mirror of
https://github.com/thorvg/thorvg.git
synced 2025-06-08 13:43:43 +00:00
common/math: code refactoring
- migrate tvgLine to tvgMath - associate line functions with classes.
This commit is contained in:
parent
44955b704e
commit
69b1fb8208
9 changed files with 272 additions and 327 deletions
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@ -3,12 +3,10 @@ source_file = [
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'tvgCompressor.h',
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'tvgFormat.h',
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'tvgInlist.h',
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'tvgLines.h',
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'tvgLock.h',
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'tvgMath.h',
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'tvgStr.h',
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'tvgCompressor.cpp',
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'tvgLines.cpp',
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'tvgMath.cpp',
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'tvgStr.cpp'
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]
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@ -1,245 +0,0 @@
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/*
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* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#include "tvgMath.h"
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#include "tvgLines.h"
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#define BEZIER_EPSILON 1e-2f
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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static float _lineLengthApprox(const Point& pt1, const Point& pt2)
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{
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/* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm.
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With alpha = 1, beta = 3/8, giving results with the largest error less
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than 7% compared to the exact value. */
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Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
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if (diff.x < 0) diff.x = -diff.x;
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if (diff.y < 0) diff.y = -diff.y;
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return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f);
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}
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static float _lineLength(const Point& pt1, const Point& pt2)
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{
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Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
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return sqrtf(diff.x * diff.x + diff.y * diff.y);
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}
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template<typename LengthFunc>
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float _bezLength(const Bezier& cur, LengthFunc lineLengthFunc)
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{
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Bezier left, right;
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auto len = lineLengthFunc(cur.start, cur.ctrl1) + lineLengthFunc(cur.ctrl1, cur.ctrl2) + lineLengthFunc(cur.ctrl2, cur.end);
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auto chord = lineLengthFunc(cur.start, cur.end);
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if (fabsf(len - chord) > BEZIER_EPSILON) {
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tvg::bezSplit(cur, left, right);
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return _bezLength(left, lineLengthFunc) + _bezLength(right, lineLengthFunc);
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}
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return len;
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}
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template<typename LengthFunc>
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float _bezAt(const Bezier& bz, float at, float length, LengthFunc lineLengthFunc)
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{
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auto biggest = 1.0f;
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auto smallest = 0.0f;
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auto t = 0.5f;
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//just in case to prevent an infinite loop
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if (at <= 0) return 0.0f;
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if (at >= length) return 1.0f;
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while (true) {
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auto right = bz;
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Bezier left;
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bezSplitLeft(right, t, left);
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length = _bezLength(left, lineLengthFunc);
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if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) {
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break;
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}
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if (length < at) {
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smallest = t;
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t = (t + biggest) * 0.5f;
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} else {
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biggest = t;
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t = (smallest + t) * 0.5f;
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}
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}
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return t;
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}
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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namespace tvg
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{
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float lineLength(const Point& pt1, const Point& pt2)
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{
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return _lineLength(pt1, pt2);
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}
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void lineSplitAt(const Line& cur, float at, Line& left, Line& right)
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{
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auto len = lineLength(cur.pt1, cur.pt2);
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auto dx = ((cur.pt2.x - cur.pt1.x) / len) * at;
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auto dy = ((cur.pt2.y - cur.pt1.y) / len) * at;
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left.pt1 = cur.pt1;
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left.pt2.x = left.pt1.x + dx;
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left.pt2.y = left.pt1.y + dy;
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right.pt1 = left.pt2;
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right.pt2 = cur.pt2;
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}
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void bezSplit(const Bezier& cur, Bezier& left, Bezier& right)
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{
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auto c = (cur.ctrl1.x + cur.ctrl2.x) * 0.5f;
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left.ctrl1.x = (cur.start.x + cur.ctrl1.x) * 0.5f;
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right.ctrl2.x = (cur.ctrl2.x + cur.end.x) * 0.5f;
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left.start.x = cur.start.x;
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right.end.x = cur.end.x;
