forked from joejulian/gio
op/clip: implement arc path
Signed-off-by: Sebastien Binet <s@sbinet.org>
This commit is contained in:
committed by
Elias Naur
parent
4821472ea1
commit
7054ba622a
@@ -1,6 +1,7 @@
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package rendertest
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import (
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"math"
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"testing"
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"gioui.org/f32"
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@@ -49,6 +50,35 @@ func TestPaintClippedCirle(t *testing.T) {
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})
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}
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func TestPaintArc(t *testing.T) {
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run(t, func(o *op.Ops) {
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p := new(clip.Path)
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p.Begin(o)
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p.Move(f32.Pt(0, 20))
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p.Line(f32.Pt(10, 0))
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p.Arc(f32.Pt(10, 0), f32.Pt(40, 0), math.Pi)
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p.Line(f32.Pt(30, 0))
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p.Line(f32.Pt(0, 25))
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p.Arc(f32.Pt(-10, 5), f32.Pt(10, 15), -math.Pi)
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p.Line(f32.Pt(0, 25))
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p.Line(f32.Pt(-10, 0))
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p.Arc(f32.Pt(-10, 0), f32.Pt(-40, 0), -math.Pi)
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p.Line(f32.Pt(-10, 0))
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p.Line(f32.Pt(0, -10))
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p.Arc(f32.Pt(-10, -20), f32.Pt(10, -5), math.Pi)
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p.Line(f32.Pt(0, -10))
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p.Line(f32.Pt(-50, 0))
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p.End().Add(o)
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paint.ColorOp{Color: colornames.Red}.Add(o)
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paint.PaintOp{Rect: f32.Rect(0, 0, 128, 128)}.Add(o)
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}, func(r result) {
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r.expect(0, 0, colornames.White)
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r.expect(0, 25, colornames.Red)
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r.expect(0, 15, colornames.White)
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})
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}
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func TestPaintTexture(t *testing.T) {
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run(t, func(o *op.Ops) {
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squares.Add(o)
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Binary file not shown.
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After Width: | Height: | Size: 1.8 KiB |
+148
@@ -5,6 +5,7 @@ package clip
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import (
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"encoding/binary"
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"image"
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"math"
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"gioui.org/f32"
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"gioui.org/internal/opconst"
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@@ -104,6 +105,153 @@ func (p *Path) quadTo(ctrl, to f32.Point) {
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p.pen = to
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}
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// Arc adds an elliptical arc to the path. The implied ellipse is defined
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// by its focus points f1 and f2.
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// The arc starts in the current point and ends angle radians along the ellipse boundary.
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// The sign of angle determines the direction; positive being counter-clockwise,
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// negative clockwise.
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func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
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f1 = f1.Add(p.pen)
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f2 = f2.Add(p.pen)
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c, rx, ry, beg, alpha := arcFrom(f1, f2, p.pen)
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p.arc(alpha, c, rx, ry, beg, float64(angle))
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}
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func dist(p1, p2 f32.Point) float64 {
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var (
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x1 = float64(p1.X)
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y1 = float64(p1.Y)
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x2 = float64(p2.X)
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y2 = float64(p2.Y)
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dx = x2 - x1
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dy = y2 - y1
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)
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return math.Hypot(dx, dy)
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}
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func arcFrom(f1, f2, p f32.Point) (c f32.Point, rx, ry, start, alpha float64) {
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c = f32.Point{
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X: 0.5 * (f1.X + f2.X),
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Y: 0.5 * (f1.Y + f2.Y),
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}
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// semi-major axis: 2a = |PF1| + |PF2|
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a := 0.5 * (dist(f1, p) + dist(f2, p))
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// semi-minor axis: c^2 = a^2+b^2 (c: focal distance)
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f := dist(f1, c)
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b := math.Sqrt(a*a - f*f)
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switch {
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case a > b:
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rx = a
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ry = b
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default:
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rx = b
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ry = a
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}
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var x float64
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switch {
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case f1 == c || f2 == c:
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// degenerate case of a circle.
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alpha = 0
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default:
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switch {
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case f1.X > c.X:
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x = float64(f1.X - c.X)
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alpha = math.Acos(x / f)
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case f1.X < c.X:
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x = float64(f2.X - c.X)
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alpha = math.Acos(x / f)
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case f1.X == c.X:
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// special case of a "vertical" ellipse.
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alpha = math.Pi / 2
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if f1.Y < c.Y {
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alpha = -alpha
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}
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}
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}
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start = math.Acos(float64(p.X-c.X) / dist(c, p))
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if c.Y > p.Y {
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start = -start
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}
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start -= alpha
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return c, rx, ry, start, alpha
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}
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// arc records an elliptical arc centered at c, with radii rx and ry,
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// starting at angle beg and stopping at end, in radians.
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//
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// The math is extracted from the following paper:
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// "Drawing an elliptical arc using polylines, quadratic or
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// cubic Bezier curves", L. Maisonobe
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// An electronic version may be found at:
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// http://spaceroots.org/documents/ellipse/elliptical-arc.pdf
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func (p *Path) arc(alpha float64, c f32.Point, rx, ry, beg, delta float64) {
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var (
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n = math.Round(20 * math.Pi / math.Abs(delta))
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θ = delta / n
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sinθ64, cosθ64 = math.Sincos(θ)
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sinθ, cosθ = float32(sinθ64), float32(cosθ64)
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b = (cosθ - 1) / sinθ
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)
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var (
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ref f32.Affine2D // transform from absolute frame to ellipse-based one
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rot f32.Affine2D // rotation matrix for each segment
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inv f32.Affine2D // transform from ellipse-based frame to absolute one
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)
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ref = ref.Offset(f32.Point{}.Sub(c))
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ref = ref.Rotate(f32.Point{}, float32(-alpha))
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ref = ref.Scale(f32.Point{}, f32.Point{
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X: float32(1 / rx),
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Y: float32(1 / ry),
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})
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inv = ref.Invert()
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rot = rot.Rotate(f32.Point{}, float32(θ))
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// Instead of invoking math.Sincos for every segment, compute a rotation
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// matrix once and apply for each segment.
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// Before applying the rotation matrix rot, transform the coordinates
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// to a frame centered to the ellipse (and warped into a unit circle), then rotate.
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// Finally, transform back into the original frame.
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//
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// Also compute the control point C according to
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// https://pomax.github.io/bezierinfo/#circles.
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// If S is the starting point, S' is the orthogonal
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// tangent, θ is clockwise:
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//
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// C = S + b*S', b = (cos θ - 1)/sin θ
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//
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// We apply the same original <-> ellipse frame transformation to the
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// control point as well.
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rotate := func(p f32.Point) (end, ctl f32.Point) {
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q := ref.Transform(p)
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t := f32.Pt(-q.Y, q.X)
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end = rot.Transform(q)
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ctl = q.Add(t.Mul(b))
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end = inv.Transform(end)
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ctl = inv.Transform(ctl)
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return end, ctl
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}
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var (
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ctl f32.Point
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end = p.pen
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)
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for i := 0; i < int(n); i++ {
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end, ctl = rotate(p.pen)
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p.quadTo(ctl, end)
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}
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}
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// Cube records a cubic Bézier from the pen through
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// two control points ending in to.
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func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
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