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paths.go
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/
paths.go
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package canvas
import (
"math"
"github.com/tfriedel6/canvas/backend/backendbase"
)
// BeginPath clears the current path and starts a new one
func (cv *Canvas) BeginPath() {
if cv.path.p == nil {
cv.path.p = make([]pathPoint, 0, 100)
}
cv.path.p = cv.path.p[:0]
}
func isSamePoint(a, b backendbase.Vec, maxDist float64) bool {
return math.Abs(b[0]-a[0]) <= maxDist && math.Abs(b[1]-a[1]) <= maxDist
}
// MoveTo adds a gap and moves the end of the path to x/y
func (cv *Canvas) MoveTo(x, y float64) {
tf := cv.tf(backendbase.Vec{x, y})
cv.path.MoveTo(tf[0], tf[1])
}
// LineTo adds a line to the end of the path
func (cv *Canvas) LineTo(x, y float64) {
tf := cv.tf(backendbase.Vec{x, y})
cv.path.LineTo(tf[0], tf[1])
}
// Arc adds a circle segment to the end of the path. x/y is the center, radius
// is the radius, startAngle and endAngle are angles in radians, anticlockwise
// means that the line is added anticlockwise
func (cv *Canvas) Arc(x, y, radius, startAngle, endAngle float64, anticlockwise bool) {
ax, ay := math.Sincos(startAngle)
startAngle2 := backendbase.Vec{ay, ax}.MulMat2(cv.state.transform.Mat2()).Atan2()
endAngle2 := startAngle2 + (endAngle - startAngle)
cv.path.arc(x, y, radius, startAngle2, endAngle2, anticlockwise, cv.state.transform, false)
}
// ArcTo adds to the current path by drawing a line toward x1/y1 and a circle
// segment of a radius given by the radius parameter. The circle touches the
// lines from the end of the path to x1/y1, and from x1/y1 to x2/y2. The line
// will only go to where the circle segment would touch the latter line
func (cv *Canvas) ArcTo(x1, y1, x2, y2, radius float64) {
cv.path.arcTo(x1, y1, x2, y2, radius, cv.state.transform, false)
}
// QuadraticCurveTo adds a quadratic curve to the path. It uses the current end
// point of the path, x1/y1 defines the curve, and x2/y2 is the end point
func (cv *Canvas) QuadraticCurveTo(x1, y1, x2, y2 float64) {
tf1 := cv.tf(backendbase.Vec{x1, y1})
tf2 := cv.tf(backendbase.Vec{x2, y2})
cv.path.QuadraticCurveTo(tf1[0], tf1[1], tf2[0], tf2[1])
}
// BezierCurveTo adds a bezier curve to the path. It uses the current end point
// of the path, x1/y1 and x2/y2 define the curve, and x3/y3 is the end point
func (cv *Canvas) BezierCurveTo(x1, y1, x2, y2, x3, y3 float64) {
tf1 := cv.tf(backendbase.Vec{x1, y1})
tf2 := cv.tf(backendbase.Vec{x2, y2})
tf3 := cv.tf(backendbase.Vec{x3, y3})
cv.path.BezierCurveTo(tf1[0], tf1[1], tf2[0], tf2[1], tf3[0], tf3[1])
}
// Ellipse adds an ellipse segment to the end of the path. x/y is the center,
// radiusX is the major axis radius, radiusY is the minor axis radius,
// rotation is the rotation of the ellipse in radians, startAngle and endAngle
