forked from joejulian/gio
8c8d1dc16f
Complex strokes are not yet supported in either of the current renderers, so they are converted to filled outlines in package gpu. We're about to move that complexity up to the op/clip package, so we're going to need the converter available from outside package gpu. This change extracts the conversion code and related types to the separate, internal package stroke. No functional changes; a follow-up moves the stroke conversion. Signed-off-by: Elias Naur <mail@eliasnaur.com>
662 lines
16 KiB
Go
662 lines
16 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
|
|
|
|
// Most of the algorithms to compute strokes and their offsets have been
|
|
// extracted, adapted from (and used as a reference implementation):
|
|
// - github.com/tdewolff/canvas (Licensed under MIT)
|
|
//
|
|
// These algorithms have been implemented from:
|
|
// Fast, precise flattening of cubic Bézier path and offset curves
|
|
// Thomas F. Hain, et al.
|
|
//
|
|
// An electronic version is available at:
|
|
// https://seant23.files.wordpress.com/2010/11/fastpreciseflatteningofbeziercurve.pdf
|
|
//
|
|
// Possible improvements (in term of speed and/or accuracy) on these
|
|
// algorithms are:
|
|
//
|
|
// - Polar Stroking: New Theory and Methods for Stroking Paths,
|
|
// M. Kilgard
|
|
// https://arxiv.org/pdf/2007.00308.pdf
|
|
//
|
|
// - https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
|
|
// R. Levien
|
|
|
|
// Package stroke implements conversion of strokes to filled outlines. It is used as a
|
|
// fallback for stroke configurations not natively supported by the renderer.
|
|
package stroke
|
|
|
|
import (
|
|
"math"
|
|
|
|
"gioui.org/f32"
|
|
"gioui.org/internal/ops"
|
|
"gioui.org/internal/scene"
|
|
"gioui.org/op"
|
|
"gioui.org/op/clip"
|
|
)
|
|
|
|
// strokeTolerance is used to reconcile rounding errors arising
|
|
// when splitting quads into smaller and smaller segments to approximate
|
|
// them into straight lines, and when joining back segments.
|
|
//
|
|
// The magic value of 0.01 was found by striking a compromise between
|
|
// aesthetic looking (curves did look like curves, even after linearization)
|
|
// and speed.
|
|
const strokeTolerance = 0.01
|
|
|
|
type QuadSegment struct {
|
|
From, Ctrl, To f32.Point
|
|
}
|
|
|
|
type StrokeQuad struct {
|
|
Contour uint32
|
|
Quad QuadSegment
|
|
}
|
|
|
|
type strokeState struct {
|
|
p0, p1 f32.Point // p0 is the start point, p1 the end point.
|
|
n0, n1 f32.Point // n0 is the normal vector at the start point, n1 at the end point.
|
|
r0, r1 float32 // r0 is the curvature at the start point, r1 at the end point.
|
|
ctl f32.Point // ctl is the control point of the quadratic Bézier segment.
