mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 07:35:40 +00:00
ae256b5be8
Signed-off-by: Sebastien Binet <s@sbinet.org>
360 lines
9.3 KiB
Go
360 lines
9.3 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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package clip
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import (
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"encoding/binary"
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"image"
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"math"
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"gioui.org/f32"
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"gioui.org/internal/opconst"
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"gioui.org/internal/ops"
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"gioui.org/op"
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)
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// Path constructs a Op clip path described by lines and
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// Bézier curves, where drawing outside the Path is discarded.
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// The inside-ness of a pixel is determines by the even-odd rule,
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// similar to the SVG rule of the same name.
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//
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// Path generates no garbage and can be used for dynamic paths; path
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// data is stored directly in the Ops list supplied to Begin.
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type Path struct {
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ops *op.Ops
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contour int
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pen f32.Point
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macro op.MacroOp
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start f32.Point
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}
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// Pos returns the current pen position.
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func (p *Path) Pos() f32.Point { return p.pen }
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// Op sets the current clip to the intersection of
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// the existing clip with this clip.
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//
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// If you need to reset the clip to its previous values after
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// applying a Op, use op.StackOp.
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type Op struct {
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call op.CallOp
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bounds image.Rectangle
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width float32 // Width of the stroked path, 0 for outline paths.
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style StrokeStyle // Style of the stroked path, zero for outline paths.
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}
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func (p Op) Add(o *op.Ops) {
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p.call.Add(o)
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data := o.Write(opconst.TypeClipLen)
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data[0] = byte(opconst.TypeClip)
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bo := binary.LittleEndian
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bo.PutUint32(data[1:], uint32(p.bounds.Min.X))
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bo.PutUint32(data[5:], uint32(p.bounds.Min.Y))
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bo.PutUint32(data[9:], uint32(p.bounds.Max.X))
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bo.PutUint32(data[13:], uint32(p.bounds.Max.Y))
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bo.PutUint32(data[17:], math.Float32bits(p.width))
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data[21] = uint8(p.style.Cap)
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}
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// Begin the path, storing the path data and final Op into ops.
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func (p *Path) Begin(ops *op.Ops) {
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p.ops = ops
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p.macro = op.Record(ops)
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// Write the TypeAux opcode
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data := ops.Write(opconst.TypeAuxLen)
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data[0] = byte(opconst.TypeAux)
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}
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// MoveTo moves the pen to the given position.
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func (p *Path) Move(to f32.Point) {
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to = to.Add(p.pen)
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p.end()
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p.pen = to
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p.start = to
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}
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// end completes the current contour.
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func (p *Path) end() {
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if p.pen != p.start {
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p.lineTo(p.start)
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}
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p.contour++
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}
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// Line moves the pen by the amount specified by delta, recording a line.
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func (p *Path) Line(delta f32.Point) {
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to := delta.Add(p.pen)
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p.lineTo(to)
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}
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func (p *Path) lineTo(to f32.Point) {
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// Model lines as degenerate quadratic Béziers.
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p.quadTo(to.Add(p.pen).Mul(.5), to)
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}
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// Quad records a quadratic Bézier from the pen to end
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// with the control point ctrl.
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func (p *Path) Quad(ctrl, to f32.Point) {
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ctrl = ctrl.Add(p.pen)
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to = to.Add(p.pen)
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p.quadTo(ctrl, to)
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}
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func (p *Path) quadTo(ctrl, to f32.Point) {
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data := p.ops.Write(ops.QuadSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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ops.EncodeQuad(data[4:], ops.Quad{
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From: p.pen,
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Ctrl: ctrl,
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To: to,
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})
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p.pen = to
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}
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// Arc adds an elliptical arc to the path. The implied ellipse is defined
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// by its focus points f1 and f2.
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// The arc starts in the current point and ends angle radians along the ellipse boundary.
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// The sign of angle determines the direction; positive being counter-clockwise,
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// negative clockwise.