// are angles in radians, and anticlockwise means that the line is added
// anticlockwise
func (cv *Canvas) Ellipse(x, y, radiusX, radiusY, rotation, startAngle, endAngle float64, anticlockwise bool) {
tf := cv.tf(backendbase.Vec{x, y})
ax, ay := math.Sincos(startAngle)
startAngle2 := backendbase.Vec{ay, ax}.MulMat2(cv.state.transform.Mat2()).Atan2()
endAngle2 := startAngle2 + (endAngle - startAngle)
cv.path.Ellipse(tf[0], tf[1], radiusX, radiusY, rotation, startAngle2, endAngle2, anticlockwise)
}
// ClosePath closes the path to the beginning of the path or the last point
// from a MoveTo call
func (cv *Canvas) ClosePath() {
cv.path.ClosePath()
}
// Stroke uses the current StrokeStyle to draw the current path
func (cv *Canvas) Stroke() {
cv.strokePath(&cv.path, cv.state.transform, cv.state.transform.Invert(), true)
}
// StrokePath uses the current StrokeStyle to draw the given path
func (cv *Canvas) StrokePath(path *Path2D) {
// todo avoid allocation
path2 := Path2D{
p: make([]pathPoint, len(path.p)),
}
copy(path2.p, path.p)
cv.strokePath(&path2, cv.state.transform, backendbase.Mat{}, false)
}
func (cv *Canvas) strokePath(path *Path2D, tf backendbase.Mat, inv backendbase.Mat, doInv bool) {
if len(path.p) == 0 {
return
}
var triBuf [500]backendbase.Vec
tris := cv.strokeTris(path, tf, inv, doInv, triBuf[:0])
cv.drawShadow(tris, nil, true)
stl := cv.backendFillStyle(&cv.state.stroke, 1)
cv.b.Fill(&stl, tris, backendbase.MatIdentity, true)
}
func (cv *Canvas) strokeTris(path *Path2D, tf backendbase.Mat, inv backendbase.Mat, doInv bool, target []backendbase.Vec) []backendbase.Vec {
if len(path.p) == 0 {
return target
}
if doInv {
pcopy := *path
var pbuf [50]pathPoint
if len(path.p) <= len(pbuf) {
pcopy.p = pbuf[:len(path.p)]
} else {
pcopy.p = make([]pathPoint, len(path.p))
}
for i, pt := range path.p {
pt.pos = pt.pos.MulMat(inv)
pt.next = pt.next.MulMat(inv)
pcopy.p[i] = pt
}
path = &pcopy
}
dashedPath := cv.applyLineDash(path.p)
start := true
var p0 backendbase.Vec
for _, p := range dashedPath {
if p.flags&pathMove != 0 {
p0 = p.pos
start = true
continue
}
p1 := p.pos
v0 := p1.Sub(p0).Norm()
v1 := backendbase.Vec{v0[1], -v0[0]}.Mulf(cv.state.lineWidth * 0.5)
v0 = v0.Mulf(cv.state.lineWidth * 0.5)
lp0 := p0.Add(v1)
lp1 := p1.Add(v1)
lp2 := p0.Sub(v1)
lp3 := p1.Sub(v1)
if start {
switch cv.state.lineCap {
case Butt:
// no need to do anything
case Square:
lp0 = lp0.Sub(v0)
lp2 = lp2.Sub(v0)
case Round:
target = cv.addCircleTris(p0, cv.state.lineWidth*0.5, tf, target)
}
}
if p.flags&pathAttach == 0 {
switch cv.state.lineCap {
case Butt:
// no need to do anything
case Square:
lp1 = lp1.Add(v0)
lp3 = lp3.Add(v0)
case Round:
target = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tf, target)
}
}
target = append(target, lp0.MulMat(tf), lp1.MulMat(tf), lp3.MulMat(tf), lp0.MulMat(tf), lp3.MulMat(tf), lp2.MulMat(tf))
