mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
7eb32360e5
Signed-off-by: Sebastien Binet <s@sbinet.org>
551 lines
13 KiB
Go
551 lines
13 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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// Most of the algorithms to compute strokes and their offsets have been
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// extracted, adapted from (and used as a reference implementation):
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// - github.com/tdewolff/canvas (Licensed under MIT)
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//
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// These algorithms have been implemented from:
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// Fast, precise flattening of cubic Bézier path and offset curves
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// Thomas F. Hain, et al.
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//
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// An electronic version is available at:
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// https://seant23.files.wordpress.com/2010/11/fastpreciseflatteningofbeziercurve.pdf
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//
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// Possible improvements (in term of speed and/or accuracy) on these
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// algorithms are:
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//
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// - Polar Stroking: New Theory and Methods for Stroking Paths,
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// M. Kilgard
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// https://arxiv.org/pdf/2007.00308.pdf
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//
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// - https://raphlinus.github.io/graphics/curves/2019/12/23/flatten-quadbez.html
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// R. Levien
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package gpu
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import (
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"math"
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"gioui.org/f32"
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"gioui.org/internal/ops"
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"gioui.org/op"
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"gioui.org/op/clip"
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)
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type strokeQuad struct {
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contour uint32
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quad ops.Quad
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}
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type strokeState struct {
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p0, p1 f32.Point // p0 is the start point, p1 the end point.
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n0, n1 f32.Point // n0 is the normal vector at the start point, n1 at the end point.
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r0, r1 float32 // r0 is the curvature at the start point, r1 at the end point.
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ctl f32.Point // ctl is the control point of the quadratic Bézier segment.
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}
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type strokeQuads []strokeQuad
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func (qs *strokeQuads) pen() f32.Point {
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return (*qs)[len(*qs)-1].quad.To
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}
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func (qs *strokeQuads) lineTo(pt f32.Point) {
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end := qs.pen()
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*qs = append(*qs, strokeQuad{
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quad: ops.Quad{
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From: end,
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Ctrl: end.Add(pt).Mul(0.5),
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To: pt,
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},
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})
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}
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func (qs *strokeQuads) arc(f1, f2 f32.Point, angle float32) {
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var (
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p clip.Path
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o = new(op.Ops)
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)
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p.Begin(o)
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p.Move(qs.pen())
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beg := len(o.Data())
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p.Arc(f1, f2, angle)
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end := len(o.Data())
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raw := o.Data()[beg:end]
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for qi := 0; len(raw) >= (ops.QuadSize + 4); qi++ {
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quad := ops.DecodeQuad(raw[4:])
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raw = raw[ops.QuadSize+4:]
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*qs = append(*qs, strokeQuad{
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quad: quad,
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})
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}
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}
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// split splits a slice of quads into slices of quads grouped
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// by contours (ie: splitted at move-to boundaries).
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func (qs strokeQuads) split() []strokeQuads {
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if len(qs) == 0 {
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return nil
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}
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var (
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c uint32
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o []strokeQuads
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i = len(o)
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)
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for _, q := range qs {
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if q.contour != c {
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c = q.contour
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i = len(o)
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o = append(o, strokeQuads{})
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}
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o[i] = append(o[i], q)
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}
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return o
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}
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func (qs strokeQuads) stroke(width float32, sty clip.StrokeStyle) strokeQuads {
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var (
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o strokeQuads
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hw = 0.5 * width
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)
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for _, ps := range qs.split() {
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rhs, lhs := ps.offset(hw, sty)
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switch lhs {
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case nil:
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o = o.append(rhs)
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default:
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// Closed path.
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// Inner path should go opposite direction to cancel outer path.
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switch {
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case ps.ccw():
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lhs = lhs.reverse()
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o = o.append(rhs)
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o = o.append(lhs)
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default:
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rhs = rhs.reverse()
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o = o.append(lhs)
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o = o.append(rhs)
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}
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}
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}
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return o
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}
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// offset returns the right-hand and left-hand sides of the path, offset by
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// the half-width hw.
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// The stroke style sty handles how segments are joined and ends are capped.