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func (p *Path) Arc(f1, f2 f32.Point, angle float32) {
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f1 = f1.Add(p.pen)
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f2 = f2.Add(p.pen)
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c, rx, ry, beg, alpha := arcFrom(f1, f2, p.pen)
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p.arc(alpha, c, rx, ry, beg, float64(angle))
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}
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func dist(p1, p2 f32.Point) float64 {
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var (
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x1 = float64(p1.X)
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y1 = float64(p1.Y)
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x2 = float64(p2.X)
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y2 = float64(p2.Y)
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dx = x2 - x1
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dy = y2 - y1
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)
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return math.Hypot(dx, dy)
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}
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func arcFrom(f1, f2, p f32.Point) (c f32.Point, rx, ry, start, alpha float64) {
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c = f32.Point{
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X: 0.5 * (f1.X + f2.X),
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Y: 0.5 * (f1.Y + f2.Y),
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}
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// semi-major axis: 2a = |PF1| + |PF2|
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a := 0.5 * (dist(f1, p) + dist(f2, p))
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// semi-minor axis: c^2 = a^2+b^2 (c: focal distance)
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f := dist(f1, c)
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b := math.Sqrt(a*a - f*f)
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switch {
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case a > b:
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rx = a
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ry = b
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default:
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rx = b
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ry = a
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}
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var x float64
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switch {
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case f1 == c || f2 == c:
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// degenerate case of a circle.
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alpha = 0
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default:
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switch {
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case f1.X > c.X:
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x = float64(f1.X - c.X)
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alpha = math.Acos(x / f)
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case f1.X < c.X:
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x = float64(f2.X - c.X)
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alpha = math.Acos(x / f)
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case f1.X == c.X:
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// special case of a "vertical" ellipse.
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alpha = math.Pi / 2
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if f1.Y < c.Y {
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alpha = -alpha
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}
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}
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}
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start = math.Acos(float64(p.X-c.X) / dist(c, p))
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if c.Y > p.Y {
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start = -start
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}
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start -= alpha
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return c, rx, ry, start, alpha
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}
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// arc records an elliptical arc centered at c, with radii rx and ry,
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// starting at angle beg and stopping at end, in radians.
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//
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// The math is extracted from the following paper:
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// "Drawing an elliptical arc using polylines, quadratic or
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// cubic Bezier curves", L. Maisonobe
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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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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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θ = delta / n
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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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inv f32.Affine2D // transform from ellipse-based frame to absolute one
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)
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ref = ref.Offset(f32.Point{}.Sub(c))
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ref = ref.Rotate(f32.Point{}, float32(-alpha))
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ref = ref.Scale(f32.Point{}, f32.Point{
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X: float32(1 / rx),
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Y: float32(1 / ry),
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})
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inv = ref.Invert()
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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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// matrix once and apply for each segment.
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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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// Finally, transform back into the original frame.
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step := func(p f32.Point) f32.Point {
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q := ref.Transform(p)
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q = rot.Transform(q)
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q = inv.Transform(q)
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return q
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}
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for i := 0; i < n; i++ {
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p0 := p.pen
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p1 := step(p0)
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p2 := step(p1)
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ctl := f32.Pt(
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2*p1.X-0.5*(p0.X+p2.X),
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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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// Cube records a cubic Bézier from the pen through
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// two control points ending in to.
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func (p *Path) Cube(ctrl0, ctrl1, to f32.Point) {
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ctrl0 = ctrl0.Add(p.pen)
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ctrl1 = ctrl1.Add(p.pen)
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to = to.Add(p.pen)
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// Set the maximum distance proportionally to the longest side
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// of the bounding rectangle.
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hull := f32.Rectangle{
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Min: p.pen,
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Max: ctrl0,
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}.Canon().Add(ctrl1).Add(to)
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l := hull.Dx()
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if h := hull.Dy(); h > l {
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l = h
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}
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p.approxCubeTo(0, l*0.001, ctrl0, ctrl1, to)
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}
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// approxCube approximates a cubic Bézier by a series of quadratic
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// curves.
