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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "path_builder.h"
#include <cmath>
namespace impeller {
PathBuilder::PathBuilder() = default;
PathBuilder::~PathBuilder() = default;
Path PathBuilder::CopyPath(FillType fill) const {
auto path = prototype_;
path.SetFillType(fill);
return path;
}
Path PathBuilder::TakePath(FillType fill) {
auto path = prototype_;
path.SetFillType(fill);
return path;
}
PathBuilder& PathBuilder::MoveTo(Point point, bool relative) {
current_ = relative ? current_ + point : point;
subpath_start_ = current_;
prototype_.AddContourComponent(current_);
return *this;
}
PathBuilder& PathBuilder::Close() {
LineTo(subpath_start_);
prototype_.SetContourClosed(true);
prototype_.AddContourComponent(current_);
return *this;
}
PathBuilder& PathBuilder::LineTo(Point point, bool relative) {
point = relative ? current_ + point : point;
prototype_.AddLinearComponent(current_, point);
current_ = point;
return *this;
}
PathBuilder& PathBuilder::HorizontalLineTo(Scalar x, bool relative) {
Point endpoint =
relative ? Point{current_.x + x, current_.y} : Point{x, current_.y};
prototype_.AddLinearComponent(current_, endpoint);
current_ = endpoint;
return *this;
}
PathBuilder& PathBuilder::VerticalLineTo(Scalar y, bool relative) {
Point endpoint =
relative ? Point{current_.x, current_.y + y} : Point{current_.x, y};
prototype_.AddLinearComponent(current_, endpoint);
current_ = endpoint;
return *this;
}
PathBuilder& PathBuilder::QuadraticCurveTo(Point controlPoint,
Point point,
bool relative) {
point = relative ? current_ + point : point;
controlPoint = relative ? current_ + controlPoint : controlPoint;
prototype_.AddQuadraticComponent(current_, controlPoint, point);
current_ = point;
return *this;
}
Point PathBuilder::ReflectedQuadraticControlPoint1() const {
/*
* If there is no previous command or if the previous command was not a
* quadratic, assume the control point is coincident with the current point.
*/
if (prototype_.GetComponentCount() == 0) {
return current_;
}
QuadraticPathComponent quad;
if (!prototype_.GetQuadraticComponentAtIndex(
prototype_.GetComponentCount() - 1, quad)) {
return current_;
}
/*
* The control point is assumed to be the reflection of the control point on
* the previous command relative to the current point.
*/
return (current_ * 2.0) - quad.cp;
}
PathBuilder& PathBuilder::SmoothQuadraticCurveTo(Point point, bool relative) {
point = relative ? current_ + point : point;
/*
* The reflected control point is absolute and we made the endpoint absolute
* too. So there the last argument is always false (i.e, not relative).
*/
QuadraticCurveTo(point, ReflectedQuadraticControlPoint1(), false);
return *this;
}
PathBuilder& PathBuilder::CubicCurveTo(Point controlPoint1,
Point controlPoint2,
Point point,
bool relative) {
controlPoint1 = relative ? current_ + controlPoint1 : controlPoint1;
controlPoint2 = relative ? current_ + controlPoint2 : controlPoint2;
point = relative ? current_ + point : point;
prototype_.AddCubicComponent(current_, controlPoint1, controlPoint2, point);
current_ = point;
return *this;
}
Point PathBuilder::ReflectedCubicControlPoint1() const {
/*
* If there is no previous command or if the previous command was not a
* cubic, assume the first control point is coincident with the current
* point.
*/
if (prototype_.GetComponentCount() == 0) {
return current_;
}
CubicPathComponent cubic;
if (!prototype_.GetCubicComponentAtIndex(prototype_.GetComponentCount() - 1,
cubic)) {
return current_;
}
/*
* The first control point is assumed to be the reflection of the second
* control point on the previous command relative to the current point.