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left.ctrl2.x = (left.ctrl1.x + c) * 0.5f;
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right.ctrl1.x = (right.ctrl2.x + c) * 0.5f;
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left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f;
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c = (cur.ctrl1.y + cur.ctrl2.y) * 0.5f;
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left.ctrl1.y = (cur.start.y + cur.ctrl1.y) * 0.5f;
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right.ctrl2.y = (cur.ctrl2.y + cur.end.y) * 0.5f;
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left.start.y = cur.start.y;
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right.end.y = cur.end.y;
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left.ctrl2.y = (left.ctrl1.y + c) * 0.5f;
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right.ctrl1.y = (right.ctrl2.y + c) * 0.5f;
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left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f;
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}
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float bezLength(const Bezier& cur)
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{
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return _bezLength(cur, _lineLength);
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}
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float bezLengthApprox(const Bezier& cur)
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{
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return _bezLength(cur, _lineLengthApprox);
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}
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void bezSplitLeft(Bezier& cur, float at, Bezier& left)
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{
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left.start = cur.start;
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left.ctrl1.x = cur.start.x + at * (cur.ctrl1.x - cur.start.x);
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left.ctrl1.y = cur.start.y + at * (cur.ctrl1.y - cur.start.y);
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left.ctrl2.x = cur.ctrl1.x + at * (cur.ctrl2.x - cur.ctrl1.x); //temporary holding spot
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left.ctrl2.y = cur.ctrl1.y + at * (cur.ctrl2.y - cur.ctrl1.y); //temporary holding spot
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cur.ctrl2.x = cur.ctrl2.x + at * (cur.end.x - cur.ctrl2.x);
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cur.ctrl2.y = cur.ctrl2.y + at * (cur.end.y - cur.ctrl2.y);
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cur.ctrl1.x = left.ctrl2.x + at * (cur.ctrl2.x - left.ctrl2.x);
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cur.ctrl1.y = left.ctrl2.y + at * (cur.ctrl2.y - left.ctrl2.y);
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left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x);
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left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y);
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left.end.x = cur.start.x = left.ctrl2.x + at * (cur.ctrl1.x - left.ctrl2.x);
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left.end.y = cur.start.y = left.ctrl2.y + at * (cur.ctrl1.y - left.ctrl2.y);
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}
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float bezAt(const Bezier& bz, float at, float length)
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{
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return _bezAt(bz, at, length, _lineLength);
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}
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float bezAtApprox(const Bezier& bz, float at, float length)
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{
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return _bezAt(bz, at, length, _lineLengthApprox);
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}
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void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right)
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{
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right = cur;
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auto t = bezAt(right, at, bezLength(right));
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bezSplitLeft(right, t, left);
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}
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Point bezPointAt(const Bezier& bz, float t)
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{
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Point cur;
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auto it = 1.0f - t;
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auto ax = bz.start.x * it + bz.ctrl1.x * t;
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auto bx = bz.ctrl1.x * it + bz.ctrl2.x * t;
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auto cx = bz.ctrl2.x * it + bz.end.x * t;
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ax = ax * it + bx * t;
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bx = bx * it + cx * t;
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cur.x = ax * it + bx * t;
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float ay = bz.start.y * it + bz.ctrl1.y * t;
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float by = bz.ctrl1.y * it + bz.ctrl2.y * t;
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float cy = bz.ctrl2.y * it + bz.end.y * t;
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ay = ay * it + by * t;
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by = by * it + cy * t;
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cur.y = ay * it + by * t;
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return cur;
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}
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float bezAngleAt(const Bezier& bz, float t)
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{
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if (t < 0 || t > 1) return 0;
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//derivate
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// p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 *
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// t^2) * p2 + t^2 * p3)
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float mt = 1.0f - t;
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float d = t * t;
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float a = -mt * mt;
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float b = 1 - 4 * t + 3 * d;
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float c = 2 * t - 3 * d;
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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};
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pt.x *= 3;
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pt.y *= 3;
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return rad2deg(tvg::atan2(pt.y, pt.x));
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}
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}
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@ -1,61 +0,0 @@
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/*
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* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
|
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
|
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* copies of the Software, and to permit persons to whom the Software is
|
||||
* furnished to do so, subject to the following conditions:
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* The above copyright notice and this permission notice shall be included in all
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* copies or substantial portions of the Software.
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
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* SOFTWARE.
