op/clip: implement arc path

Signed-off-by: Sebastien Binet <s@sbinet.org>
This commit is contained in:
Sebastien Binet
2020-08-27 08:27:58 +00:00
committed by Elias Naur
parent 4821472ea1
commit 7054ba622a
3 changed files with 178 additions and 0 deletions
+30
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@@ -1,6 +1,7 @@
package rendertest
import (
"math"
"testing"
"gioui.org/f32"
@@ -49,6 +50,35 @@ func TestPaintClippedCirle(t *testing.T) {
})
}
func TestPaintArc(t *testing.T) {
run(t, func(o *op.Ops) {
p := new(clip.Path)
p.Begin(o)
p.Move(f32.Pt(0, 20))
p.Line(f32.Pt(10, 0))
p.Arc(f32.Pt(10, 0), f32.Pt(40, 0), math.Pi)
p.Line(f32.Pt(30, 0))
p.Line(f32.Pt(0, 25))
p.Arc(f32.Pt(-10, 5), f32.Pt(10, 15), -math.Pi)
p.Line(f32.Pt(0, 25))
p.Line(f32.Pt(-10, 0))
p.Arc(f32.Pt(-10, 0), f32.Pt(-40, 0), -math.Pi)
p.Line(f32.Pt(-10, 0))
p.Line(f32.Pt(0, -10))
p.Arc(f32.Pt(-10, -20), f32.Pt(10, -5), math.Pi)
p.Line(f32.Pt(0, -10))
p.Line(f32.Pt(-50, 0))
p.End().Add(o)
paint.ColorOp{Color: colornames.Red}.Add(o)
paint.PaintOp{Rect: f32.Rect(0, 0, 128, 128)}.Add(o)
}, func(r result) {
r.expect(0, 0, colornames.White)
r.expect(0, 25, colornames.Red)
r.expect(0, 15, colornames.White)
})
}
func TestPaintTexture(t *testing.T) {
run(t, func(o *op.Ops) {
squares.Add(o)
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+148
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@@ -5,6 +5,7 @@ package clip
import (
"encoding/binary"
"image"
"math"
"gioui.org/f32"
"gioui.org/internal/opconst"
@@ -104,6 +105,153 @@ func (p *Path) quadTo(ctrl, to f32.Point) {
p.pen = to
}
// Arc adds an elliptical arc to the path. The implied ellipse is defined
// by its focus points f1 and f2.
// The arc starts in the current point and ends angle radians along the ellipse boundary.
// The sign of angle determines the direction; positive being counter-clockwise,
// negative clockwise.
func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
f1 = f1.Add(p.pen)
f2 = f2.Add(p.pen)
c, rx, ry, beg, alpha := arcFrom(f1, f2, p.pen)
p.arc(alpha, c, rx, ry, beg, float64(angle))
}
func dist(p1, p2 f32.Point) float64 {
var (
x1 = float64(p1.X)
y1 = float64(p1.Y)
x2 = float64(p2.X)
y2 = float64(p2.Y)
dx = x2 - x1
dy = y2 - y1
)
return math.Hypot(dx, dy)
}
func arcFrom(f1, f2, p f32.Point) (c f32.Point, rx, ry, start, alpha float64) {
c = f32.Point{
X: 0.5 * (f1.X + f2.X),
Y: 0.5 * (f1.Y + f2.Y),
}
// semi-major axis: 2a = |PF1| + |PF2|
a := 0.5 * (dist(f1, p) + dist(f2, p))
// semi-minor axis: c^2 = a^2+b^2 (c: focal distance)
f := dist(f1, c)
b := math.Sqrt(a*a - f*f)
switch {
case a > b:
rx = a
ry = b
default:
rx = b
ry = a
}
var x float64
switch {
case f1 == c || f2 == c:
// degenerate case of a circle.
alpha = 0
default:
switch {
case f1.X > c.X:
x = float64(f1.X - c.X)
alpha = math.Acos(x / f)
case f1.X < c.X:
x = float64(f2.X - c.X)
alpha = math.Acos(x / f)
case f1.X == c.X:
// special case of a "vertical" ellipse.
alpha = math.Pi / 2
if f1.Y < c.Y {
alpha = -alpha
}
}
}
start = math.Acos(float64(p.X-c.X) / dist(c, p))
if c.Y > p.Y {
start = -start
}
start -= alpha
return c, rx, ry, start, alpha
}
// arc records an elliptical arc centered at c, with radii rx and ry,
// starting at angle beg and stopping at end, in radians.
//
// The math is extracted from the following paper:
// "Drawing an elliptical arc using polylines, quadratic or
// cubic Bezier curves", L. Maisonobe
// An electronic version may be found at:
// http://spaceroots.org/documents/ellipse/elliptical-arc.pdf
func (p *Path) arc(alpha float64, c f32.Point, rx, ry, beg, delta float64) {
var (
n = math.Round(20 * math.Pi / math.Abs(delta))
θ = delta / n
sinθ64, cosθ64 = math.Sincos(θ)
sinθ, cosθ = float32(sinθ64), float32(cosθ64)
b = (cosθ - 1) / sinθ
)
var (
ref f32.Affine2D // transform from absolute frame to ellipse-based one
rot f32.Affine2D // rotation matrix for each segment
inv f32.Affine2D // transform from ellipse-based frame to absolute one
)
ref = ref.Offset(f32.Point{}.Sub(c))
ref = ref.Rotate(f32.Point{}, float32(-alpha))
ref = ref.Scale(f32.Point{}, f32.Point{
X: float32(1 / rx),
Y: float32(1 / ry),
})
inv = ref.Invert()
rot = rot.Rotate(f32.Point{}, float32(θ))
// Instead of invoking math.Sincos for every segment, compute a rotation
// matrix once and apply for each segment.
// Before applying the rotation matrix rot, transform the coordinates
// to a frame centered to the ellipse (and warped into a unit circle), then rotate.
// Finally, transform back into the original frame.
//
// Also compute the control point C according to
// https://pomax.github.io/bezierinfo/#circles.
// If S is the starting point, S' is the orthogonal
// tangent, θ is clockwise:
//
// C = S + b*S', b = (cos θ - 1)/sin θ
//
// We apply the same original <-> ellipse frame transformation to the
// control point as well.
rotate := func(p f32.Point) (end, ctl f32.Point) {
q := ref.Transform(p)
t := f32.Pt(-q.Y, q.X)
end = rot.Transform(q)
ctl = q.Add(t.Mul(b))
end = inv.Transform(end)
ctl = inv.Transform(ctl)
return end, ctl
}
var (
ctl f32.Point
end = p.pen
)
for i := 0; i < int(n); i++ {
end, ctl = rotate(p.pen)
p.quadTo(ctl, end)
}
}
// Cube records a cubic Bézier from the pen through
// two control points ending in to.
func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {