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MIT/X Consortium License

(C)opyright MMVI Anselm R. Garbe <garbeam at gmail dot com>
(C)opyright MMVI Sander van Dijk <a dot h dot vandijk at gmail dot com>

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.
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import std/algorithm
import std/deques
import std/math

import types/line
import types/vector
import js/domexception
import types/opt

type
  Path* = ref object
    subpaths: seq[Subpath]
    needsNewSubpath: bool
    tempClosed: bool

  PathLines* = object
    lines*: seq[LineSegment]
    miny*: float64
    maxy*: float64

  PathSegmentType = enum
    pstStraight, pstQuadratic, pstBezier, pstArc, pstEllipse

  PathSegment = object
    case t: PathSegmentType
    of pstQuadratic:
      cp: Vector2D
    of pstBezier:
      cp0: Vector2D
      cp1: Vector2D
    of pstArc:
      oa: Vector2D
      r: float64
      ia: bool
    of pstEllipse:
      oe: Vector2D
      rx: float64
      ry: float64
    else: discard

  Subpath* = object
    points: seq[Vector2D]
    segments: seq[PathSegment]
    closed: bool

proc newPath*(): Path =
  return Path(
    needsNewSubpath: true
  )

proc addSubpathAt(path: Path; p: Vector2D) =
  path.subpaths.add(Subpath(points: @[p]))

proc addSegment(path: Path; segment: PathSegment; p: Vector2D) =
  path.subpaths[^1].segments.add(segment)
  path.subpaths[^1].points.add(p)

proc addStraightSegment(path: Path; p: Vector2D) =
  let segment = PathSegment(t: pstStraight)
  path.addSegment(segment, p)

proc addQuadraticSegment(path: Path; cp, p: Vector2D) =
  let segment = PathSegment(
    t: pstQuadratic,
    cp: cp
  )
  path.addSegment(segment, p)

proc addBezierSegment(path: Path; cp0, cp1, p: Vector2D) =
  let segment = PathSegment(
    t: pstBezier,
    cp0: cp0,
    cp1: cp1
  )
  path.addSegment(segment, p)

# Goes from start tangent point to end tangent point
proc addArcSegment(path: Path; o, etan: Vector2D; r: float64; ia: bool) =
  let segment = PathSegment(
    t: pstArc,
    oa: o,
    r: r,
    ia: ia
  )
  path.addSegment(segment, etan)

proc addEllipseSegment(path: Path; o, etan: Vector2D; rx, ry: float64) =
  #TODO simplify to bezier?
  let segment = PathSegment(
    t: pstEllipse,
    oe: o,
    rx: rx,
    ry: ry
  )
  path.addSegment(segment, etan)

# https://hcklbrrfnn.files.wordpress.com/2012/08/bez.pdf
func flatEnough(a, b, c: Vector2D): bool =
  let ux = 3 * c.x - 2 * a.x - b.x
  let uy = 3 * c.y - 2 * a.y - b.y
  let vx = 3 * c.x - 2 * b.x - b.x
  let vy = 3 * c.y - 2 * b.y - b.y
  return max(ux * ux, vx * vx) + max(uy * uy, vy * vy) <= 0.02

func flatEnough(a, b, c0, c1: Vector2D): bool =
  let ux = 3 * c0.x - 2 * a.x - b.x
  let uy = 3 * c0.y - 2 * a.y - b.y
  let vx = 3 * c1.x - a.x - 2 * b.x
  let vy = 3 * c1.y - a.y - 2 * b.y
  return max(ux * ux, vx * vx) + max(uy * uy, vy * vy) <= 0.02

iterator items*(pl: PathLines): LineSegment {.inline.} =
  for line in pl.lines:
    yield line

func `[]`*(pl: PathLines; i: int): LineSegment = pl.lines[i]
func `[]`*(pl: PathLines; i: BackwardsIndex): LineSegment = pl.lines[i]
func `[]`*(pl: PathLines; s: Slice[int]): seq[LineSegment] = pl.lines[s]
func len*(pl: PathLines): int = pl.lines.len