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*/
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#ifndef _TVG_LINES_H_
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#define _TVG_LINES_H_
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#include "tvgCommon.h"
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namespace tvg
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{
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struct Line
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{
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Point pt1;
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Point pt2;
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};
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float lineLength(const Point& pt1, const Point& pt2);
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void lineSplitAt(const Line& cur, float at, Line& left, Line& right);
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struct Bezier
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{
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Point start;
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Point ctrl1;
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Point ctrl2;
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Point end;
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};
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void bezSplit(const Bezier&cur, Bezier& left, Bezier& right);
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float bezLength(const Bezier& cur);
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void bezSplitLeft(Bezier& cur, float at, Bezier& left);
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float bezAt(const Bezier& bz, float at, float length);
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void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right);
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Point bezPointAt(const Bezier& bz, float t);
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float bezAngleAt(const Bezier& bz, float t);
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float bezLengthApprox(const Bezier& cur);
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float bezAtApprox(const Bezier& bz, float at, float length);
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}
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#endif //_TVG_LINES_H_
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@ -22,8 +22,85 @@
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#include "tvgMath.h"
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#define BEZIER_EPSILON 1e-2f
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/************************************************************************/
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/* Internal Class Implementation */
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/************************************************************************/
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static float _lineLengthApprox(const Point& pt1, const Point& pt2)
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{
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/* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm.
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With alpha = 1, beta = 3/8, giving results with the largest error less
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than 7% compared to the exact value. */
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Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
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if (diff.x < 0) diff.x = -diff.x;
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if (diff.y < 0) diff.y = -diff.y;
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return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f);
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}
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static float _lineLength(const Point& pt1, const Point& pt2)
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{
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Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
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return sqrtf(diff.x * diff.x + diff.y * diff.y);
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}
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template<typename LengthFunc>
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float _bezLength(const Bezier& cur, LengthFunc lineLengthFunc)
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{
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Bezier left, right;
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auto len = lineLengthFunc(cur.start, cur.ctrl1) + lineLengthFunc(cur.ctrl1, cur.ctrl2) + lineLengthFunc(cur.ctrl2, cur.end);
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auto chord = lineLengthFunc(cur.start, cur.end);
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if (fabsf(len - chord) > BEZIER_EPSILON) {
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cur.split(left, right);
