mirror of
https://github.com/flutter/flutter.git
synced 2026-02-20 02:29:02 +08:00
234 lines
7.4 KiB
C++
234 lines
7.4 KiB
C++
/*
|
|
* Copyright (C) 2006, 2007 Eric Seidel <eric@webkit.org>
|
|
*
|
|
* This library is free software; you can redistribute it and/or
|
|
* modify it under the terms of the GNU Library General Public
|
|
* License as published by the Free Software Foundation; either
|
|
* version 2 of the License, or (at your option) any later version.
|
|
*
|
|
* This library is distributed in the hope that it will be useful,
|
|
* but WITHOUT ANY WARRANTY; without even the implied warranty of
|
|
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
|
* Library General Public License for more details.
|
|
*
|
|
* You should have received a copy of the GNU Library General Public License
|
|
* along with this library; see the file COPYING.LIB. If not, write to
|
|
* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
|
|
* Boston, MA 02110-1301, USA.
|
|
*/
|
|
|
|
#include "flutter/sky/engine/platform/graphics/PathTraversalState.h"
|
|
|
|
#include "flutter/sky/engine/wtf/MathExtras.h"
|
|
#include "flutter/sky/engine/wtf/Vector.h"
|
|
|
|
namespace blink {
|
|
|
|
static inline FloatPoint midPoint(const FloatPoint& first, const FloatPoint& second)
|
|
{
|
|
return FloatPoint((first.x() + second.x()) / 2.0f, (first.y() + second.y()) / 2.0f);
|
|
}
|
|
|
|
static inline float distanceLine(const FloatPoint& start, const FloatPoint& end)
|
|
{
|
|
return sqrtf((end.x() - start.x()) * (end.x() - start.x()) + (end.y() - start.y()) * (end.y() - start.y()));
|
|
}
|
|
|
|
struct QuadraticBezier {
|
|
QuadraticBezier() { }
|
|
QuadraticBezier(const FloatPoint& s, const FloatPoint& c, const FloatPoint& e)
|
|
: start(s)
|
|
, control(c)
|
|
, end(e)
|
|
, splitDepth(0)
|
|
{
|
|
}
|
|
|
|
double magnitudeSquared() const
|
|
{
|
|
return ((double)(start.dot(start)) + (double)(control.dot(control)) + (double)(end.dot(end))) / 9.0;
|
|
}
|
|
|
|
float approximateDistance() const
|
|
{
|
|
return distanceLine(start, control) + distanceLine(control, end);
|
|
}
|
|
|
|
void split(QuadraticBezier& left, QuadraticBezier& right) const
|
|
{
|
|
left.control = midPoint(start, control);
|
|
right.control = midPoint(control, end);
|
|
|
|
FloatPoint leftControlToRightControl = midPoint(left.control, right.control);
|
|
left.end = leftControlToRightControl;
|
|
right.start = leftControlToRightControl;
|
|
|
|
left.start = start;
|
|
right.end = end;
|
|
|
|
left.splitDepth = right.splitDepth = splitDepth + 1;
|
|
}
|
|
|
|
FloatPoint start;
|
|
FloatPoint control;
|
|
FloatPoint end;
|
|
unsigned short splitDepth;
|
|
};
|
|
|
|
struct CubicBezier {
|
|
CubicBezier() { }
|
|
CubicBezier(const FloatPoint& s, const FloatPoint& c1, const FloatPoint& c2, const FloatPoint& e)
|
|
: start(s)
|
|
, control1(c1)
|
|
, control2(c2)
|
|
, end(e)
|
|
, splitDepth(0)
|
|
{
|
|
}
|
|
|
|
double magnitudeSquared() const
|
|
{
|
|
return ((double)(start.dot(start)) + (double)(control1.dot(control1)) + (double)(control2.dot(control2)) + (double)(end.dot(end))) / 16.0;
|
|
}
|
|
|
|
float approximateDistance() const
|
|
{
|
|
return distanceLine(start, control1) + distanceLine(control1, control2) + distanceLine(control2, end);
|
|
}
|
|
|
|
void split(CubicBezier& left, CubicBezier& right) const
|
|
{
|
|
FloatPoint startToControl1 = midPoint(control1, control2);
|
|
|
|
left.start = start;
|
|
left.control1 = midPoint(start, control1);
|
|
left.control2 = midPoint(left.control1, startToControl1);
|
|
|
|
right.control2 = midPoint(control2, end);
|
|
right.control1 = midPoint(right.control2, startToControl1);
|
|
right.end = end;
|
|
|
|
FloatPoint leftControl2ToRightControl1 = midPoint(left.control2, right.control1);
|
|
left.end = leftControl2ToRightControl1;
|
|
