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https://git.sr.ht/~eliasnaur/gio
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op/clip: smoother implementation of Arc for large angles
Signed-off-by: Sebastien Binet <s@sbinet.org>
This commit is contained in:
committed by
Elias Naur
parent
1584f3a64a
commit
f2cd504a9f
@@ -61,6 +61,7 @@ func TestPaintArc(t *testing.T) {
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p.Line(f32.Pt(0, 25))
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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.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(0, 25))
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p.Arc(f32.Pt(10, 10), f32.Pt(10, 10), 2*math.Pi)
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p.Line(f32.Pt(-10, 0))
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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.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(-10, 0))
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+16
-37
@@ -194,16 +194,9 @@ func arcFrom(f1, f2, p f32.Point) (c f32.Point, rx, ry, start, alpha float64) {
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// An electronic version may be found at:
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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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// 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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func (p *Path) arc(alpha float64, c f32.Point, rx, ry, beg, delta float64) {
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const n = 16
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var (
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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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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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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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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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inv f32.Affine2D // transform from ellipse-based frame to absolute one
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@@ -215,43 +208,29 @@ func (p *Path) arc(alpha float64, c f32.Point, rx, ry, beg, delta float64) {
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Y: float32(1 / ry),
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Y: float32(1 / ry),
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})
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})
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inv = ref.Invert()
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inv = ref.Invert()
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rot = rot.Rotate(f32.Point{}, float32(θ))
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rot = rot.Rotate(f32.Point{}, float32(0.5*θ))
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// Instead of invoking math.Sincos for every segment, compute a rotation
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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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// matrix once and apply for each segment.
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// Before applying the rotation matrix rot, transform the coordinates
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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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// 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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// Finally, transform back into the original frame.
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//
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step := func(p f32.Point) f32.Point {
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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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q := ref.Transform(p)
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t := f32.Pt(-q.Y, q.X)
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q = rot.Transform(q)
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q = inv.Transform(q)
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end = rot.Transform(q)
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return 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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}
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var (
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for i := 0; i < n; i++ {
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ctl f32.Point
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p0 := p.pen
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end = p.pen
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p1 := step(p0)
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)
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p2 := step(p1)
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for i := 0; i < int(n); i++ {
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ctl := f32.Pt(
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end, ctl = rotate(p.pen)
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2*p1.X-0.5*(p0.X+p2.X),
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p.quadTo(ctl, end)
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2*p1.Y-0.5*(p0.Y+p2.Y),
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)
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p.quadTo(ctl, p2)
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}
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}
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}
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}
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