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return _bezLength(left, lineLengthFunc) + _bezLength(right, lineLengthFunc);
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}
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return len;
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}
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template<typename LengthFunc>
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float _bezAt(const Bezier& bz, float at, float length, LengthFunc lineLengthFunc)
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{
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auto biggest = 1.0f;
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auto smallest = 0.0f;
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auto t = 0.5f;
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//just in case to prevent an infinite loop
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if (at <= 0) return 0.0f;
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if (at >= length) return 1.0f;
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while (true) {
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auto right = bz;
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Bezier left;
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right.split(t, left);
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length = _bezLength(left, lineLengthFunc);
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if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) {
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break;
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}
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if (length < at) {
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smallest = t;
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t = (t + biggest) * 0.5f;
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} else {
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biggest = t;
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t = (smallest + t) * 0.5f;
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}
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}
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return t;
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}
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/************************************************************************/
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/* External Class Implementation */
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/************************************************************************/
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namespace tvg {
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//https://en.wikipedia.org/wiki/Remez_algorithm
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float atan2(float y, float x)
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{
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auto a = std::min(fabsf(x), fabsf(y)) / std::max(fabsf(x), fabsf(y));
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@ -133,4 +210,145 @@ Point operator*(const Point& pt, const Matrix& m)
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return {tx, ty};
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}
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float Line::length() const
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{
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return _lineLength(pt1, pt2);
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}
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void Line::split(float at, Line& left, Line& right) const
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{
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auto len = length();
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auto dx = ((pt2.x - pt1.x) / len) * at;
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auto dy = ((pt2.y - pt1.y) / len) * at;
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left.pt1 = pt1;
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left.pt2.x = left.pt1.x + dx;
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left.pt2.y = left.pt1.y + dy;
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right.pt1 = left.pt2;
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right.pt2 = pt2;
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}
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void Bezier::split(Bezier& left, Bezier& right) const
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{
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auto c = (ctrl1.x + ctrl2.x) * 0.5f;
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left.ctrl1.x = (start.x + ctrl1.x) * 0.5f;
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right.ctrl2.x = (ctrl2.x + end.x) * 0.5f;
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left.start.x = start.x;
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right.end.x = end.x;
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left.ctrl2.x = (left.ctrl1.x + c) * 0.5f;
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right.ctrl1.x = (right.ctrl2.x + c) * 0.5f;