|
|
}
|
|
|
|
type StrokeQuads []StrokeQuad
|
|
|
|
func (qs *StrokeQuads) setContour(n uint32) {
|
|
for i := range *qs {
|
|
(*qs)[i].Contour = n
|
|
}
|
|
}
|
|
|
|
func (qs *StrokeQuads) pen() f32.Point {
|
|
return (*qs)[len(*qs)-1].Quad.To
|
|
}
|
|
|
|
func (qs *StrokeQuads) closed() bool {
|
|
beg := (*qs)[0].Quad.From
|
|
end := (*qs)[len(*qs)-1].Quad.To
|
|
return f32Eq(beg.X, end.X) && f32Eq(beg.Y, end.Y)
|
|
}
|
|
|
|
func (qs *StrokeQuads) lineTo(pt f32.Point) {
|
|
end := qs.pen()
|
|
*qs = append(*qs, StrokeQuad{
|
|
Quad: QuadSegment{
|
|
From: end,
|
|
Ctrl: end.Add(pt).Mul(0.5),
|
|
To: pt,
|
|
},
|
|
})
|
|
}
|
|
|
|
func (qs *StrokeQuads) arc(f1, f2 f32.Point, angle float32) {
|
|
var (
|
|
p clip.Path
|
|
o = new(op.Ops)
|
|
)
|
|
p.Begin(o)
|
|
p.Move(qs.pen())
|
|
beg := len(o.Data())
|
|
p.Arc(f1, f2, angle)
|
|
end := len(o.Data())
|
|
raw := o.Data()[beg:end]
|
|
|
|
for qi := 0; len(raw) >= (scene.CommandSize + 4); qi++ {
|
|
quad := decodeQuad(raw[4:])
|
|
raw = raw[scene.CommandSize+4:]
|
|
*qs = append(*qs, StrokeQuad{
|
|
Quad: quad,
|
|
})
|
|
}
|
|
}
|
|
|
|
// split splits a slice of quads into slices of quads grouped
|
|
// by contours (ie: splitted at move-to boundaries).
|
|
func (qs StrokeQuads) split() []StrokeQuads {
|
|
if len(qs) == 0 {
|
|
return nil
|
|
}
|
|
|
|
var (
|
|
c uint32
|
|
o []StrokeQuads
|
|
i = len(o)
|
|
)
|
|
for _, q := range qs {
|
|
if q.Contour != c {
|
|
c = q.Contour
|
|
i = len(o)
|
|
o = append(o, StrokeQuads{})
|
|
}
|
|
o[i] = append(o[i], q)
|
|
}
|
|
|
|
return o
|
|
}
|
|
|
|
func (qs StrokeQuads) Stroke(stroke clip.StrokeStyle, dashes DashOp) StrokeQuads {
|
|
if !IsSolidLine(dashes) {
|
|
qs = qs.dash(dashes)
|
|
}
|
|
|
|
var (
|
|
o StrokeQuads
|
|
hw = 0.5 * stroke.Width
|
|
)
|
|
|
|
for _, ps := range qs.split() {
|
|
rhs, lhs := ps.offset(hw, stroke)
|
|
switch lhs {
|
|
case nil:
|
|
o = o.append(rhs)
|
|
default:
|
|
// Closed path.
|
|
// Inner path should go opposite direction to cancel outer path.
|
|
switch {
|
|
case ps.ccw():
|
|
lhs = lhs.reverse()
|
|
o = o.append(rhs)
|
|
o = o.append(lhs)
|
|
default:
|
|
rhs = rhs.reverse()
|
|
o = o.append(lhs)
|
|
o = o.append(rhs)
|
|
}
|
|
}
|
|
}
|
|
|
|
return o
|
|
}
|
|
|
|
// offset returns the right-hand and left-hand sides of the path, offset by
|
|
// the half-width hw.
|
|
// The stroke handles how segments are joined and ends are capped.