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func (qs strokeQuads) offset(hw float32, sty clip.StrokeStyle) (rhs, lhs strokeQuads) {
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var (
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states []strokeState
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beg = qs[0].quad.From
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end = qs[len(qs)-1].quad.To
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closed = beg == end
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)
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for i := range qs {
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q := qs[i].quad
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var (
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n0 = strokePathNorm(q.From, q.Ctrl, q.To, 0, hw)
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n1 = strokePathNorm(q.From, q.Ctrl, q.To, 1, hw)
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r0 = strokePathCurv(q.From, q.Ctrl, q.To, 0)
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r1 = strokePathCurv(q.From, q.Ctrl, q.To, 1)
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)
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states = append(states, strokeState{
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p0: q.From,
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p1: q.To,
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n0: n0,
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n1: n1,
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r0: r0,
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r1: r1,
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ctl: q.Ctrl,
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})
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}
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const tolerance = 0.01
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for i, state := range states {
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rhs = rhs.append(strokeQuadBezier(state, +hw, tolerance))
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lhs = lhs.append(strokeQuadBezier(state, -hw, tolerance))
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// join the current and next segments
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if hasNext := i+1 < len(states); hasNext || closed {
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var next strokeState
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switch {
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case hasNext:
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next = states[i+1]
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case closed:
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next = states[0]
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}
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if state.n1 != next.n0 {
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strokePathJoin(sty, &rhs, &lhs, hw, state.p1, state.n1, next.n0, state.r1, next.r0)
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}
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}
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}
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if closed {
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rhs.close()
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lhs.close()
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return rhs, lhs
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}
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qbeg := &states[0]
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qend := &states[len(states)-1]
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// Default to counter-clockwise direction.
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lhs = lhs.reverse()
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strokePathCap(sty, &rhs, hw, qend.p1, qend.n1)
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rhs = rhs.append(lhs)
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strokePathCap(sty, &rhs, hw, qbeg.p0, qbeg.n0.Mul(-1))
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rhs.close()
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return rhs, nil
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}
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func (qs *strokeQuads) close() {
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}
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// ccw returns whether the path is counter-clockwise.
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func (qs strokeQuads) ccw() bool {
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// Use the Shoelace formula:
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// https://en.wikipedia.org/wiki/Shoelace_formula
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var area float32
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for _, ps := range qs.split() {
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for i := 1; i < len(ps); i++ {
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pi := ps[i].quad.To
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pj := ps[i-1].quad.To
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area += (pi.X - pj.X) * (pi.Y + pj.Y)
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}
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}
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return area <= 0.0
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}
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func (qs strokeQuads) reverse() strokeQuads {
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if len(qs) == 0 {
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return nil
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}
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ps := make(strokeQuads, 0, len(qs))
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for i := range qs {
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q := qs[len(qs)-1-i]
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q.quad.To, q.quad.From = q.quad.From, q.quad.To
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ps = append(ps, q)
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}
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return ps
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}
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func (qs strokeQuads) append(ps strokeQuads) strokeQuads {
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switch {
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case len(ps) == 0:
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return qs
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case len(qs) == 0:
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return ps
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}
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return append(qs, ps...)
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}
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// strokePathNorm returns the normal vector at t.
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func strokePathNorm(p0, p1, p2 f32.Point, t, d float32) f32.Point {
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switch t {
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case 0:
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n := p1.Sub(p0)
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if n.X == 0 && n.Y == 0 {
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return f32.Point{}
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}
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n = rot90CW(n)
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return normPt(n, d)
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case 1:
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n := p2.Sub(p1)
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if n.X == 0 && n.Y == 0 {
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return f32.Point{}
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}
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n = rot90CW(n)
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return normPt(n, d)
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}
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panic("impossible")
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}
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func rot90CW(p f32.Point) f32.Point { return f32.Pt(+p.Y, -p.X) }
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func rot90CCW(p f32.Point) f32.Point { return f32.Pt(-p.Y, +p.X) }
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// cosPt returns the cosine of the opening angle between p and q.