iterator quadraticLines(a, b, c: Vector2D): Line {.inline.} =
  var points: Deque[tuple[a, b, c: Vector2D]]
  let tup = (a, b, c)
  points.addFirst(tup)
  while points.len > 2:
    let (a, b, c) = points.popFirst()
    if flatEnough(a, b, c):
      yield Line(p0: a, p1: b)
    else:
      let mid1 = (c + a) / 2
      let mid2 = (c + b) / 2
      let s = (mid1 + mid2) / 2
      points.addFirst((a, s, mid1))
      points.addFirst((s, b, mid2))

iterator bezierLines(p0, p1, c0, c1: Vector2D): Line {.inline.} =
  var points: Deque[tuple[p0, p1, c0, c1: Vector2D]]
  let tup = (p0, p1, c0, c1)
  points.addLast(tup)
  while points.len > 0:
    let (p0, p1, c0, c1) = points.popFirst()
    if flatEnough(p0, p1, c0, c1):
      yield Line(p0: p0, p1: p1)
    else:
      let mida1 = (p0 + c0) / 2
      let mida2 = (c0 + c1) / 2
      let mida3 = (c1 + p1) / 2
      let midb1 = (mida1 + mida2) / 2
      let midb2 = (mida2 + mida3) / 2
      let midc = (midb1 + midb2) / 2
      points.addLast((p0, midc, mida1, midb1))
      points.addLast((midc, p1, midb2, mida3))

# https://stackoverflow.com/a/44829356
func arcControlPoints(p1, p4, o: Vector2D): tuple[c0, c1: Vector2D] =
  let a = p1 - o
  let b = p4 - o
  let q1 = a.x * a.x + a.y * a.y
  let q2 = q1 + a.x * b.x + a.y * b.y
  let k2 = (4 / 3) * (sqrt(2 * q1 * q2) - q2) / a.cross(b)
  let c0 = o + a + Vector2D(x: -k2 * a.y, y:  k2 * a.x)
  let c1 = o + b + Vector2D(x:  k2 * b.y, y: -k2 * b.x)
  return (c0, c1)

iterator arcLines(p0, p1, o: Vector2D; r: float64; i: bool): Line {.inline.} =
  var p0 = p0
  let pp0 = p0 - o
  let pp1 = p1 - o
  var theta = pp0.innerAngle(pp1)
  if not i:
    theta = PI * 2 - theta
  while theta > 0:
    let step = if theta > PI / 2: PI / 2 else: theta
    var p1 = p0 - o
    p1 = p1.rotate(step)
    p1 += o
    let (c0, c1) = arcControlPoints(p0, p1, o)
    for line in bezierLines(p0, p1, c0, c1):
      yield line
    p0 = p1
    theta -= step

iterator lines(subpath: Subpath; i: int): Line {.inline.} =
  let p0 = subpath.points[i]
  let p1 = subpath.points[i + 1]
  case subpath.segments[i].t
  of pstStraight:
    yield Line(p0: p0, p1: p1)
  of pstQuadratic:
    let c = subpath.segments[i].cp
    for line in quadraticLines(p0, p1, c):
      yield line
  of pstBezier:
    let c0 = subpath.segments[i].cp0
    let c1 = subpath.segments[i].cp1
    for line in bezierLines(p0, p1, c0, c1):
      yield line
  of pstArc:
    let o = subpath.segments[i].oa
    let r = subpath.segments[i].r
    let i = subpath.segments[i].ia
    for line in arcLines(p0, p1, o, r, i):
      yield line
  of pstEllipse:
    discard #TODO

iterator lines*(path: Path): Line {.inline.} =
  for subpath in path.subpaths:
    assert subpath.points.len == subpath.segments.len + 1
    for i in 0 ..< subpath.segments.len:
      for line in subpath.lines(i):
        if line.p0 == line.p1:
          continue
        yield line