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left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f;
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c = (ctrl1.y + ctrl2.y) * 0.5f;
|
||||
left.ctrl1.y = (start.y + ctrl1.y) * 0.5f;
|
||||
right.ctrl2.y = (ctrl2.y + end.y) * 0.5f;
|
||||
left.start.y = start.y;
|
||||
right.end.y = 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;
|
||||
}
|
||||
|
||||
|
||||
void Bezier::split(float at, Bezier& left, Bezier& right) const
|
||||
{
|
||||
right = *this;
|
||||
auto t = right.at(at, right.length());
|
||||
right.split(t, left);
|
||||
}
|
||||
|
||||
|
||||
float Bezier::length() const
|
||||
{
|
||||
return _bezLength(*this, _lineLength);
|
||||
}
|
||||
|
||||
|
||||
float Bezier::lengthApprox() const
|
||||
{
|
||||
return _bezLength(*this, _lineLengthApprox);
|
||||
}
|
||||
|
||||
|
||||
void Bezier::split(float at, Bezier& left)
|
||||
{
|
||||
left.start = start;
|
||||
|
||||
left.ctrl1.x = start.x + at * (ctrl1.x - start.x);
|
||||
left.ctrl1.y = start.y + at * (ctrl1.y - start.y);
|
||||
|
||||
left.ctrl2.x = ctrl1.x + at * (ctrl2.x - ctrl1.x); //temporary holding spot
|
||||
left.ctrl2.y = ctrl1.y + at * (ctrl2.y - ctrl1.y); //temporary holding spot
|
||||
|
||||
ctrl2.x = ctrl2.x + at * (end.x - ctrl2.x);
|
||||
ctrl2.y = ctrl2.y + at * (end.y - ctrl2.y);
|
||||
|
||||
ctrl1.x = left.ctrl2.x + at * (ctrl2.x - left.ctrl2.x);
|
||||
ctrl1.y = left.ctrl2.y + at * (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 = start.x = left.ctrl2.x + at * (ctrl1.x - left.ctrl2.x);
|
||||
left.end.y = start.y = left.ctrl2.y + at * (ctrl1.y - left.ctrl2.y);
|
||||
}
|
||||
|
||||
|
||||
float Bezier::at(float at, float length) const
|
||||
{
|
||||
return _bezAt(*this, at, length, _lineLength);
|
||||
}
|
||||
|
||||
|
||||
float Bezier::atApprox(float at, float length) const
|
||||
{
|
||||
return _bezAt(*this, at, length, _lineLengthApprox);
|
||||
}
|
||||
|
||||
|
||||
Point Bezier::at(float t) const
|
||||
{
|
||||
Point cur;
|
||||
auto it = 1.0f - t;
|
||||
|
||||
auto ax = start.x * it + ctrl1.x * t;
|
||||
auto bx = ctrl1.x * it + ctrl2.x * t;
|
||||
auto cx = ctrl2.x * it + end.x * t;
|
||||
ax = ax * it + bx * t;
|
||||
bx = bx * it + cx * t;
|
||||
cur.x = ax * it + bx * t;
|
||||
|
||||
float ay = start.y * it + ctrl1.y * t;
|
||||
float by = ctrl1.y * it + ctrl2.y * t;
|
||||
float cy = ctrl2.y * it + end.y * t;
|
||||
ay = ay * it + by * t;
|
||||
by = by * it + cy * t;
|
||||
cur.y = ay * it + by * t;
|
||||
|
||||
return cur;
|
||||
}
|
||||
|
||||
|
||||
float Bezier::angle(float t) const
|
||||
{
|
||||
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 * start.x + b * ctrl1.x + c * ctrl2.x + d * end.x, a * start.y + b * ctrl1.y + c * ctrl2.y + d * end.y};
|
||||
pt.x *= 3;
|
||||
pt.y *= 3;
|
||||
|
||||
return rad2deg(tvg::atan2(pt.y, pt.x));
|
||||
}
|
||||
|
||||
}
|
|
@ -238,6 +238,44 @@ static inline void log(const Point& pt)
|
|||
TVGLOG("COMMON", "Point: [%f %f]", pt.x, pt.y);
|
||||
}
|
||||
|
||||
|
||||
/************************************************************************/
|
||||
/* Line functions */
|
||||
/************************************************************************/
|
||||
|
||||
struct Line
|
||||
{
|
||||
Point pt1;
|
||||
Point pt2;
|
||||
|
||||
void split(float at, Line& left, Line& right) const;
|
||||
float length() const;
|
||||
};
|
||||
|
||||
|
||||
/************************************************************************/
|
||||
/* Bezier functions */
|
||||
/************************************************************************/
|
||||
|
||||
struct Bezier
|
||||
{
|
||||
Point start;
|
||||
Point ctrl1;
|
||||
Point ctrl2;
|
||||
Point end;
|
||||
|
||||
void split(float at, Bezier& left);
|
||||
void split(Bezier& left, Bezier& right) const;
|
||||
void split(float at, Bezier& left, Bezier& right) const;
|
||||
float length() const;
|
||||
float lengthApprox() const;
|
||||
float at(float at, float length) const;
|
||||
float atApprox(float at, float length) const;
|
||||
Point at(float t) const;
|
||||
float angle(float t) const;
|
||||
};
|
||||
|
||||
|
||||
/************************************************************************/
|
||||
/* Interpolation functions */
|
||||
/************************************************************************/
|
||||
|
|
|
@ -27,7 +27,6 @@
|
|||
#include "tvgCommon.h"
|
||||
#include "tvgArray.h"
|
||||
#include "tvgMath.h"
|
||||
#include "tvgLines.h"
|
||||
#include "tvgLottieInterpolator.h"
|
||||
#include "tvgLottieExpressions.h"
|
||||
|
||||
|
@ -145,8 +144,7 @@ struct LottieVectorFrame
|
|||
|
||||
if (hasTangent) {
|
||||
Bezier bz = {value, value + outTangent, next->value + inTangent, next->value};
|
||||
t = bezAtApprox(bz, t * length, length);
|
||||
return bezPointAt(bz, t);
|
||||
return bz.at(bz.atApprox(t * length, length));
|
||||
} else {
|
||||
return lerp(value, next->value, t);
|
||||
}
|
||||
|
@ -162,14 +160,14 @@ struct LottieVectorFrame
|
|||
auto t = (frameNo - no) / (next->no - no);
|
||||
if (interpolator) t = interpolator->progress(t);
|
||||
Bezier bz = {value, value + outTangent, next->value + inTangent, next->value};
|
||||
