mirror of
https://git.sr.ht/~eliasnaur/gio
synced 2026-07-03 08:25:34 +00:00
ee8e267d22
Signed-off-by: Egon Elbre <egonelbre@gmail.com>
338 lines
8.5 KiB
Go
338 lines
8.5 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/internal/scene"
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"gioui.org/op"
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)
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// Op represents a clip area. Op intersects the current clip area with
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// itself.
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type Op struct {
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bounds image.Rectangle
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path PathSpec
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outline bool
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stroke StrokeStyle
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dashes DashSpec
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}
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func (p Op) Add(o *op.Ops) {
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if p.path.hasSegments {
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data := o.Write(opconst.TypePathLen)
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data[0] = byte(opconst.TypePath)
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p.path.spec.Add(o)
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}
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if p.stroke.Width > 0 {
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data := o.Write(opconst.TypeStrokeLen)
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data[0] = byte(opconst.TypeStroke)
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bo := binary.LittleEndian
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bo.PutUint32(data[1:], math.Float32bits(p.stroke.Width))
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bo.PutUint32(data[5:], math.Float32bits(p.stroke.Miter))
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data[9] = uint8(p.stroke.Cap)
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data[10] = uint8(p.stroke.Join)
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}
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if p.dashes.phase != 0 || p.dashes.size > 0 {
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data := o.Write(opconst.TypeDashLen)
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data[0] = byte(opconst.TypeDash)
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bo := binary.LittleEndian
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bo.PutUint32(data[1:], math.Float32bits(p.dashes.phase))
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data[5] = p.dashes.size // FIXME(sbinet) uint16? uint32?
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p.dashes.spec.Add(o)
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}
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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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if p.outline {
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data[17] = byte(1)
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}
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}
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type PathSpec struct {
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spec op.CallOp
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// open is true if any path contour is not closed. A closed contour starts
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// and ends in the same point.
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open bool
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// hasSegments tracks whether there is more than one path segment in the path.
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hasSegments bool
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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 non-zero winding 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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open bool
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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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hasSegments bool
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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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// 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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// End returns a PathSpec ready to use in clipping operations.
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func (p *Path) End() PathSpec {
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c := p.macro.Stop()
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return PathSpec{
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spec: c,
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open: p.open || p.pen != p.start,
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hasSegments: p.hasSegments,
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}
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}
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// Move moves the pen by the amount specified by delta.
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func (p *Path) Move(delta f32.Point) {
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to := delta.Add(p.pen)
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p.MoveTo(to)
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}
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// MoveTo moves the pen to the specified absolute coordinate.
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func (p *Path) MoveTo(to f32.Point) {
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p.open = p.open || p.pen != p.start
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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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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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// LineTo moves the pen to the absolute point specified, recording a line.
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func (p *Path) LineTo(to f32.Point) {
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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ops.EncodeCommand(data[4:], scene.Line(p.pen, to, false))
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p.pen = to
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p.hasSegments = true
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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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// QuadTo records a quadratic Bézier from the pen to end
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// with the control point ctrl, with absolute coordinates.
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func (p *Path) QuadTo(ctrl, to f32.Point) {
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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ops.EncodeCommand(data[4:], scene.Quad(p.pen, ctrl, to, false))
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p.pen = to
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p.hasSegments = true
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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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p.CubeTo(p.pen.Add(ctrl0), p.pen.Add(ctrl1), p.pen.Add(to))
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}
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// CubeTo records a cubic Bézier from the pen through
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// two control points ending in to, with absolute coordinates.
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func (p *Path) CubeTo(ctrl0, ctrl1, to f32.Point) {
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if ctrl0 == p.pen && ctrl1 == p.pen && to == p.pen {
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return
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}
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data := p.ops.Write(scene.CommandSize + 4)
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bo := binary.LittleEndian
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bo.PutUint32(data[0:], uint32(p.contour))
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ops.EncodeCommand(data[4:], scene.Cubic(p.pen, ctrl0, ctrl1, to, false))
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p.pen = to
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p.hasSegments = true
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}
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// Close closes the path contour.
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func (p *Path) Close() {
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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.end()
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}
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// Outline represents the area inside of a path, according to the
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// non-zero winding rule.
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type Outline struct {
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Path PathSpec
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}
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// Op returns a clip operation representing the outline.
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func (o Outline) Op() Op {
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if o.Path.open {
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panic("not all path contours are closed")
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}
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return Op{
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path: o.Path,
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outline: true,
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}
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}
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