|
|
func (qs StrokeQuads) offset(hw float32, stroke clip.StrokeStyle) (rhs, lhs StrokeQuads) {
|
|
var (
|
|
states []strokeState
|
|
beg = qs[0].Quad.From
|
|
end = qs[len(qs)-1].Quad.To
|
|
closed = beg == end
|
|
)
|
|
for i := range qs {
|
|
q := qs[i].Quad
|
|
|
|
var (
|
|
n0 = strokePathNorm(q.From, q.Ctrl, q.To, 0, hw)
|
|
n1 = strokePathNorm(q.From, q.Ctrl, q.To, 1, hw)
|
|
r0 = strokePathCurv(q.From, q.Ctrl, q.To, 0)
|
|
r1 = strokePathCurv(q.From, q.Ctrl, q.To, 1)
|
|
)
|
|
states = append(states, strokeState{
|
|
p0: q.From,
|
|
p1: q.To,
|
|
n0: n0,
|
|
n1: n1,
|
|
r0: r0,
|
|
r1: r1,
|
|
ctl: q.Ctrl,
|
|
})
|
|
}
|
|
|
|
for i, state := range states {
|
|
rhs = rhs.append(strokeQuadBezier(state, +hw, strokeTolerance))
|
|
lhs = lhs.append(strokeQuadBezier(state, -hw, strokeTolerance))
|
|
|
|
// join the current and next segments
|
|
if hasNext := i+1 < len(states); hasNext || closed {
|
|
var next strokeState
|
|
switch {
|
|
case hasNext:
|
|
next = states[i+1]
|
|
case closed:
|
|
next = states[0]
|
|
}
|
|
if state.n1 != next.n0 {
|
|
strokePathJoin(stroke, &rhs, &lhs, hw, state.p1, state.n1, next.n0, state.r1, next.r0)
|
|
}
|
|
}
|
|
}
|
|
|
|
if closed {
|
|
rhs.close()
|
|
lhs.close()
|
|
return rhs, lhs
|
|
}
|
|
|
|
qbeg := &states[0]
|
|
qend := &states[len(states)-1]
|
|
|
|
// Default to counter-clockwise direction.
|
|
lhs = lhs.reverse()
|
|
strokePathCap(stroke, &rhs, hw, qend.p1, qend.n1)
|
|
|
|
rhs = rhs.append(lhs)
|
|
strokePathCap(stroke, &rhs, hw, qbeg.p0, qbeg.n0.Mul(-1))
|
|
|
|
rhs.close()
|
|
|
|
return rhs, nil
|
|
}
|
|
|
|
func (qs *StrokeQuads) close() {
|
|
p0 := (*qs)[len(*qs)-1].Quad.To
|
|
p1 := (*qs)[0].Quad.From
|
|
|
|
if p1 == p0 {
|
|
return
|
|
}
|
|
|
|
*qs = append(*qs, StrokeQuad{
|
|
Quad: QuadSegment{
|
|
From: p0,
|
|
Ctrl: p0.Add(p1).Mul(0.5),
|
|
To: p1,
|
|
},
|
|
})
|
|
}
|
|
|
|
// ccw returns whether the path is counter-clockwise.
|
|
func (qs StrokeQuads) ccw() bool {
|
|
// Use the Shoelace formula:
|
|
// https://en.wikipedia.org/wiki/Shoelace_formula
|
|
var area float32
|
|
for _, ps := range qs.split() {
|
|
for i := 1; i < len(ps); i++ {
|
|
pi := ps[i].Quad.To
|
|
pj := ps[i-1].Quad.To
|
|
area += (pi.X - pj.X) * (pi.Y + pj.Y)
|
|
}
|
|
}
|
|
return area <= 0.0
|
|
}
|
|
|
|
func (qs StrokeQuads) reverse() StrokeQuads {
|
|
if len(qs) == 0 {
|
|
return nil
|
|
}
|
|
|
|
ps := make(StrokeQuads, 0, len(qs))
|
|
for i := range qs {
|
|
q := qs[len(qs)-1-i]
|
|
q.Quad.To, q.Quad.From = q.Quad.From, q.Quad.To
|
|
ps = append(ps, q)
|
|
}
|
|
|
|
return ps
|
|
}
|
|
|
|
func (qs StrokeQuads) append(ps StrokeQuads) StrokeQuads {
|
|
switch {
|
|
case len(ps) == 0:
|
|
return qs
|
|
case len(qs) == 0:
|
|
return ps
|
|
}
|
|
|
|
// Consolidate quads and smooth out rounding errors.
|
|
// We need to also check for the strokeTolerance to correctly handle
|
|
// join/cap points or on-purpose disjoint quads.
|
|
p0 := qs[len(qs)-1].Quad.To
|
|
p1 := ps[0].Quad.From
|
|
if p0 != p1 && lenPt(p0.Sub(p1)) < strokeTolerance {
|
|
qs = append(qs, StrokeQuad{
|
|
Quad: QuadSegment{
|
|
From: p0,
|
|
Ctrl: p0.Add(p1).Mul(0.5),
|
|
To: p1,
|
|
},
|
|
})
|
|
}
|
|
return append(qs, ps...)
