mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-01 15:45:38 +00:00
eb9bf60b09
We're about to let clip.Path use more of the compute renderer features (lines, cubic béziers). This change prepares the gpu package for reading one of several commands types, not just the quadratic béziers of before. The old Quad type is still the basis for the stroking algorithms, but this change moves it into package gpu which is the only user. Signed-off-by: Elias Naur <mail@eliasnaur.com>
390 lines
8.0 KiB
Go
390 lines
8.0 KiB
Go
// SPDX-License-Identifier: Unlicense OR MIT
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// The algorithms to compute dashes have been extracted, adapted from
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// (and used as a reference implementation):
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// - github.com/tdewolff/canvas (Licensed under MIT)
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package gpu
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import (
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"math"
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"sort"
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"gioui.org/f32"
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)
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func isSolidLine(sty dashOp) bool {
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return sty.phase == 0 && len(sty.dashes) == 0
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}
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func (qs strokeQuads) dash(sty dashOp) strokeQuads {
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sty = dashCanonical(sty)
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switch {
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case len(sty.dashes) == 0:
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return qs
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case len(sty.dashes) == 1 && sty.dashes[0] == 0.0:
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return strokeQuads{}
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}
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if len(sty.dashes)%2 == 1 {
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// If the dash pattern is of uneven length, dash and space lengths
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// alternate. The following duplicates the pattern so that uneven
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// indices are always spaces.
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sty.dashes = append(sty.dashes, sty.dashes...)
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}
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var (
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i0, pos0 = dashStart(sty)
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out strokeQuads
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contour uint32 = 1
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)
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for _, ps := range qs.split() {
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var (
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i = i0
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pos = pos0
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t []float64
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length = ps.len()
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)
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for pos+sty.dashes[i] < length {
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pos += sty.dashes[i]
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if 0.0 < pos {
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t = append(t, float64(pos))
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}
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i++
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if i == len(sty.dashes) {
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i = 0
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}
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}
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j0 := 0
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endsInDash := i%2 == 0
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if len(t)%2 == 1 && endsInDash || len(t)%2 == 0 && !endsInDash {
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j0 = 1
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}
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var (
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qd strokeQuads
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pd = ps.splitAt(&contour, t...)
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)
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for j := j0; j < len(pd)-1; j += 2 {
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qd = qd.append(pd[j])
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}
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if endsInDash {
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if ps.closed() {
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qd = pd[len(pd)-1].append(qd)
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} else {
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qd = qd.append(pd[len(pd)-1])
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}
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}
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out = out.append(qd)
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contour++
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}
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return out
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}
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func dashCanonical(sty dashOp) dashOp {
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var (
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o = sty
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ds = o.dashes
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)
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if len(sty.dashes) == 0 {
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return sty
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}
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// Remove zeros except first and last.
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for i := 1; i < len(ds)-1; i++ {
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if f32Eq(ds[i], 0.0) {
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ds[i-1] += ds[i+1]
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ds = append(ds[:i], ds[i+2:]...)
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i--
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}
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}
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// Remove first zero, collapse with second and last.
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if f32Eq(ds[0], 0.0) {
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if len(ds) < 3 {
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return dashOp{
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phase: 0.0,
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dashes: []float32{0.0},
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}
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}
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o.phase -= ds[1]
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ds[len(ds)-1] += ds[1]
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ds = ds[2:]
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}
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// Remove last zero, collapse with fist and second to last.
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if f32Eq(ds[len(ds)-1], 0.0) {
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if len(ds) < 3 {
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return dashOp{}
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}
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o.phase += ds[len(ds)-2]
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ds[0] += ds[len(ds)-2]
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ds = ds[:len(ds)-2]
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}
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// If there are zeros or negatives, don't draw dashes.
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for i := 0; i < len(ds); i++ {
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if ds[i] < 0.0 || f32Eq(ds[i], 0.0) {
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return dashOp{
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phase: 0.0,
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dashes: []float32{0.0},
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}
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}
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}
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// Remove repeated patterns.
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loop:
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for len(ds)%2 == 0 {
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mid := len(ds) / 2
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for i := 0; i < mid; i++ {
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if !f32Eq(ds[i], ds[mid+i]) {
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break loop
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}
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}
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ds = ds[:mid]
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}
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return o
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}
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func dashStart(sty dashOp) (int, float32) {
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i0 := 0 // i0 is the index into dashes.
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for sty.dashes[i0] <= sty.phase {
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sty.phase -= sty.dashes[i0]
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i0++
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if i0 == len(sty.dashes) {
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i0 = 0
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}
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}
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// pos0 may be negative if the offset lands halfway into dash.
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pos0 := -sty.phase
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if sty.phase < 0.0 {
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var sum float32
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for _, d := range sty.dashes {
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sum += d
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}
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pos0 = -(sum + sty.phase) // handle negative offsets
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}
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return i0, pos0
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}
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func (qs strokeQuads) len() float32 {
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var sum float32
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for i := range qs {
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q := qs[i].quad
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sum += quadBezierLen(q.From, q.Ctrl, q.To)
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}
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return sum
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}
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// splitAt splits the path into separate paths at the specified intervals
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// along the path.
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// splitAt updates the provided contour counter as it splits the segments.