proc getLineSegments*(path: Path): PathLines =
  if path.subpaths.len == 0:
    return
  var miny = Inf
  var maxy = -Inf
  var segments: seq[LineSegment]
  for line in path.lines:
    let ls = LineSegment(line)
    miny = min(miny, ls.miny)
    maxy = max(maxy, ls.maxy)
    segments.add(ls)
  segments.sort(cmpLineSegmentY)
  return PathLines(
    miny: miny,
    maxy: maxy,
    lines: segments
  )

proc moveTo(path: Path; v: Vector2D) =
  path.addSubpathAt(v)
  path.needsNewSubpath = false #TODO TODO TODO ???? why here

proc beginPath*(path: Path) =
  path.subpaths.setLen(0)

proc moveTo*(path: Path; x, y: float64) =
  for v in [x, y]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return
  path.moveTo(Vector2D(x: x, y: y))

proc ensureSubpath(path: Path; x, y: float64) =
  if path.needsNewSubpath:
    path.moveTo(x, y)
    path.needsNewSubpath = false

proc closePath*(path: Path) =
  let lsp = path.subpaths[^1]
  if path.subpaths.len > 0 and (lsp.points.len > 0 or lsp.closed):
    path.subpaths[^1].closed = true
    path.addSubpathAt(path.subpaths[^1].points[0])

#TODO this is a hack, and breaks as soon as any draw command is issued
# between tempClosePath and tempOpenPath
proc tempClosePath*(path: Path) =
  if path.subpaths.len > 0 and not path.subpaths[^1].closed:
    path.subpaths[^1].closed = true
    let lsp = path.subpaths[^1]
    path.addSubpathAt(lsp.points[^1])
    path.addStraightSegment(lsp.points[0])
    path.tempClosed = true

proc tempOpenPath*(path: Path) =
  if path.tempClosed:
    path.subpaths.setLen(path.subpaths.len - 1)
    path.subpaths[^1].closed = false
    path.tempClosed = false

proc lineTo*(path: Path; x, y: float64) =
  for v in [x, y]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return
  if path.subpaths.len == 0:
    path.ensureSubpath(x, y)
  else:
    path.addStraightSegment(Vector2D(x: x, y: y))

proc quadraticCurveTo*(path: Path; cpx, cpy, x, y: float64) =
  for v in [cpx, cpy, x, y]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return
  path.ensureSubpath(cpx, cpy)
  let cp = Vector2D(x: cpx, y: cpy)
  let p = Vector2D(x: x, y: y)
  path.addQuadraticSegment(cp, p)

proc bezierCurveTo*(path: Path; cp0x, cp0y, cp1x, cp1y, x, y: float64) =
  for v in [cp0x, cp0y, cp1x, cp1y, x, y]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return
  path.ensureSubpath(cp0x, cp0y)
  let cp0 = Vector2D(x: cp0x, y: cp0y)
  let cp1 = Vector2D(x: cp1x, y: cp1y)
  let p = Vector2D(x: x, y: y)
  path.addBezierSegment(cp0, cp1, p)