if p.flags&pathAttach != 0 && cv.state.lineWidth > 1 {
target = cv.lineJoint(p0, p1, p.next, lp0, lp1, lp2, lp3, tf, target)
}
p0 = p1
start = false
}
return target
}
func (cv *Canvas) applyLineDash(path []pathPoint) []pathPoint {
if len(cv.state.lineDash) < 2 || len(path) < 2 {
return path
}
ldo := cv.state.lineDashOffset
ldp := cv.state.lineDashPoint
path2 := make([]pathPoint, 0, len(path)*2)
var lp pathPoint
for i, pp := range path {
if i == 0 || pp.flags&pathMove != 0 {
path2 = append(path2, pp)
lp = pp
continue
}
v := pp.pos.Sub(lp.pos)
vl := v.Len()
prev := ldo
for vl > 0 {
draw := ldp%2 == 0
newp := pathPoint{pos: pp.pos}
ldo += vl
if ldo > cv.state.lineDash[ldp] {
ldo = 0
dl := cv.state.lineDash[ldp] - prev
dist := dl / vl
newp.pos = lp.pos.Add(v.Mulf(dist))
vl -= dl
ldp++
ldp %= len(cv.state.lineDash)
prev = 0
} else {
vl = 0
}
if draw {
path2[len(path2)-1].next = newp.pos
path2[len(path2)-1].flags |= pathAttach
path2 = append(path2, newp)
} else {
newp.flags = pathMove
path2 = append(path2, newp)
}
lp = newp
v = pp.pos.Sub(lp.pos)
}
lp = pp
}
return path2
}
func (cv *Canvas) lineJoint(p0, p1, p2, l0p0, l0p1, l0p2, l0p3 backendbase.Vec, tf backendbase.Mat, tris []backendbase.Vec) []backendbase.Vec {
v2 := p1.Sub(p2).Norm()
v3 := backendbase.Vec{v2[1], -v2[0]}.Mulf(cv.state.lineWidth * 0.5)
switch cv.state.lineJoin {
case Miter:
l1p0 := p2.Sub(v3)
l1p1 := p1.Sub(v3)
l1p2 := p2.Add(v3)
l1p3 := p1.Add(v3)
var ip0, ip1 backendbase.Vec
if l0p1.Sub(l1p1).LenSqr() < 0.000000001 {
ip0 = l0p1.Sub(l1p1).Mulf(0.5).Add(l1p1)
} else {
var q float64
ip0, _, q = lineIntersection(l0p0, l0p1, l1p1, l1p0)
if q >= 1 {
ip0 = l0p1.Add(l1p1).Mulf(0.5)
}
}
if dist := ip0.Sub(l0p1).LenSqr(); dist > cv.state.miterLimitSqr {
l1p1 := p1.Sub(v3)
l1p3 := p1.Add(v3)
tris = append(tris, p1.MulMat(tf), l0p1.MulMat(tf), l1p1.MulMat(tf),
p1.MulMat(tf), l1p3.MulMat(tf), l0p3.MulMat(tf))
return tris
}
if l0p3.Sub(l1p3).LenSqr() < 0.000000001 {
ip1 = l0p3.Sub(l1p3).Mulf(0.5).Add(l1p3)
} else {
var q float64
ip1, _, q = lineIntersection(l0p2, l0p3, l1p3, l1p2)
if q >= 1 {
ip1 = l0p3.Add(l1p3).Mulf(0.5)
}
}
if dist := ip1.Sub(l1p1).LenSqr(); dist > cv.state.miterLimitSqr {
l1p1 := p1.Sub(v3)
l1p3 := p1.Add(v3)
tris = append(tris, p1.MulMat(tf), l0p1.MulMat(tf), l1p1.MulMat(tf),
p1.MulMat(tf), l1p3.MulMat(tf), l0p3.MulMat(tf))
return tris
}
tris = append(tris, p1.MulMat(tf), l0p1.MulMat(tf), ip0.MulMat(tf),
p1.MulMat(tf), ip0.MulMat(tf), l1p1.MulMat(tf),
p1.MulMat(tf), l1p3.MulMat(tf), ip1.MulMat(tf),
p1.MulMat(tf), ip1.MulMat(tf), l0p3.MulMat(tf))
case Bevel:
l1p1 := p1.Sub(v3)
l1p3 := p1.Add(v3)
tris = append(tris, p1.MulMat(tf), l0p1.MulMat(tf), l1p1.MulMat(tf),
p1.MulMat(tf), l1p3.MulMat(tf), l0p3.MulMat(tf))
case Round:
tris = cv.addCircleTris(p1, cv.state.lineWidth*0.5, tf, tris)
