cur.start.x + cur.ctrl1.x) * 0.5f; + right.ctrl2.x = (cur.ctrl2.x + cur.end.x) * 0.5f; + left.start.x = cur.start.x; + right.end.x = cur.end.x; + left.ctrl2.x = (left.ctrl1.x + c) * 0.5f; + right.ctrl1.x = (right.ctrl2.x + c) * 0.5f; + left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f; + + c = (cur.ctrl1.y + cur.ctrl2.y) * 0.5f; + left.ctrl1.y = (cur.start.y + cur.ctrl1.y) * 0.5f; + right.ctrl2.y = (cur.ctrl2.y + cur.end.y) * 0.5f; + left.start.y = cur.start.y; + right.end.y = cur.end.y; + left.ctrl2.y = (left.ctrl1.y + c) * 0.5f; + right.ctrl1.y = (right.ctrl2.y + c) * 0.5f; + left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f; +} + + +float bezLength(const Bezier& cur) +{ + return _bezLength(cur, _lineLength); +} + + +float bezLengthApprox(const Bezier& cur) +{ + return _bezLength(cur, _lineLengthApprox); +} + + +void bezSplitLeft(Bezier& cur, float at, Bezier& left) +{ + left.start = cur.start; + + left.ctrl1.x = cur.start.x + at * (cur.ctrl1.x - cur.start.x); + left.ctrl1.y = cur.start.y + at * (cur.ctrl1.y - cur.start.y); + + left.ctrl2.x = cur.ctrl1.x + at * (cur.ctrl2.x - cur.ctrl1.x); //temporary holding spot + left.ctrl2.y = cur.ctrl1.y + at * (cur.ctrl2.y - cur.ctrl1.y); //temporary holding spot + + cur.ctrl2.x = cur.ctrl2.x + at * (cur.end.x - cur.ctrl2.x); + cur.ctrl2.y = cur.ctrl2.y + at * (cur.end.y - cur.ctrl2.y); + + cur.ctrl1.x = left.ctrl2.x + at * (cur.ctrl2.x - left.ctrl2.x); + cur.ctrl1.y = left.ctrl2.y + at * (cur.ctrl2.y - left.ctrl2.y); + + left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x); + left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y); + + left.end.x = cur.start.x = left.ctrl2.x + at * (cur.ctrl1.x - left.ctrl2.x); + left.end.y = cur.start.y = left.ctrl2.y + at * (cur.ctrl1.y - left.ctrl2.y); +} + + +float bezAt(const Bezier& bz, float at, float length) +{ + return _bezAt(bz, at, length, _lineLength); +} + + +float bezAtApprox(const Bezier& bz, float at, float length) +{ + return _bezAt(bz, at, length, _lineLengthApprox); +} + + +void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right) +{ + right = cur; + auto t = bezAt(right, at, bezLength(right)); + bezSplitLeft(right, t, left); +} + + +Point bezPointAt(const Bezier& bz, float t) +{ + Point cur; + auto it = 1.0f - t; + + auto ax = bz.start.x * it + bz.ctrl1.x * t; + auto bx = bz.ctrl1.x * it + bz.ctrl2.x * t; + auto cx = bz.ctrl2.x * it + bz.end.x * t; + ax = ax * it + bx * t; + bx = bx * it + cx * t; + cur.x = ax * it + bx * t; + + float ay = bz.start.y * it + bz.ctrl1.y * t; + float by = bz.ctrl1.y * it + bz.ctrl2.y * t; + float cy = bz.ctrl2.y * it + bz.end.y * t; + ay = ay * it + by * t; + by = by * it + cy * t; + cur.y = ay * it + by * t; + + return cur; +} + + +float bezAngleAt(const Bezier& bz, float t) +{ + if (t < 0 || t > 1) return 0; + + //derivate + // p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 * + // t^2) * p2 + t^2 * p3) + float mt = 1.0f - t; + float d = t * t; + float a = -mt * mt; + float b = 1 - 4 * t + 3 * d; + float c = 2 * t - 3 * d; + + Point pt ={a * bz.start.x + b * bz.ctrl1.x + c * bz.ctrl2.x + d * bz.end.x, a * bz.start.y + b * bz.ctrl1.y + c * bz.ctrl2.y + d * bz.end.y}; + pt.x *= 3; + pt.y *= 3; + + return mathRad2Deg(atan2(pt.x, pt.y)); +} + + +} |