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0382578602
2001-11-07 changes to use the new intersector code. These files are licensed under the LGPL. a=brendan@mozilla.org
240 lines
6.0 KiB
C
240 lines
6.0 KiB
C
/* Libart_LGPL - library of basic graphic primitives
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* Copyright (C) 1998-2000 Raph Levien
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public
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* License along with this library; if not, write to the
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* Free Software Foundation, Inc., 59 Temple Place - Suite 330,
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* Boston, MA 02111-1307, USA.
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*/
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/* Basic constructors and operations for vector paths */
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#include <math.h>
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#include <stdlib.h>
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#include "art_misc.h"
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#include "art_rect.h"
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#include "art_vpath.h"
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/**
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* art_vpath_add_point: Add point to vpath.
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* @p_vpath: Where the pointer to the #ArtVpath structure is stored.
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* @pn_points: Pointer to the number of points in *@p_vpath.
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* @pn_points_max: Pointer to the number of points allocated.
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* @code: The pathcode for the new point.
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* @x: The X coordinate of the new point.
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* @y: The Y coordinate of the new point.
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*
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* Adds a new point to *@p_vpath, reallocating and updating *@p_vpath
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* and *@pn_points_max as necessary. *@pn_points is incremented.
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*
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* This routine always adds the point after all points already in the
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* vpath. Thus, it should be called in the order the points are
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* desired.
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**/
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void
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art_vpath_add_point (ArtVpath **p_vpath, int *pn_points, int *pn_points_max,
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ArtPathcode code, double x, double y)
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{
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int i;
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i = (*pn_points)++;
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if (i == *pn_points_max)
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art_expand (*p_vpath, ArtVpath, *pn_points_max);
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(*p_vpath)[i].code = code;
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(*p_vpath)[i].x = x;
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(*p_vpath)[i].y = y;
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}
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/* number of steps should really depend on radius. */
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#define CIRCLE_STEPS 128
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/**
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* art_vpath_new_circle: Create a new circle.
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* @x: X coordinate of center.
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* @y: Y coordinate of center.
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* @r: radius.
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*
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* Creates a new polygon closely approximating a circle with center
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* (@x, @y) and radius @r. Currently, the number of points used in the
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* approximation is fixed, but that will probably change.
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*
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* Return value: The newly created #ArtVpath.
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**/
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ArtVpath *
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art_vpath_new_circle (double x, double y, double r)
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{
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int i;
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ArtVpath *vec;
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double theta;
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vec = art_new (ArtVpath, CIRCLE_STEPS + 2);
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for (i = 0; i < CIRCLE_STEPS + 1; i++)
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{
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vec[i].code = i ? ART_LINETO : ART_MOVETO;
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theta = (i & (CIRCLE_STEPS - 1)) * (M_PI * 2.0 / CIRCLE_STEPS);
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vec[i].x = x + r * cos (theta);
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vec[i].y = y - r * sin (theta);
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}
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vec[i].code = ART_END;
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return vec;
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}
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/**
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* art_vpath_affine_transform: Affine transform a vpath.
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* @src: Source vpath to transform.
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* @matrix: Affine transform.
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*
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* Computes the affine transform of the vpath, using @matrix as the
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* transform. @matrix is stored in the same format as PostScript, ie.
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* x' = @matrix[0] * x + @matrix[2] * y + @matrix[4]
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* y' = @matrix[1] * x + @matrix[3] * y + @matrix[5]
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*
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* Return value: the newly allocated vpath resulting from the transform.
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**/
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ArtVpath *
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art_vpath_affine_transform (const ArtVpath *src, const double matrix[6])
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{
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int i;
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int size;
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ArtVpath *new;
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double x, y;
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for (i = 0; src[i].code != ART_END; i++);
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size = i;
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new = art_new (ArtVpath, size + 1);
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for (i = 0; i < size; i++)
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{
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new[i].code = src[i].code;
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x = src[i].x;
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y = src[i].y;
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new[i].x = matrix[0] * x + matrix[2] * y + matrix[4];
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new[i].y = matrix[1] * x + matrix[3] * y + matrix[5];
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}
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new[i].code = ART_END;
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return new;
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}
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/**
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* art_vpath_bbox_drect: Determine bounding box of vpath.
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* @vec: Source vpath.
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* @drect: Where to store bounding box.
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*
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* Determines bounding box of @vec, and stores it in @drect.
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**/
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void
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art_vpath_bbox_drect (const ArtVpath *vec, ArtDRect *drect)
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{
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int i;
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double x0, y0, x1, y1;
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if (vec[0].code == ART_END)
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{
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x0 = y0 = x1 = y1 = 0;
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}
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else
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{
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x0 = x1 = vec[0].x;
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y0 = y1 = vec[0].y;
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for (i = 1; vec[i].code != ART_END; i++)
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{
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if (vec[i].x < x0) x0 = vec[i].x;
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if (vec[i].x > x1) x1 = vec[i].x;
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if (vec[i].y < y0) y0 = vec[i].y;
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if (vec[i].y > y1) y1 = vec[i].y;
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}
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}
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drect->x0 = x0;
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drect->y0 = y0;
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drect->x1 = x1;
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drect->y1 = y1;
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}
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/**
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* art_vpath_bbox_irect: Determine integer bounding box of vpath.
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* @vec: Source vpath.
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* idrect: Where to store bounding box.
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*
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* Determines integer bounding box of @vec, and stores it in @irect.
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**/
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void
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art_vpath_bbox_irect (const ArtVpath *vec, ArtIRect *irect)
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{
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ArtDRect drect;
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art_vpath_bbox_drect (vec, &drect);
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art_drect_to_irect (irect, &drect);
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}
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#define PERTURBATION 2e-3
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/**
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* art_vpath_perturb: Perturb each point in vpath by small random amount.
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* @src: Source vpath.
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*
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* Perturbs each of the points by a small random amount. This is
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* helpful for cheating in cases when algorithms haven't attained
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* numerical stability yet.
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*
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* Return value: Newly allocated vpath containing perturbed @src.
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**/
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ArtVpath *
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art_vpath_perturb (ArtVpath *src)
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{
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int i;
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int size;
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ArtVpath *new;
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double x, y;
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double x_start, y_start;
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int open;
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for (i = 0; src[i].code != ART_END; i++);
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size = i;
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new = art_new (ArtVpath, size + 1);
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x_start = 0;
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y_start = 0;
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open = 0;
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for (i = 0; i < size; i++)
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{
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new[i].code = src[i].code;
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x = src[i].x + (PERTURBATION * rand ()) / RAND_MAX - PERTURBATION * 0.5;
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y = src[i].y + (PERTURBATION * rand ()) / RAND_MAX - PERTURBATION * 0.5;
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if (src[i].code == ART_MOVETO)
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{
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x_start = x;
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y_start = y;
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open = 0;
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}
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else if (src[i].code == ART_MOVETO_OPEN)
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open = 1;
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if (!open && (i + 1 == size || src[i + 1].code != ART_LINETO))
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{
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x = x_start;
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y = y_start;
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}
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new[i].x = x;
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new[i].y = y;
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}
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new[i].code = ART_END;
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return new;
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}
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