}
return tris
}
func (cv *Canvas) addCircleTris(center backendbase.Vec, radius float64, tf backendbase.Mat, tris []backendbase.Vec) []backendbase.Vec {
step := 6 / radius
if step > 0.8 {
step = 0.8
} else if step < 0.05 {
step = 0.05
}
centertf := center.MulMat(tf)
p0 := backendbase.Vec{center[0], center[1] + radius}.MulMat(tf)
for angle := step; angle <= math.Pi*2+step; angle += step {
s, c := math.Sincos(angle)
p1 := backendbase.Vec{center[0] + s*radius, center[1] + c*radius}.MulMat(tf)
tris = append(tris, centertf, p0, p1)
p0 = p1
}
return tris
}
func lineIntersection(a0, a1, b0, b1 backendbase.Vec) (backendbase.Vec, float64, float64) {
va := a1.Sub(a0)
vb := b1.Sub(b0)
if (va[0] == 0 && vb[0] == 0) || (va[1] == 0 && vb[1] == 0) || (va[0] == 0 && va[1] == 0) || (vb[0] == 0 && vb[1] == 0) {
return backendbase.Vec{}, float64(math.Inf(1)), float64(math.Inf(1))
}
d := va[1]*vb[0] - va[0]*vb[1]
if d == 0 {
return backendbase.Vec{}, float64(math.Inf(1)), float64(math.Inf(1))
}
p := (vb[1]*(a0[0]-b0[0]) - a0[1]*vb[0] + b0[1]*vb[0]) / d
var q float64
if vb[0] == 0 {
q = (a0[1] + p*va[1] - b0[1]) / vb[1]
} else {
q = (a0[0] + p*va[0] - b0[0]) / vb[0]
}
return a0.Add(va.Mulf(p)), p, q
}
func linePointDistSqr(a, b, p backendbase.Vec) float64 {
v := b.Sub(a)
vl := v.Len()
vn := v.Divf(vl)
d := p.Sub(a).Dot(vn)
c := a.Add(vn.Mulf(d))
return p.Sub(c).LenSqr()
}
// Fill fills the current path with the current FillStyle
func (cv *Canvas) Fill() {
cv.fillPath(&cv.path, backendbase.MatIdentity)
}
// FillPath fills the given path with the current FillStyle
func (cv *Canvas) FillPath(path *Path2D) {
cv.fillPath(path, cv.state.transform)
}
// FillPath fills the given path with the current FillStyle
func (cv *Canvas) fillPath(path *Path2D, tf backendbase.Mat) {
if len(path.p) < 3 {
return
}
var tris []backendbase.Vec
var triBuf [500]backendbase.Vec
if path.standalone && path.fillCache != nil {
tris = path.fillCache
} else {
if path.standalone {
tris = make([]backendbase.Vec, 0, 500)
} else {
tris = triBuf[:0]
}
runSubPaths(path.p, true, func(sp []pathPoint) bool {
tris = appendSubPathTriangles(tris, backendbase.MatIdentity, sp)
return false
})
if path.standalone {
path.fillCache = tris
}
}
if len(tris) == 0 {
return
}
cv.drawShadow(tris, nil, false)
stl := cv.backendFillStyle(&cv.state.fill, 1)
cv.b.Fill(&stl, tris, tf, false)
}
func appendSubPathTriangles(tris []backendbase.Vec, mat backendbase.Mat, path []pathPoint) []backendbase.Vec {
last := path[len(path)-1]
if last.flags&pathIsConvex != 0 {
p0, p1 := path[0].pos.MulMat(mat), path[1].pos.MulMat(mat)
lastIdx := len(path)
if path[0].pos == path[lastIdx-1].pos {
lastIdx--
}
for i := 2; i < lastIdx; i++ {
p2 := path[i].pos.MulMat(mat)
tris = append(tris, p0, p1, p2)
p1 = p2
}
} else if last.flags&pathSelfIntersects != 0 {
