/* * Copyright (c) 2020 - 2023 the ThorVG project. All rights reserved. * Permission is hereby granted, free of charge, to any person obtaining a copy * of this software and associated documentation files (the "Software"), to deal * in the Software without restriction, including without limitation the rights * to use, copy, modify, merge, publish, distribute, sublicense, and/or sell * copies of the Software, and to permit persons to whom the Software is * furnished to do so, subject to the following conditions: * The above copyright notice and this permission notice shall be included in all * copies or substantial portions of the Software. * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR * IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY, * FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE * AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER * LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, * OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE * SOFTWARE. */ #include #include #include "tvgBezier.h" /************************************************************************/ /* Internal Class Implementation */ /************************************************************************/ static float _lineLength(const Point& pt1, const Point& pt2) { /* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm. With alpha = 1, beta = 3/8, giving results with the largest error less than 7% compared to the exact value. */ Point diff = {pt2.x - pt1.x, pt2.y - pt1.y}; if (diff.x < 0) diff.x = -diff.x; if (diff.y < 0) diff.y = -diff.y; return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f); } /************************************************************************/ /* External Class Implementation */ /************************************************************************/ namespace tvg { void bezSplit(const Bezier&cur, Bezier& left, Bezier& right) { auto c = (cur.ctrl1.x + cur.ctrl2.x) * 0.5f; left.ctrl1.x = (cur.start.x + cur.ctrl1.x) * 0.5f; right.ctrl2.x = (cur.ctrl2.x + cur.end.x) * 0.5f; left.start.x = cur.start.x; right.end.x = cur.end.x; left.ctrl2.x = (left.ctrl1.x + c) * 0.5f; right.ctrl1.x = (right.ctrl2.x + c) * 0.5f; left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f; c = (cur.ctrl1.y + cur.ctrl2.y) * 0.5f; left.ctrl1.y = (cur.start.y + cur.ctrl1.y) * 0.5f; right.ctrl2.y = (cur.ctrl2.y + cur.end.y) * 0.5f; left.start.y = cur.start.y; right.end.y = cur.end.y; left.ctrl2.y = (left.ctrl1.y + c) * 0.5f; right.ctrl1.y = (right.ctrl2.y + c) * 0.5f; left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f; } float bezLength(const Bezier& cur) { Bezier left, right; auto len = _lineLength(cur.start, cur.ctrl1) + _lineLength(cur.ctrl1, cur.ctrl2) + _lineLength(cur.ctrl2, cur.end); auto chord = _lineLength(cur.start, cur.end); if (fabsf(len - chord) > BEZIER_EPSILON) { bezSplit(cur, left, right); return bezLength(left) + bezLength(right); } return len; } void bezSplitLeft(Bezier& cur, float at, Bezier& left) { left.start = cur.start; left.ctrl1.x = cur.start.x + at * (cur.ctrl1.x - cur.start.x); left.ctrl1.y = cur.start.y + at * (cur.ctrl1.y - cur.start.y); left.ctrl2.x = cur.ctrl1.x + at * (cur.ctrl2.x - cur.ctrl1.x); //temporary holding spot left.ctrl2.y = cur.ctrl1.y + at * (cur.ctrl2.y - cur.ctrl1.y); //temporary holding spot cur.ctrl2.x = cur.ctrl2.x + at * (cur.end.x - cur.ctrl2.x); cur.ctrl2.y = cur.ctrl2.y + at * (cur.end.y - cur.ctrl2.y); cur.ctrl1.x = left.ctrl2.x + at * (cur.ctrl2.x - left.ctrl2.x); cur.ctrl1.y = left.ctrl2.y + at * (cur.ctrl2.y - left.ctrl2.y); left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x); left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y); left.end.x = cur.start.x = left.ctrl2.x + at * (cur.ctrl1.x - left.ctrl2.x); left.end.y = cur.start.y = left.ctrl2.y + at * (cur.ctrl1.y - left.ctrl2.y); } float bezAt(const Bezier& bz, float at) { auto len = bezLength(bz); auto biggest = 1.0f; auto smallest = 0.0f; auto t = 0.5f; //just in case to prevent an infinite loop if (at <= 0) return 0.0f; if (at >= len) return 1.0f; while (true) { auto right = bz; Bezier left; bezSplitLeft(right, t, left); len = bezLength(left); if (fabsf(len - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) { break; } if (len < at) { smallest = t; t = (t + biggest) * 0.5f; } else { biggest = t; t = (smallest + t) * 0.5f; } } return t; } void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right) { right = cur; auto t = bezAt(right, at); bezSplitLeft(right, t, left); } }