right.start = leftControl2ToRightControl1;
|
|
|
|
left.splitDepth = right.splitDepth = splitDepth + 1;
|
|
}
|
|
|
|
FloatPoint start;
|
|
FloatPoint control1;
|
|
FloatPoint control2;
|
|
FloatPoint end;
|
|
unsigned short splitDepth;
|
|
};
|
|
|
|
template<class CurveType>
|
|
static float curveLength(PathTraversalState& traversalState, CurveType curve)
|
|
{
|
|
static const unsigned short curveSplitDepthLimit = 20;
|
|
static const double pathSegmentLengthToleranceSquared = 1.e-16;
|
|
|
|
double curveScaleForToleranceSquared = curve.magnitudeSquared();
|
|
if (curveScaleForToleranceSquared < pathSegmentLengthToleranceSquared)
|
|
return 0;
|
|
|
|
Vector<CurveType> curveStack;
|
|
curveStack.append(curve);
|
|
|
|
float totalLength = 0;
|
|
do {
|
|
float length = curve.approximateDistance();
|
|
double lengthDiscrepancy = length - distanceLine(curve.start, curve.end);
|
|
if ((lengthDiscrepancy * lengthDiscrepancy) / curveScaleForToleranceSquared > pathSegmentLengthToleranceSquared && curve.splitDepth < curveSplitDepthLimit) {
|
|
CurveType leftCurve;
|
|
CurveType rightCurve;
|
|
curve.split(leftCurve, rightCurve);
|
|
curve = leftCurve;
|
|
curveStack.append(rightCurve);
|
|
} else {
|
|
totalLength += length;
|
|
if (traversalState.m_action == PathTraversalState::TraversalPointAtLength || traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) {
|
|
traversalState.m_previous = curve.start;
|
|
traversalState.m_current = curve.end;
|
|
if (traversalState.m_totalLength + totalLength > traversalState.m_desiredLength)
|
|
return totalLength;
|
|
}
|
|
curve = curveStack.last();
|
|
curveStack.removeLast();
|
|
}
|
|
} while (!curveStack.isEmpty());
|
|
|
|
return totalLength;
|
|
}
|
|
|
|
PathTraversalState::PathTraversalState(PathTraversalAction action)
|
|
: m_action(action)
|
|
, m_success(false)
|
|
, m_totalLength(0)
|
|
, m_segmentIndex(0)
|
|
, m_desiredLength(0)
|
|
, m_normalAngle(0)
|
|
{
|
|
}
|
|
|
|
float PathTraversalState::closeSubpath()
|
|
{
|
|
float distance = distanceLine(m_current, m_start);
|
|
m_current = m_start;
|
|
return distance;
|
|
}
|
|
|
|
float PathTraversalState::moveTo(const FloatPoint& point)
|
|
{
|
|
m_current = m_start = point;
|
|
return 0;
|
|
}
|
|
|
|
float PathTraversalState::lineTo(const FloatPoint& point)
|
|
{
|
|
float distance = distanceLine(m_current, point);
|
|
m_current = point;
|
|
return distance;
|
|
}
|
|
|
|
float PathTraversalState::quadraticBezierTo(const FloatPoint& newControl, const FloatPoint& newEnd)
|
|
{
|
|
float distance = curveLength<QuadraticBezier>(*this, QuadraticBezier(m_current, newControl, newEnd));
|
|
|
|
if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength)
|
|
m_current = newEnd;
|
|
|
|
return distance;
|
|
}
|
|
|
|
float PathTraversalState::cubicBezierTo(const FloatPoint& newControl1, const FloatPoint& newControl2, const FloatPoint& newEnd)
|
|
{
|
|
float distance = curveLength<CubicBezier>(*this, CubicBezier(m_current, newControl1, newControl2, newEnd));
|
|
|
|
if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength)
|
|
m_current = newEnd;
|
|
|
|
return distance;
|
|
}
|
|
|
|
void PathTraversalState::processSegment()
|
|
{
|
|
if (m_action == TraversalSegmentAtLength && m_totalLength >= m_desiredLength)
|
|
m_success = true;
|
|
|
|
if ((m_action == TraversalPointAtLength || m_action == TraversalNormalAngleAtLength) && m_totalLength >= m_desiredLength) {
|
|
float slope = FloatPoint(m_current - m_previous).slopeAngleRadians();
|
|
if (m_action == TraversalPointAtLength) {
|
|
float offset = m_desiredLength - m_totalLength;
|
|
m_current.move(offset * cosf(slope), offset * sinf(slope));
|
|
} else {
|
|
m_normalAngle = rad2deg(slope);
|
|
}
|
|
m_success = true;
|
|
}
|
|
m_previous = m_current;
|
|
}
|
|
|
|
} // namespace blink
|
|
|