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func (qs strokeQuads) splitAt(contour *uint32, ts ...float64) []strokeQuads {
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if len(ts) == 0 {
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qs.setContour(*contour)
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return []strokeQuads{qs}
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}
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sort.Float64s(ts)
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if ts[0] == 0 {
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ts = ts[1:]
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}
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var (
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j int // index into ts
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t float64 // current position along curve
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)
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var oo []strokeQuads
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var oi strokeQuads
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push := func() {
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oo = append(oo, oi)
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oi = nil
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}
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for _, ps := range qs.split() {
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for _, q := range ps {
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if j == len(ts) {
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oi = append(oi, q)
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continue
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}
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speed := func(t float64) float64 {
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return float64(lenPt(quadBezierD1(q.quad.From, q.quad.Ctrl, q.quad.To, float32(t))))
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}
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invL, dt := invSpeedPolynomialChebyshevApprox(20, gaussLegendre7, speed, 0, 1)
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var (
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t0 float64
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r0 = q.quad.From
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r1 = q.quad.Ctrl
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r2 = q.quad.To
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// from keeps track of the start of the 'running' segment.
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from = r0
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)
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for j < len(ts) && t < ts[j] && ts[j] <= t+dt {
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tj := invL(ts[j] - t)
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tsub := (tj - t0) / (1.0 - t0)
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t0 = tj
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var q1 f32.Point
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_, q1, _, r0, r1, r2 = quadBezierSplit(r0, r1, r2, float32(tsub))
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oi = append(oi, strokeQuad{
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contour: *contour,
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quad: quadSegment{
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From: from,
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Ctrl: q1,
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To: r0,
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},
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})
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push()
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(*contour)++
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from = r0
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j++
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}
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if !f64Eq(t0, 1) {
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if len(oi) > 0 {
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r0 = oi.pen()
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}
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oi = append(oi, strokeQuad{
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contour: *contour,
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quad: quadSegment{
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From: r0,
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Ctrl: r1,
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To: r2,
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},
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})
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}
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t += dt
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}
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}
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if len(oi) > 0 {
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push()
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(*contour)++
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}
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return oo
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}
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func f32Eq(a, b float32) bool {
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const epsilon = 1e-10
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return math.Abs(float64(a-b)) < epsilon
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}
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func f64Eq(a, b float64) bool {
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const epsilon = 1e-10
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return math.Abs(a-b) < epsilon
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}
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func invSpeedPolynomialChebyshevApprox(N int, gaussLegendre gaussLegendreFunc, fp func(float64) float64, tmin, tmax float64) (func(float64) float64, float64) {
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// The TODOs below are copied verbatim from tdewolff/canvas:
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//
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// TODO: find better way to determine N. For Arc 10 seems fine, for some
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// Quads 10 is too low, for Cube depending on inflection points is
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// maybe not the best indicator
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//
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// TODO: track efficiency, how many times is fp called?
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// Does a look-up table make more sense?
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fLength := func(t float64) float64 {
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return math.Abs(gaussLegendre(fp, tmin, t))
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}
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totalLength := fLength(tmax)
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t := func(L float64) float64 {
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return bisectionMethod(fLength, L, tmin, tmax)
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}
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return polynomialChebyshevApprox(N, t, 0.0, totalLength, tmin, tmax), totalLength
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}
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func polynomialChebyshevApprox(N int, f func(float64) float64, xmin, xmax, ymin, ymax float64) func(float64) float64 {
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var (
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invN = 1.0 / float64(N)
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fs = make([]float64, N)
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)
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for k := 0; k < N; k++ {
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u := math.Cos(math.Pi * (float64(k+1) - 0.5) * invN)
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fs[k] = f(xmin + 0.5*(xmax-xmin)*(u+1))
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}
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c := make([]float64, N)
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for j := 0; j < N; j++ {
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var a float64
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for k := 0; k < N; k++ {
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a += fs[k] * math.Cos(float64(j)*math.Pi*(float64(k+1)-0.5)/float64(N))
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}
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c[j] = 2 * invN * a
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}
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if ymax < ymin {
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ymin, ymax = ymax, ymin
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}
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return func(x float64) float64 {
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x = math.Min(xmax, math.Max(xmin, x))
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u := (x-xmin)/(xmax-xmin)*2 - 1
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var a float64
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for j := 0; j < N; j++ {
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a += c[j] * math.Cos(float64(j)*math.Acos(u))
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}
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y := -0.5*c[0] + a
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if !math.IsNaN(ymin) && !math.IsNaN(ymax) {
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y = math.Min(ymax, math.Max(ymin, y))
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}
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return y
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}
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}
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// bisectionMethod finds the value x for which f(x) = y in the interval x
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// in [xmin, xmax] using the bisection method.
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func bisectionMethod(f func(float64) float64, y, xmin, xmax float64) float64 {
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const (
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maxIter = 100
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tolerance = 0.001 // 0.1%
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)
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var (
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n = 0
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x float64
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tolX = math.Abs(xmax-xmin) * tolerance
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tolY = math.Abs(f(xmax)-f(xmin)) * tolerance
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)
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for {
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x = 0.5 * (xmin + xmax)
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if n >= maxIter {
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return x
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}
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dy := f(x) - y
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switch {
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case math.Abs(dy) < tolY, math.Abs(0.5*(xmax-xmin)) < tolX:
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return x
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case dy > 0:
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xmax = x
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default:
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xmin = x
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}
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n++
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}
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}
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type gaussLegendreFunc func(func(float64) float64, float64, float64) float64
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// Gauss-Legendre quadrature integration from a to b with n=7
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func gaussLegendre7(f func(float64) float64, a, b float64) float64 {
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c := 0.5 * (b - a)
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d := 0.5 * (a + b)
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Qd1 := f(-0.949108*c + d)
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Qd2 := f(-0.741531*c + d)
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Qd3 := f(-0.405845*c + d)
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Qd4 := f(d)
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Qd5 := f(0.405845*c + d)
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Qd6 := f(0.741531*c + d)
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Qd7 := f(0.949108*c + d)
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return c * (0.129485*(Qd1+Qd7) + 0.279705*(Qd2+Qd6) + 0.381830*(Qd3+Qd5) + 0.417959*Qd4)
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}
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