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import algorithm
import deques
import math
import types/line
import types/vector
import js/exception
import utils/opt
type
Path* = ref object
subpaths: seq[Subpath]
needsNewSubpath: bool
tempClosed: bool
PathLines* = object
lines*: seq[LineSegment]
miny*: float64
maxy*: float64
PathSegmentType = enum
SEGMENT_STRAIGHT, SEGMENT_QUADRATIC, SEGMENT_BEZIER, SEGMENT_ARC,
SEGMENT_ELLIPSE
PathSegment = object
case t: PathSegmentType
of SEGMENT_QUADRATIC:
cp: Vector2D
of SEGMENT_BEZIER:
cp0: Vector2D
cp1: Vector2D
of SEGMENT_ARC:
oa: Vector2D
r: float64
ia: bool
of SEGMENT_ELLIPSE:
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: SEGMENT_STRAIGHT)
path.addSegment(segment, p)
proc addQuadraticSegment(path: Path, cp, p: Vector2D) =
let segment = PathSegment(
t: SEGMENT_QUADRATIC,
cp: cp
)
path.addSegment(segment, p)
proc addBezierSegment(path: Path, cp0, cp1, p: Vector2D) =
let segment = PathSegment(
t: SEGMENT_BEZIER,
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: SEGMENT_ARC,
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: SEGMENT_ELLIPSE,
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
# From SerenityOS
iterator ellipseLines(p0, p1, o: Vector2D, rx, ry, theta_1, rotx,
theta_delta: float64): Line {.inline.} =
if rx > 0 and ry > 0:
var s = p0
var e = p1
var theta_1 = theta_1
var theta_delta = theta_delta
if theta_delta < 0:
swap(s, e)
theta_1 += theta_delta
theta_delta = abs(theta_delta)
# The segments are at most 1 long
let step = arctan2(1f64, max(rx, ry))
var current_point = s - o
var next_point = Vector2D()
var theta = theta_1
while theta <= theta_1 + theta_delta:
next_point.x = rx * cos(theta)
next_point.y = ry * sin(theta)
next_point = next_point.rotate(rotx)
yield Line(p0: current_point + o, p1: next_point + o)
current_point = next_point
theta += step
yield Line(p0: current_point + o, p1: e)
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 SEGMENT_STRAIGHT:
yield Line(p0: p0, p1: p1)
of SEGMENT_QUADRATIC:
let c = subpath.segments[i].cp
for line in quadraticLines(p0, p1, c):
yield line
of SEGMENT_BEZIER:
let c0 = subpath.segments[i].cp0
let c1 = subpath.segments[i].cp1
for line in bezierLines(p0, p1, c0, c1):
yield line
of SEGMENT_ARC:
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 SEGMENT_ELLIPSE:
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 err(newDOMException("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 err(newDOMException("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 err(newDOMException("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
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