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func cosPt(p, q f32.Point) float32 {
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np := math.Hypot(float64(p.X), float64(p.Y))
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nq := math.Hypot(float64(q.X), float64(q.Y))
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return dotPt(p, q) / float32(np*nq)
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}
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func normPt(p f32.Point, l float32) f32.Point {
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d := math.Hypot(float64(p.X), float64(p.Y))
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l64 := float64(l)
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if math.Abs(d-l64) < 1e-10 {
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return f32.Point{}
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}
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n := float32(l64 / d)
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return f32.Point{X: p.X * n, Y: p.Y * n}
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}
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func dotPt(p, q f32.Point) float32 {
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return p.X*q.X + p.Y*q.Y
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}
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func perpDot(p, q f32.Point) float32 {
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return p.X*q.Y - p.Y*q.X
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}
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// strokePathCurv returns the curvature at t, along the quadratic Bézier
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// curve defined by the triplet (beg, ctl, end).
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func strokePathCurv(beg, ctl, end f32.Point, t float32) float32 {
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var (
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d1p = quadBezierD1(beg, ctl, end, t)
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d2p = quadBezierD2(beg, ctl, end, t)
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// Negative when bending right, ie: the curve is CW at this point.
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a = float64(perpDot(d1p, d2p))
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)
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// We check early that the segment isn't too line-like and
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// save a costly call to math.Pow that will be discarded by dividing
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// with a too small 'a'.
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if math.Abs(a) < 1e-10 {
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return float32(math.NaN())
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}
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return float32(math.Pow(float64(d1p.X*d1p.X+d1p.Y*d1p.Y), 1.5) / a)
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}
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// quadBezierSample returns the point on the Bézier curve at t.
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// B(t) = (1-t)^2 P0 + 2(1-t)t P1 + t^2 P2
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func quadBezierSample(p0, p1, p2 f32.Point, t float32) f32.Point {
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t1 := 1 - t
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c0 := t1 * t1
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c1 := 2 * t1 * t
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c2 := t * t
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o := p0.Mul(c0)
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o = o.Add(p1.Mul(c1))
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o = o.Add(p2.Mul(c2))
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return o
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}
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// quadBezierD1 returns the first derivative of the Bézier curve with respect to t.
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// B'(t) = 2(1-t)(P1 - P0) + 2t(P2 - P1)
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func quadBezierD1(p0, p1, p2 f32.Point, t float32) f32.Point {
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p10 := p1.Sub(p0).Mul(2 * (1 - t))
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p21 := p2.Sub(p1).Mul(2 * t)
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return p10.Add(p21)
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}
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// quadBezierD2 returns the second derivative of the Bézier curve with respect to t:
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// B''(t) = 2(P2 - 2P1 + P0)
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func quadBezierD2(p0, p1, p2 f32.Point, t float32) f32.Point {
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p := p2.Sub(p1.Mul(2)).Add(p0)
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return p.Mul(2)
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}
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func strokeQuadBezier(state strokeState, d, flatness float32) strokeQuads {
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// Gio strokes are only quadratic Bézier curves, w/o any inflection point.
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// So we just have to flatten them.
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var qs strokeQuads
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return flattenQuadBezier(qs, state.p0, state.ctl, state.p1, d, flatness)
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}
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// flattenQuadBezier splits a Bézier quadratic curve into linear sub-segments,
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// themselves also encoded as Bézier (degenerate, flat) quadratic curves.
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func flattenQuadBezier(qs strokeQuads, p0, p1, p2 f32.Point, d, flatness float32) strokeQuads {
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var t float32
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for t < 1 {
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s2 := float64((p2.X-p0.X)*(p1.Y-p0.Y) - (p2.Y-p0.Y)*(p1.X-p0.X))
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den := math.Hypot(float64(p1.X-p0.X), float64(p1.Y-p0.Y))
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if s2*den == 0.0 {
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break
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}
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s2 /= den
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flat64 := float64(flatness)
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t = 2.0 * float32(math.Sqrt(flat64/3.0/math.Abs(s2)))
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if t >= 1.0 {
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break
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}
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var q0, q1, q2 f32.Point
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q0, q1, q2, p0, p1, p2 = quadBezierSplit(p0, p1, p2, t)
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qs.addLine(q0, q1, q2, 0, d)
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}
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qs.addLine(p0, p1, p2, 1, d)
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return qs
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}
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func (qs *strokeQuads) addLine(p0, ctrl, p1 f32.Point, t, d float32) {
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p0 = p0.Add(strokePathNorm(p0, ctrl, p1, 0, d))
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p1 = p1.Add(strokePathNorm(p0, ctrl, p1, 1, d))
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*qs = append(*qs,
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strokeQuad{
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quad: ops.Quad{
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From: p0,
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Ctrl: p0.Add(p1).Mul(0.5),
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To: p1,
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},
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},
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)
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}
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// quadInterp returns the interpolated point at t.