|
|
}
|
|
|
|
func (q QuadSegment) Transform(t f32.Affine2D) QuadSegment {
|
|
q.From = t.Transform(q.From)
|
|
q.Ctrl = t.Transform(q.Ctrl)
|
|
q.To = t.Transform(q.To)
|
|
return q
|
|
}
|
|
|
|
func decodeQuad(d []byte) (q QuadSegment) {
|
|
cmd := ops.DecodeCommand(d)
|
|
q.From, q.Ctrl, q.To = scene.DecodeQuad(cmd)
|
|
return
|
|
}
|
|
|
|
// strokePathNorm returns the normal vector at t.
|
|
func strokePathNorm(p0, p1, p2 f32.Point, t, d float32) f32.Point {
|
|
switch t {
|
|
case 0:
|
|
n := p1.Sub(p0)
|
|
if n.X == 0 && n.Y == 0 {
|
|
return f32.Point{}
|
|
}
|
|
n = rot90CW(n)
|
|
return normPt(n, d)
|
|
case 1:
|
|
n := p2.Sub(p1)
|
|
if n.X == 0 && n.Y == 0 {
|
|
return f32.Point{}
|
|
}
|
|
n = rot90CW(n)
|
|
return normPt(n, d)
|
|
}
|
|
panic("impossible")
|
|
}
|
|
|
|
func rot90CW(p f32.Point) f32.Point { return f32.Pt(+p.Y, -p.X) }
|
|
func rot90CCW(p f32.Point) f32.Point { return f32.Pt(-p.Y, +p.X) }
|
|
|
|
// cosPt returns the cosine of the opening angle between p and q.
|
|
func cosPt(p, q f32.Point) float32 {
|
|
np := math.Hypot(float64(p.X), float64(p.Y))
|
|
nq := math.Hypot(float64(q.X), float64(q.Y))
|
|
return dotPt(p, q) / float32(np*nq)
|
|
}
|
|
|
|
func normPt(p f32.Point, l float32) f32.Point {
|
|
d := math.Hypot(float64(p.X), float64(p.Y))
|
|
l64 := float64(l)
|
|
if math.Abs(d-l64) < 1e-10 {
|
|
return f32.Point{}
|
|
}
|
|
n := float32(l64 / d)
|
|
return f32.Point{X: p.X * n, Y: p.Y * n}
|
|
}
|
|
|
|
func lenPt(p f32.Point) float32 {
|
|
return float32(math.Hypot(float64(p.X), float64(p.Y)))
|
|
}
|
|
|
|
func dotPt(p, q f32.Point) float32 {
|
|
return p.X*q.X + p.Y*q.Y
|
|
}
|
|
|
|
func perpDot(p, q f32.Point) float32 {
|
|
return p.X*q.Y - p.Y*q.X
|
|
}
|
|
|
|
// strokePathCurv returns the curvature at t, along the quadratic Bézier
|
|
// curve defined by the triplet (beg, ctl, end).
|
|
func strokePathCurv(beg, ctl, end f32.Point, t float32) float32 {
|
|
var (
|
|
d1p = quadBezierD1(beg, ctl, end, t)
|
|
d2p = quadBezierD2(beg, ctl, end, t)
|
|
|
|
// Negative when bending right, ie: the curve is CW at this point.
|
|
a = float64(perpDot(d1p, d2p))
|
|
)
|
|
|
|
// We check early that the segment isn't too line-like and
|
|
// save a costly call to math.Pow that will be discarded by dividing
|
|
// with a too small 'a'.
|
|
if math.Abs(a) < 1e-10 {
|
|
return float32(math.NaN())
|
|
}
|
|
return float32(math.Pow(float64(d1p.X*d1p.X+d1p.Y*d1p.Y), 1.5) / a)
|
|
}
|
|
|
|
// quadBezierSample returns the point on the Bézier curve at t.
