widget/material: avoid excessive trigonometry in Loader.Layout

Signed-off-by: Elias Naur <mail@eliasnaur.com>
This commit is contained in:
Elias Naur
2020-07-11 14:22:46 +02:00
parent 742e1f9e72
commit 773939fe1d
+56 -52
View File
@@ -57,8 +57,8 @@ func (l LoaderStyle) Layout(gtx layout.Context) layout.Dimensions {
}
}
func clipLoader(ops *op.Ops, start, end, radius float64) {
const thickness = .2
func clipLoader(ops *op.Ops, startAngle, endAngle, radius float64) {
const thickness = .25
outer := float32(radius)
inner := float32(radius) * (1. - thickness)
@@ -66,64 +66,68 @@ func clipLoader(ops *op.Ops, start, end, radius float64) {
var p clip.Path
p.Begin(ops)
sine, cose := math.Sincos(start)
vy, vx := math.Sincos(startAngle)
pen := f32.Pt(float32(cose), float32(sine)).Mul(outer)
p.Move(pen)
angle := start
// The clip path uses quadratic beziér curves to approximate
// a circle arc. Minimize the error by capping the length of
// each curve segment.
arcPrRadian := radius * math.Pi
const maxArcLen = 20.
anglePerSegment := maxArcLen / arcPrRadian
// Outer arc.
for angle < end {
angle += anglePerSegment
if angle > end {
angle = end
start := f32.Pt(float32(vx), float32(vy))
// Use quadratic beziér curves to approximate a circle arc and
// minimize the error by capping the length of each curve segment.
const maxSegments = 20.
nsegments := math.Round(20 * math.Pi / (endAngle - startAngle))
θ := (endAngle - startAngle) / nsegments
// To avoid a math.Sincos for every segment, compute a clockwise
// rotation matrix once and apply for each segment.
//
// [ cos θ -sin θ]
// [sin θ cos θ]
sinθ64, cosθ64 := math.Sincos(θ)
sinθ, cosθ := float32(sinθ64), float32(cosθ64)
rotate := func(clockwise float32, p f32.Point) f32.Point {
return f32.Point{
X: p.X*cosθ - p.Y*clockwise*sinθ,
Y: p.X*clockwise*sinθ + p.Y*cosθ,
}
sins, coss := sine, cose
sine, cose = math.Sincos(angle)
// https://pomax.github.io/bezierinfo/#circles
div := 1. / (coss*sine - cose*sins)
ctrl := f32.Point{
X: float32((sine - sins) * div),
Y: -float32((cose - coss) * div),
}.Mul(outer)
endPt := f32.Pt(float32(cose), float32(sine)).Mul(outer)
p.Quad(ctrl.Sub(pen), endPt.Sub(pen))
pen = endPt
}
// Compute 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
//
b := (cosθ - 1.) / sinθ
control := func(clockwise float32, S f32.Point) f32.Point {
tangent := f32.Pt(-S.Y, S.X)
return S.Add(tangent.Mul(b * -clockwise))
}
pen := start.Mul(outer)
p.Move(pen)
end := start
arc := func(clockwise float32, radius float32) {
for i := 0; i < int(nsegments); i++ {
ctrl := control(clockwise, end)
end = rotate(clockwise, end)
p.Quad(ctrl.Mul(radius).Sub(pen), end.Mul(radius).Sub(pen))
pen = end.Mul(radius)
}
}
// Outer arc, clockwise.
arc(+1, outer)
// Arc cap.
cap := f32.Pt(float32(cose), float32(sine)).Mul(inner)
cap := end.Mul(inner)
p.Line(cap.Sub(pen))
pen = cap
// Inner arc.
for angle > start {
angle -= anglePerSegment
if angle < start {
angle = start
}
sins, coss := sine, cose
sine, cose = math.Sincos(angle)
div := 1. / (coss*sine - cose*sins)
ctrl := f32.Point{
X: float32((sine - sins) * div),
Y: -float32((cose - coss) * div),
}.Mul(inner)
endPt := f32.Pt(float32(cose), float32(sine)).Mul(inner)
p.Quad(ctrl.Sub(pen), endPt.Sub(pen))
pen = endPt
}
// Inner arc, counter-clockwise.
arc(-1, inner)
// Second arc cap automatically completed by End.
p.End().Add(ops)