/* * 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 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 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(mathAtan2(pt.y, pt.x)); } }