|
|
// B(t) = (1-t)^2 P0 + 2(1-t)t P1 + t^2 P2
|
|
func quadBezierSample(p0, p1, p2 f32.Point, t float32) f32.Point {
|
|
t1 := 1 - t
|
|
c0 := t1 * t1
|
|
c1 := 2 * t1 * t
|
|
c2 := t * t
|
|
|
|
o := p0.Mul(c0)
|
|
o = o.Add(p1.Mul(c1))
|
|
o = o.Add(p2.Mul(c2))
|
|
return o
|
|
}
|
|
|
|
// quadBezierD1 returns the first derivative of the Bézier curve with respect to t.
|
|
// B'(t) = 2(1-t)(P1 - P0) + 2t(P2 - P1)
|
|
func quadBezierD1(p0, p1, p2 f32.Point, t float32) f32.Point {
|
|
p10 := p1.Sub(p0).Mul(2 * (1 - t))
|
|
p21 := p2.Sub(p1).Mul(2 * t)
|
|
|
|
return p10.Add(p21)
|
|
}
|
|
|
|
// quadBezierD2 returns the second derivative of the Bézier curve with respect to t:
|
|
// B''(t) = 2(P2 - 2P1 + P0)
|
|
func quadBezierD2(p0, p1, p2 f32.Point, t float32) f32.Point {
|
|
p := p2.Sub(p1.Mul(2)).Add(p0)
|
|
return p.Mul(2)
|
|
}
|
|
|
|
// quadBezierLen returns the length of the Bézier curve.
|
|
// See:
|
|
// https://malczak.linuxpl.com/blog/quadratic-bezier-curve-length/
|
|
func quadBezierLen(p0, p1, p2 f32.Point) float32 {
|
|
a := p0.Sub(p1.Mul(2)).Add(p2)
|
|
b := p1.Mul(2).Sub(p0.Mul(2))
|
|
A := float64(4 * dotPt(a, a))
|
|
B := float64(4 * dotPt(a, b))
|
|
C := float64(dotPt(b, b))
|
|
if f64Eq(A, 0.0) {
|
|
// p1 is in the middle between p0 and p2,
|
|
// so it is a straight line from p0 to p2.
|
|
return lenPt(p2.Sub(p0))
|
|
}
|
|
|
|
Sabc := 2 * math.Sqrt(A+B+C)
|
|
A2 := math.Sqrt(A)
|
|
A32 := 2 * A * A2
|
|
C2 := 2 * math.Sqrt(C)
|
|
BA := B / A2
|
|
return float32((A32*Sabc + A2*B*(Sabc-C2) + (4*C*A-B*B)*math.Log((2*A2+BA+Sabc)/(BA+C2))) / (4 * A32))
|
|
}
|
|
|
|
func strokeQuadBezier(state strokeState, d, flatness float32) StrokeQuads {
|
|
// Gio strokes are only quadratic Bézier curves, w/o any inflection point.
|
|
// So we just have to flatten them.
|
|
var qs StrokeQuads
|
|
return flattenQuadBezier(qs, state.p0, state.ctl, state.p1, d, flatness)
|
|
}
|
|
|
|
// flattenQuadBezier splits a Bézier quadratic curve into linear sub-segments,
|
|
// themselves also encoded as Bézier (degenerate, flat) quadratic curves.
