2022-01-13 12:54:19 +00:00
|
|
|
/*
|
2023-05-11 15:39:50 +00:00
|
|
|
* Copyright (c) 2020 - 2023 the ThorVG project. All rights reserved.
|
2022-01-13 12:54:19 +00:00
|
|
|
|
|
|
|
* 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.
|
|
|
|
*/
|
2023-05-11 15:39:50 +00:00
|
|
|
|
2022-01-13 12:54:19 +00:00
|
|
|
#include <float.h>
|
|
|
|
#include <math.h>
|
|
|
|
#include "tvgBezier.h"
|
|
|
|
|
|
|
|
/************************************************************************/
|
|
|
|
/* Internal Class Implementation */
|
|
|
|
/************************************************************************/
|
|
|
|
|
|
|
|
static float _lineLength(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);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/************************************************************************/
|
|
|
|
/* External Class Implementation */
|
|
|
|
/************************************************************************/
|
|
|
|
|
|
|
|
namespace tvg
|
|
|
|
{
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
Bezier left, right;
|
|
|
|
auto len = _lineLength(cur.start, cur.ctrl1) + _lineLength(cur.ctrl1, cur.ctrl2) + _lineLength(cur.ctrl2, cur.end);
|
|
|
|
auto chord = _lineLength(cur.start, cur.end);
|
|
|
|
|
|
|
|
if (fabsf(len - chord) > BEZIER_EPSILON) {
|
|
|
|
bezSplit(cur, left, right);
|
|
|
|
return bezLength(left) + bezLength(right);
|
|
|
|
}
|
|
|
|
return len;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
auto len = bezLength(bz);
|
|
|
|
auto biggest = 1.0f;
|
|
|
|
auto smallest = 0.0f;
|
|
|
|
auto t = 0.5f;
|
|
|
|
|
|
|
|
//just in case to prevent an infinite loop
|
2023-05-11 15:39:50 +00:00
|
|
|
if (at <= 0) return 0.0f;
|
2022-01-13 12:54:19 +00:00
|
|
|
|
|
|
|
if (at >= len) return 1.0f;
|
|
|
|
|
|
|
|
while (true) {
|
|
|
|
auto right = bz;
|
|
|
|
Bezier left;
|
|
|
|
bezSplitLeft(right, t, left);
|
|
|
|
len = bezLength(left);
|
|
|
|
|
|
|
|
if (fabsf(len - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (len < at) {
|
|
|
|
smallest = t;
|
|
|
|
t = (t + biggest) * 0.5f;
|
|
|
|
} else {
|
|
|
|
biggest = t;
|
|
|
|
t = (smallest + t) * 0.5f;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
return t;
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right)
|
|
|
|
{
|
|
|
|
right = cur;
|
|
|
|
auto t = bezAt(right, at);
|
|
|
|
bezSplitLeft(right, t, left);
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|