selfIntersectingPathParts(path, func(sp []pathPoint) bool {
tris = triangulatePath(sp, mat, tris)
return false
})
} else {
tris = triangulatePath(path, mat, tris)
}
return tris
}
// Clip uses the current path to clip any further drawing. Use Save/Restore to
// remove the clipping again
func (cv *Canvas) Clip() {
cv.clip(&cv.path, backendbase.MatIdentity)
}
func (cv *Canvas) clip(path *Path2D, tf backendbase.Mat) {
if len(path.p) < 3 {
return
}
var buf [500]backendbase.Vec
if path.p[len(path.p)-1].flags&pathIsRect != 0 {
cv.state.clip.p = make([]pathPoint, len(path.p))
copy(cv.state.clip.p, path.p)
quad := buf[:4]
for i := range quad {
quad[i] = path.p[i].pos
}
cv.b.Clip(quad)
return
}
tris := buf[:0]
runSubPaths(path.p, true, func(sp []pathPoint) bool {
tris = appendSubPathTriangles(tris, tf, sp)
return false
})
if len(tris) == 0 {
return
}
cv.state.clip.p = make([]pathPoint, len(path.p))
copy(cv.state.clip.p, path.p)
cv.b.Clip(tris)
}
// Rect creates a closed rectangle path for stroking or filling
func (cv *Canvas) Rect(x, y, w, h float64) {
lastWasMove := len(cv.path.p) == 0 || cv.path.p[len(cv.path.p)-1].flags&pathMove != 0
cv.MoveTo(x, y)
cv.LineTo(x+w, y)
cv.LineTo(x+w, y+h)
cv.LineTo(x, y+h)
cv.LineTo(x, y)
if lastWasMove {
cv.path.p[len(cv.path.p)-1].flags |= pathIsRect
cv.path.p[len(cv.path.p)-1].flags |= pathIsConvex
}
}
// StrokeRect draws a rectangle using the current stroke style
func (cv *Canvas) StrokeRect(x, y, w, h float64) {
v0 := backendbase.Vec{x, y}
v1 := backendbase.Vec{x + w, y}
v2 := backendbase.Vec{x + w, y + h}
v3 := backendbase.Vec{x, y + h}
var p [5]pathPoint
p[0] = pathPoint{pos: v0, flags: pathMove | pathAttach, next: v1}
p[1] = pathPoint{pos: v1, next: v2, flags: pathAttach}
p[2] = pathPoint{pos: v2, next: v3, flags: pathAttach}
p[3] = pathPoint{pos: v3, next: v0, flags: pathAttach}
p[4] = pathPoint{pos: v0, next: v1, flags: pathAttach}
path := Path2D{p: p[:]}
cv.strokePath(&path, cv.state.transform, backendbase.Mat{}, false)
}
// FillRect fills a rectangle with the active fill style
func (cv *Canvas) FillRect(x, y, w, h float64) {
p0 := cv.tf(backendbase.Vec{x, y})
p1 := cv.tf(backendbase.Vec{x, y + h})
p2 := cv.tf(backendbase.Vec{x + w, y + h})
p3 := cv.tf(backendbase.Vec{x + w, y})
data := [4]backendbase.Vec{{p0[0], p0[1]}, {p1[0], p1[1]}, {p2[0], p2[1]}, {p3[0], p3[1]}}
cv.drawShadow(data[:], nil, false)
stl := cv.backendFillStyle(&cv.state.fill, 1)
cv.b.Fill(&stl, data[:], backendbase.MatIdentity, false)
}
// ClearRect sets the color of the rectangle to transparent black
func (cv *Canvas) ClearRect(x, y, w, h float64) {
p0 := cv.tf(backendbase.Vec{x, y})
p1 := cv.tf(backendbase.Vec{x, y + h})
p2 := cv.tf(backendbase.Vec{x + w, y + h})
p3 := cv.tf(backendbase.Vec{x + w, y})
data := [4]backendbase.Vec{{p0[0], p0[1]}, {p1[0], p1[1]}, {p2[0], p2[1]}, {p3[0], p3[1]}}
cv.b.Clear(data)
}