|
|
func flattenQuadBezier(qs StrokeQuads, p0, p1, p2 f32.Point, d, flatness float32) StrokeQuads {
|
|
var (
|
|
t float32
|
|
flat64 = float64(flatness)
|
|
)
|
|
for t < 1 {
|
|
s2 := float64((p2.X-p0.X)*(p1.Y-p0.Y) - (p2.Y-p0.Y)*(p1.X-p0.X))
|
|
den := math.Hypot(float64(p1.X-p0.X), float64(p1.Y-p0.Y))
|
|
if s2*den == 0.0 {
|
|
break
|
|
}
|
|
|
|
s2 /= den
|
|
t = 2.0 * float32(math.Sqrt(flat64/3.0/math.Abs(s2)))
|
|
if t >= 1.0 {
|
|
break
|
|
}
|
|
var q0, q1, q2 f32.Point
|
|
q0, q1, q2, p0, p1, p2 = quadBezierSplit(p0, p1, p2, t)
|
|
qs.addLine(q0, q1, q2, 0, d)
|
|
}
|
|
qs.addLine(p0, p1, p2, 1, d)
|
|
return qs
|
|
}
|
|
|
|
func (qs *StrokeQuads) addLine(p0, ctrl, p1 f32.Point, t, d float32) {
|
|
|
|
switch i := len(*qs); i {
|
|
case 0:
|
|
p0 = p0.Add(strokePathNorm(p0, ctrl, p1, 0, d))
|
|
default:
|
|
// Address possible rounding errors and use previous point.
|
|
p0 = (*qs)[i-1].Quad.To
|
|
}
|
|
|
|
p1 = p1.Add(strokePathNorm(p0, ctrl, p1, 1, d))
|
|
|
|
*qs = append(*qs,
|
|
StrokeQuad{
|
|
Quad: QuadSegment{
|
|
From: p0,
|
|
Ctrl: p0.Add(p1).Mul(0.5),
|
|
To: p1,
|
|
},
|
|
},
|
|
)
|
|
}
|
|
|
|
// quadInterp returns the interpolated point at t.
|
|
func quadInterp(p, q f32.Point, t float32) f32.Point {
|
|
return f32.Pt(
|
|
(1-t)*p.X+t*q.X,
|
|
(1-t)*p.Y+t*q.Y,
|
|
)
|
|
}
|
|
|
|
// quadBezierSplit returns the pair of triplets (from,ctrl,to) Bézier curve,
|
|
// split before (resp. after) the provided parametric t value.
|
|
func quadBezierSplit(p0, p1, p2 f32.Point, t float32) (f32.Point, f32.Point, f32.Point, f32.Point, f32.Point, f32.Point) {
|
|
|
|
var (
|
|
b0 = p0
|
|
b1 = quadInterp(p0, p1, t)
|
|
b2 = quadBezierSample(p0, p1, p2, t)
|
|
|
|
a0 = b2
|
|
a1 = quadInterp(p1, p2, t)
|
|
a2 = p2
|
|
)
|
|
|
|
return b0, b1, b2, a0, a1, a2
|
|
}
|
|
|
|
// strokePathJoin joins the two paths rhs and lhs, according to the provided
|
|
// stroke operation.
|
|
func strokePathJoin(stroke clip.StrokeStyle, rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
|
|
if stroke.Miter > 0 {
|
|
strokePathMiterJoin(stroke, rhs, lhs, hw, pivot, n0, n1, r0, r1)
|
|
return
|
|
}
|
|
switch stroke.Join {
|
|
case clip.BevelJoin:
|
|
strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
|
|
case clip.RoundJoin:
|
|
strokePathRoundJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
|
|
default:
|
|
panic("impossible")
|
|
}
|
|
}
|
|
|
|
func strokePathBevelJoin(rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
|
|
|
|
rp := pivot.Add(n1)
|
|
lp := pivot.Sub(n1)
|
|
|
|
rhs.lineTo(rp)
|
|
lhs.lineTo(lp)
|
|
}
|
|
|
|
func strokePathRoundJoin(rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
|
|
rp := pivot.Add(n1)
|
|
lp := pivot.Sub(n1)
|
|
cw := dotPt(rot90CW(n0), n1) >= 0.0
|
|
switch {
|
|
case cw:
|
|
// Path bends to the right, ie. CW (or 180 degree turn).
|
|
c := pivot.Sub(lhs.pen())
|
|
angle := -math.Acos(float64(cosPt(n0, n1)))
|
|
lhs.arc(c, c, float32(angle))
|
|
lhs.lineTo(lp) // Add a line to accommodate for rounding errors.