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func quadInterp(p, q f32.Point, t float32) f32.Point {
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return f32.Pt(
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(1-t)*p.X+t*q.X,
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(1-t)*p.Y+t*q.Y,
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)
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}
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// quadBezierSplit returns the pair of triplets (from,ctrl,to) Bézier curve,
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// split before (resp. after) the provided parametric t value.
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func quadBezierSplit(p0, p1, p2 f32.Point, t float32) (f32.Point, f32.Point, f32.Point, f32.Point, f32.Point, f32.Point) {
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var (
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b0 = p0
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b1 = quadInterp(p0, p1, t)
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b2 = quadBezierSample(p0, p1, p2, t)
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a0 = b2
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a1 = quadInterp(p1, p2, t)
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a2 = p2
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)
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return b0, b1, b2, a0, a1, a2
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}
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// strokePathJoin joins the two paths rhs and lhs, according to the provided
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// stroke style sty.
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func strokePathJoin(sty clip.StrokeStyle, rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
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if sty.Miter > 0 {
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strokePathMiterJoin(sty, rhs, lhs, hw, pivot, n0, n1, r0, r1)
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return
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}
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switch sty.Join {
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case clip.BevelJoin:
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strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
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case clip.RoundJoin:
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strokePathRoundJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
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default:
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panic("impossible")
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}
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}
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func strokePathBevelJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
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rp := pivot.Add(n1)
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lp := pivot.Sub(n1)
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rhs.lineTo(rp)
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lhs.lineTo(lp)
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}
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func strokePathRoundJoin(rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
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rp := pivot.Add(n1)
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lp := pivot.Sub(n1)
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cw := dotPt(rot90CW(n0), n1) >= 0.0
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switch {
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case cw:
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// Path bends to the right, ie. CW (or 180 degree turn).
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c := pivot.Sub(lhs.pen())
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angle := -math.Acos(float64(cosPt(n0, n1)))
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lhs.arc(c, c, float32(angle))
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lhs.lineTo(lp) // Add a line to accomodate for rounding errors.
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rhs.lineTo(rp)
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default:
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// Path bends to the left, ie. CCW.
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angle := math.Acos(float64(cosPt(n0, n1)))
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c := pivot.Sub(rhs.pen())
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rhs.arc(c, c, float32(angle))
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rhs.lineTo(rp) // Add a line to accomodate for rounding errors.
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lhs.lineTo(lp)
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}
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}
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func strokePathMiterJoin(sty clip.StrokeStyle, rhs, lhs *strokeQuads, hw float32, pivot, n0, n1 f32.Point, r0, r1 float32) {
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if n0 == n1.Mul(-1) {
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strokePathBevelJoin(rhs, lhs, hw, pivot, n0, n1, r0, r1)
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return
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}
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// This is to handle nearly linear joints that would be clipped otherwise.
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limit := math.Max(float64(sty.Miter), 1.001)
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cw := dotPt(rot90CW(n0), n1) >= 0.0
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if cw {
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// hw is used to calculate |R|.
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// When running CW, n0 and n1 point the other way,
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// 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) {
|
|
sty.Miter = 0 // Set miter to zero to disable the miter joint.
|
|
strokePathJoin(sty, 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 style sty.
|
|
func strokePathCap(sty clip.StrokeStyle, qs *strokeQuads, hw float32, pivot, n0 f32.Point) {
|
|
switch sty.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)
|
|
}
|