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func (p *Path) approxCubeTo(splits int, maxDist float32, ctrl0, ctrl1, to f32.Point) int {
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// The idea is from
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// https://caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
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// where a quadratic approximates a cubic by eliminating its t³ term
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// from its polynomial expression anchored at the starting point:
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//
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// P(t) = pen + 3t(ctrl0 - pen) + 3t²(ctrl1 - 2ctrl0 + pen) + t³(to - 3ctrl1 + 3ctrl0 - pen)
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//
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// The control point for the new quadratic Q1 that shares starting point, pen, with P is
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//
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// C1 = (3ctrl0 - pen)/2
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//
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// The reverse cubic anchored at the end point has the polynomial
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//
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// P'(t) = to + 3t(ctrl1 - to) + 3t²(ctrl0 - 2ctrl1 + to) + t³(pen - 3ctrl0 + 3ctrl1 - to)
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//
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// The corresponding quadratic Q2 that shares the end point, to, with P has control
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// point
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//
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// C2 = (3ctrl1 - to)/2
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//
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// The combined quadratic Bézier, Q, shares both start and end points with its cubic
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// and use the midpoint between the two curves Q1 and Q2 as control point:
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//
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// C = (3ctrl0 - pen + 3ctrl1 - to)/4
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c := ctrl0.Mul(3).Sub(p.pen).Add(ctrl1.Mul(3)).Sub(to).Mul(1.0 / 4.0)
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const maxSplits = 32
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if splits >= maxSplits {
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p.quadTo(c, to)
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return splits
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}
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// The maximum distance between the cubic P and its approximation Q given t
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// can be shown to be
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//
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// d = sqrt(3)/36*|to - 3ctrl1 + 3ctrl0 - pen|
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//
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// To save a square root, compare d² with the squared tolerance.
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v := to.Sub(ctrl1.Mul(3)).Add(ctrl0.Mul(3)).Sub(p.pen)
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d2 := (v.X*v.X + v.Y*v.Y) * 3 / (36 * 36)
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if d2 <= maxDist*maxDist {
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p.quadTo(c, to)
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return splits
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}
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// De Casteljau split the curve and approximate the halves.
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t := float32(0.5)
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c0 := p.pen.Add(ctrl0.Sub(p.pen).Mul(t))
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c1 := ctrl0.Add(ctrl1.Sub(ctrl0).Mul(t))
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c2 := ctrl1.Add(to.Sub(ctrl1).Mul(t))
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c01 := c0.Add(c1.Sub(c0).Mul(t))
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c12 := c1.Add(c2.Sub(c1).Mul(t))
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c0112 := c01.Add(c12.Sub(c01).Mul(t))
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splits++
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splits = p.approxCubeTo(splits, maxDist, c0, c01, c0112)
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splits = p.approxCubeTo(splits, maxDist, c12, c2, to)
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return splits
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}
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// Outline closes the path and returns a clip operation that represents it.
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func (p *Path) Outline() Op {
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p.end()
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c := p.macro.Stop()
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return Op{
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call: c,
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}
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}
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// Stroke returns a stroked path with the specified width
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// and configuration.
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// If the provided width is <= 0, the path won't be stroked.
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func (p *Path) Stroke(width float32, sty StrokeStyle) Op {
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if width <= 0 {
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// Explicitly discard the macro to ignore the path.
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p.macro.Stop()
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return Op{
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call: op.Record(p.ops).Stop(),
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}
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}
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c := p.macro.Stop()
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return Op{
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call: c,
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width: width,
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style: sty,
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}
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}
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// Rect represents the clip area of a pixel-aligned rectangle.
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type Rect image.Rectangle
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// Op returns the op for the rectangle.
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func (r Rect) Op() Op {
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return Op{bounds: image.Rectangle(r)}
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}
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// Add the clip operation.
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func (r Rect) Add(ops *op.Ops) {
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r.Op().Add(ops)
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}
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