|
|
rhs.lineTo(rp)
|
|
default:
|
|
// Path bends to the left, ie. CCW.
|
|
angle := math.Acos(float64(cosPt(n0, n1)))
|
|
c := pivot.Sub(rhs.pen())
|
|
rhs.arc(c, c, float32(angle))
|
|
rhs.lineTo(rp) // Add a line to accommodate for rounding errors.
|
|
lhs.lineTo(lp)
|
|
}
|
|
}
|
|
|
|
func strokePathMiterJoin(stroke clip.StrokeStyle, rhs, lhs *StrokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
|
|
if n0 == n1.Mul(-1) {
|
|
strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
|
|
return
|
|
}
|
|
|
|
// This is to handle nearly linear joints that would be clipped otherwise.
|
|
limit := math.Max(float64(stroke.Miter), 1.001)
|
|
|
|
cw := dotPt(rot90CW(n0), n1) >= 0.0
|
|
if cw {
|
|
// hw is used to calculate |R|.
|
|
// When running CW, n0 and n1 point the other way,
|
|
// so the sign of r0 and r1 is negated.
|
|
hw = -hw
|
|
}
|
|
hw64 := float64(hw)
|
|
|
|
cos := math.Sqrt(0.5 * (1 + float64(cosPt(n0, n1))))
|
|
d := hw64 / cos
|
|
if math.Abs(limit*hw64) < math.Abs(d) {
|
|
stroke.Miter = 0 // Set miter to zero to disable the miter joint.
|
|
strokePathJoin(stroke, rhs, lhs, hw, pivot, n0, n1, r0, r1)
|
|
return
|
|
}
|
|
mid := pivot.Add(normPt(n0.Add(n1), float32(d)))
|
|
|
|
rp := pivot.Add(n1)
|
|
lp := pivot.Sub(n1)
|
|
switch {
|
|
case cw:
|
|
// Path bends to the right, ie. CW.
|
|
lhs.lineTo(mid)
|
|
default:
|
|
// Path bends to the left, ie. CCW.
|
|
rhs.lineTo(mid)
|
|
}
|
|
rhs.lineTo(rp)
|
|
lhs.lineTo(lp)
|
|
}
|
|
|
|
// strokePathCap caps the provided path qs, according to the provided stroke operation.
|
|
func strokePathCap(stroke clip.StrokeStyle, qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
|
|
switch stroke.Cap {
|
|
case clip.FlatCap:
|
|
strokePathFlatCap(qs, hw, pivot, n0)
|
|
case clip.SquareCap:
|
|
strokePathSquareCap(qs, hw, pivot, n0)
|
|
case clip.RoundCap:
|
|
strokePathRoundCap(qs, hw, pivot, n0)
|
|
default:
|
|
panic("impossible")
|
|
}
|
|
}
|
|
|
|
// strokePathFlatCap caps the start or end of a path with a flat cap.
|
|
func strokePathFlatCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
|
|
end := pivot.Sub(n0)
|
|
qs.lineTo(end)
|
|
}
|
|
|
|
// strokePathSquareCap caps the start or end of a path with a square cap.
|
|
func strokePathSquareCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
|
|
var (
|
|
e = pivot.Add(rot90CCW(n0))
|
|
corner1 = e.Add(n0)
|
|
corner2 = e.Sub(n0)
|
|
end = pivot.Sub(n0)
|
|
)
|
|
|
|
qs.lineTo(corner1)
|
|
qs.lineTo(corner2)
|
|
qs.lineTo(end)
|
|
}
|
|
|
|
// strokePathRoundCap caps the start or end of a path with a round cap.
|
|
func strokePathRoundCap(qs *StrokeQuads, hw float32, pivot, n0 f32.Point) {
|
|
c := pivot.Sub(qs.pen())
|
|
qs.arc(c, c, math.Pi)
|
|
}
|