proc arcTo*(path: Path; x1, y1, x2, y2, radius: float64): Err[DOMException] =
  for v in [x1, y1, x2, y2, radius]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return ok()
  if radius < 0:
    return errDOMException("Expected positive radius, but got negative",
      "IndexSizeError")
  path.ensureSubpath(x1, y1)
  #TODO this should be transformed by the inverse of the transformation matrix
  let v0 = path.subpaths[^1].points[^1]
  let v1 = Vector2D(x: x1, y: y1)
  let v2 = Vector2D(x: x2, y: y2)
  if v0.x == x1 and v0.y == y1 or x1 == x2 and y1 == y2 or radius == 0:
    path.addStraightSegment(v1)
  elif collinear(v0, v1, v2):
    path.addStraightSegment(v1)
  else:
    let pv0 = v0 - v1
    let pv2 = v2 - v1
    let tv0 = v1 + pv0 * radius * 2 / pv0.norm()
    let tv2 = v1 + pv2 * radius * 2 / pv2.norm()
    let q = -(pv0.x * tv0.x + pv0.y * tv0.y)
    let p = -(pv2.x * tv2.x + pv2.y * tv2.y)
    let cr = pv0.cross(pv2)
    let origin = Vector2D(
      x: (pv0.y * p - pv2.y * q) / cr,
      y: (pv2.x * q - pv0.x * p) / cr
    )
    path.addStraightSegment(tv0)
    path.addArcSegment(origin, tv2, radius, true) #TODO always inner?
  return ok()

func resolveEllipsePoint(o: Vector2D; angle, radiusX, radiusY,
    rotation: float64): Vector2D =
  # Stolen from SerenityOS
  let tanrel = tan(angle)
  let tan2 = tanrel * tanrel
  let ab = radiusX * radiusY
  let a2 = radiusX * radiusX
  let b2 = radiusY * radiusY
  let sq = sqrt(b2 + a2 * tan2)
  let sn = if cos(angle) >= 0: 1f64 else: -1f64
  let relx = ab / sq * sn
  let rely = ab * tanrel / sq * sn
  return Vector2D(x: relx, y: rely).rotate(rotation) + o

proc arc*(path: Path; x, y, radius, startAngle, endAngle: float64;
    counterclockwise: bool): Err[DOMException] =
  for v in [x, y, radius, startAngle, endAngle]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return ok()
  if radius < 0:
    return errDOMException("Expected positive radius, but got negative",
      "IndexSizeError")
  let o = Vector2D(x: x, y: y)
  var s = resolveEllipsePoint(o, startAngle, radius, radius, 0)
  var e = resolveEllipsePoint(o, endAngle, radius, radius, 0)
  if counterclockwise:
    let tmp = s
    e = s
    s = tmp
  if path.subpaths.len > 0:
    path.addStraightSegment(s)
  else:
    path.moveTo(s)
  path.addArcSegment(o, e, radius, abs(startAngle - endAngle) < PI)
  return ok()

proc ellipse*(path: Path; x, y, radiusX, radiusY, rotation, startAngle,
    endAngle: float64; counterclockwise: bool): Err[DOMException] =
  for v in [x, y, radiusX, radiusY, rotation, startAngle, endAngle]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return ok()
  if radiusX < 0 or radiusY < 0:
    return errDOMException("Expected positive radius, but got negative",
      "IndexSizeError")
  let o = Vector2D(x: x, y: y)
  var s = resolveEllipsePoint(o, startAngle, radiusX, radiusY, rotation)
  var e = resolveEllipsePoint(o, endAngle, radiusX, radiusY, rotation)
  if counterclockwise:
    let tmp = s
    e = s
    s = tmp
  if path.subpaths.len > 0:
    path.addStraightSegment(s)
  else:
    path.moveTo(s)
  path.addEllipseSegment(o, e, radiusX, radiusY)
  return ok()

proc rect*(path: Path; x, y, w, h: float64) =
  for v in [x, y, w, h]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return
  path.addSubpathAt(Vector2D(x: x, y: y))
  path.addStraightSegment(Vector2D(x: x + w, y: y))
  path.addStraightSegment(Vector2D(x: x + w, y: y + h))
  path.addStraightSegment(Vector2D(x: x, y: y + h))
  path.addStraightSegment(Vector2D(x: x, y: y))
  path.addSubpathAt(Vector2D(x: x, y: y))

proc roundRect*(path: Path; x, y, w, h, radii: float64) =
  for v in [x, y, w, h]:
    if classify(v) in {fcInf, fcNegInf, fcNan}:
      return
  #TODO implement
  path.rect(x, y, w, h) # :P