t = bezAtApprox(bz, t * length, length);
|
||||
return bezAngleAt(bz, t >= 1.0f ? 0.99f : (t <= 0.0f ? 0.01f : t));
|
||||
t = bz.atApprox(t * length, length);
|
||||
return bz.angle(t >= 1.0f ? 0.99f : (t <= 0.0f ? 0.01f : t));
|
||||
}
|
||||
|
||||
void prepare(LottieVectorFrame* next)
|
||||
{
|
||||
Bezier bz = {value, value + outTangent, next->value + inTangent, next->value};
|
||||
length = bezLengthApprox(bz);
|
||||
length = bz.lengthApprox();
|
||||
}
|
||||
};
|
||||
|
||||
|
|
|
@ -774,7 +774,7 @@ static int32_t _bezierCurveCount(const Bezier &curve)
|
|||
Bezier left{};
|
||||
Bezier right{};
|
||||
|
||||
bezSplit(curve, left, right);
|
||||
curve.split(left, right);
|
||||
|
||||
return _bezierCurveCount(left) + _bezierCurveCount(right);
|
||||
}
|
||||
|
@ -1024,7 +1024,7 @@ void Tessellator::visitShape(const PathCommand *cmds, uint32_t cmd_count, const
|
|||
float step = 1.f / stepCount;
|
||||
|
||||
for (uint32_t s = 1; s < static_cast<uint32_t>(stepCount); s++) {
|
||||
last->append(pHeap->allocate<detail::Vertex>(detail::_upScalePoint(bezPointAt(curve, step * s))));
|
||||
last->append(pHeap->allocate<detail::Vertex>(detail::_upScalePoint(curve.at(step * s))));
|
||||
}
|
||||
|
||||
last->append(pHeap->allocate<detail::Vertex>(detail::_upScalePoint(end)));
|
||||
|
@ -1830,7 +1830,7 @@ void Stroker::strokeCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlPo
|
|||
float step = 1.f / count;
|
||||
|
||||
for (int32_t i = 0; i <= count; i++) {
|
||||
strokeLineTo(bezPointAt(curve, step * i));
|
||||
strokeLineTo(curve.at(step * i));
|
||||
}
|
||||
}
|
||||
|
||||
|
@ -2140,7 +2140,7 @@ void DashStroke::dashCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlP
|
|||
cur.ctrl2 = Point{cnt2.x, cnt2.y};
|
||||
cur.end = Point{end.x, end.y};
|
||||
|
||||
auto len = bezLength(cur);
|
||||
auto len = cur.length();
|
||||
|
||||
if (len < mCurrLen) {
|
||||
mCurrLen -= len;
|
||||
|
@ -2154,7 +2154,7 @@ void DashStroke::dashCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlP
|
|||
|
||||
Bezier left, right;
|
||||
|
||||
bezSplitAt(cur, mCurrLen, left, right);
|
||||
cur.split(mCurrLen, left, right);
|
||||
|
||||
if (mCurrIdx == 0) {
|
||||
this->moveTo(left.start);
|
||||
|
@ -2260,7 +2260,7 @@ void BWTessellator::tessellate(const RenderShape *rshape, const Matrix& matrix)
|
|||
float step = 1.f / stepCount;
|
||||
|
||||
for (uint32_t s = 1; s <= static_cast<uint32_t>(stepCount); s++) {
|
||||
auto pt = bezPointAt(curve, step * s);
|
||||
auto pt = curve.at(step * s);
|
||||
auto currIndex = pushVertex(pt.x, pt.y);
|
||||
|
||||
if (prevIndex == 0) {
|
||||
|
|
|
@ -26,7 +26,7 @@
|
|||
#include <cstdint>
|
||||
|
||||
#include "tvgGlGeometry.h"
|
||||
#include "tvgLines.h"
|
||||
#include "tvgMath.h"
|
||||
|
||||
namespace tvg
|
||||
{
|
||||
|
|
|
@ -22,7 +22,6 @@
|
|||
|
||||
#include "tvgSwCommon.h"
|
||||
#include "tvgMath.h"
|
||||
#include "tvgLines.h"
|
||||
|
||||
/************************************************************************/
|
||||
/* Internal Class Implementation */
|
||||
|
@ -102,7 +101,7 @@ static bool _outlineClose(SwOutline& outline)
|
|||
static void _dashLineTo(SwDashStroke& dash, const Point* to, const Matrix* transform)
|
||||
{
|
||||
Line cur = {dash.ptCur, *to};
|
||||
auto len = lineLength(cur.pt1, cur.pt2);
|
||||
auto len = cur.length();
|
||||
|
||||
if (tvg::zero(len)) {
|
||||
_outlineMoveTo(*dash.outline, &dash.ptCur, transform);
|
||||
|
@ -122,7 +121,7 @@ static void _dashLineTo(SwDashStroke& dash, const Point* to, const Matrix* trans
|
|||
Line left, right;
|
||||
if (dash.curLen > 0) {
|
||||
len -= dash.curLen;
|
||||
lineSplitAt(cur, dash.curLen, left, right);
|
||||
cur.split(dash.curLen, left, right);
|
||||
if (!dash.curOpGap) {
|
||||
if (dash.move || dash.pattern[dash.curIdx] - dash.curLen < FLOAT_EPSILON) {
|
||||
_outlineMoveTo(*dash.outline, &left.pt1, transform);
|
||||
|
@ -163,7 +162,7 @@ static void _dashLineTo(SwDashStroke& dash, const Point* to, const Matrix* trans
|
|||
static void _dashCubicTo(SwDashStroke& dash, const Point* ctrl1, const Point* ctrl2, const Point* to, const Matrix* transform)
|
||||
{
|
||||
Bezier cur = {dash.ptCur, *ctrl1, *ctrl2, *to};
|
||||
auto len = bezLength(cur);
|
||||
auto len = cur.length();
|
||||
|
||||
//draw the current line fully
|
||||
if (tvg::zero(len)) {
|
||||
|
@ -183,7 +182,7 @@ static void _dashCubicTo(SwDashStroke& dash, const Point* ctrl1, const Point* ct
|
|||
Bezier left, right;
|
||||
if (dash.curLen > 0) {
|
||||
len -= dash.curLen;
|
||||
bezSplitAt(cur, dash.curLen, left, right);
|
||||
cur.split(dash.curLen, left, right);
|
||||
if (!dash.curOpGap) {
|
||||
if (dash.move || dash.pattern[dash.curIdx] - dash.curLen < FLOAT_EPSILON) {
|
||||
_outlineMoveTo(*dash.outline, &left.start, transform);
|
||||
|
@ -313,7 +312,7 @@ static float _outlineLength(const RenderShape* rshape, uint32_t shiftPts, uint32
|
|||
break;
|
||||
}
|
||||
case PathCommand::CubicTo: {
|
||||
len += bezLength({*(pts - 1), *pts, *(pts + 1), *(pts + 2)});
|
||||
len += Bezier{*(pts - 1), *pts, *(pts + 1), *(pts + 2)}.length();
|
||||
pts += 3;
|
||||
break;
|
||||
}
|
||||
|
|
Loading…
Add table
Reference in a new issue