*/
return (current_ * 2.0) - cubic.cp2;
}
PathBuilder& PathBuilder::SmoothCubicCurveTo(Point controlPoint2,
Point point,
bool relative) {
auto controlPoint1 = ReflectedCubicControlPoint1();
controlPoint2 = relative ? current_ + controlPoint2 : controlPoint2;
auto endpoint = relative ? current_ + point : point;
CubicCurveTo(endpoint, // endpoint
controlPoint1, // control point 1
controlPoint2, // control point 2
false // relative since all points are already absolute
);
return *this;
}
PathBuilder& PathBuilder::AddQuadraticCurve(Point p1, Point cp, Point p2) {
MoveTo(p1);
prototype_.AddQuadraticComponent(p1, cp, p2);
return *this;
}
PathBuilder& PathBuilder::AddCubicCurve(Point p1,
Point cp1,
Point cp2,
Point p2) {
MoveTo(p1);
prototype_.AddCubicComponent(p1, cp1, cp2, p2);
return *this;
}
PathBuilder& PathBuilder::AddRect(Rect rect) {
current_ = rect.origin;
auto tl = rect.origin;
auto bl = rect.origin + Point{0.0, rect.size.height};
auto br = rect.origin + Point{rect.size.width, rect.size.height};
auto tr = rect.origin + Point{rect.size.width, 0.0};
MoveTo(tl);
prototype_.AddLinearComponent(tl, tr)
.AddLinearComponent(tr, br)
.AddLinearComponent(br, bl);
Close();
return *this;
}
PathBuilder& PathBuilder::AddCircle(const Point& c, Scalar r) {
return AddOval(Rect{c.x - r, c.y - r, 2.0f * r, 2.0f * r});
}
PathBuilder& PathBuilder::AddRoundedRect(Rect rect, Scalar radius) {
return radius <= 0.0 ? AddRect(rect)
: AddRoundedRect(rect, {radius, radius, radius, radius});
}
PathBuilder& PathBuilder::AddRoundedRect(Rect rect, RoundingRadii radii) {
if (radii.AreAllZero()) {
return AddRect(rect);
}
current_ = rect.origin + Point{radii.top_left.x, 0.0};
const auto magic_top_right = radii.top_right * kArcApproximationMagic;
const auto magic_bottom_right = radii.bottom_right * kArcApproximationMagic;
const auto magic_bottom_left = radii.bottom_left * kArcApproximationMagic;
const auto magic_top_left = radii.top_left * kArcApproximationMagic;
MoveTo({rect.origin.x + radii.top_left.x, rect.origin.y});
//----------------------------------------------------------------------------
// Top line.
//
prototype_.AddLinearComponent(
{rect.origin.x + radii.top_left.x, rect.origin.y},
{rect.origin.x + rect.size.width - radii.top_right.x, rect.origin.y});
//----------------------------------------------------------------------------
// Top right arc.
//
prototype_.AddCubicComponent(
{rect.origin.x + rect.size.width - radii.top_right.x, rect.origin.y},
{rect.origin.x + rect.size.width - radii.top_right.x + magic_top_right.x,
rect.origin.y},
{rect.origin.x + rect.size.width,
rect.origin.y + radii.top_right.y - magic_top_right.y},
{rect.origin.x + rect.size.width, rect.origin.y + radii.top_right.y});
//----------------------------------------------------------------------------
// Right line.
//
prototype_.AddLinearComponent(
{rect.origin.x + rect.size.width, rect.origin.y + radii.top_right.y},
{rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height - radii.bottom_right.y});
//----------------------------------------------------------------------------
// Bottom right arc.
//
prototype_.AddCubicComponent(
{rect.origin.x + rect.size.width,
rect.origin.y + rect.size.height - radii.bottom_right.y},
{rect.origin.x + rect.size.width, rect.origin.y + rect.size.height -
radii.bottom_right.y +
magic_bottom_right.y},
{rect.origin.x + rect.size.width - radii.bottom_right.x +
magic_bottom_right.x,
rect.origin.y + rect.size.height},
{rect.origin.x + rect.size.width - radii.bottom_right.x,
rect.origin.y + rect.size.height});
//----------------------------------------------------------------------------
// Bottom line.
//
prototype_.AddLinearComponent(
{rect.origin.x + rect.size.width - radii.bottom_right.x,
rect.origin.y + rect.size.height},
{rect.origin.x + radii.bottom_left.x, rect.origin.y + rect.size.height});
//----------------------------------------------------------------------------
// Bottom left arc.
//
prototype_.AddCubicComponent(
{rect.origin.x + radii.bottom_left.x, rect.origin.y + rect.size.height},
{rect.origin.x + radii.bottom_left.x - magic_bottom_left.x,
rect.origin.y + rect.size.height},
{rect.origin.x, rect.origin.y + rect.size.height - radii.bottom_left.y +
magic_bottom_left.y},
{rect.origin.x, rect.origin.y + rect.size.height - radii.bottom_left.y});
//----------------------------------------------------------------------------
// Left line.
//
prototype_.AddLinearComponent(
{rect.origin.x, rect.origin.y + rect.size.height - radii.bottom_left.y},
{rect.origin.x, rect.origin.y + radii.top_left.y});
//----------------------------------------------------------------------------
// Top left arc.
//
prototype_.AddCubicComponent(
{rect.origin.x, rect.origin.y + radii.top_left.y},
{rect.origin.x, rect.origin.y + radii.top_left.y - magic_top_left.y},
{rect.origin.x + radii.top_left.x - magic_top_left.x, rect.origin.y},
{rect.origin.x + radii.top_left.x, rect.origin.y});
Close();
return *this;
}
PathBuilder& PathBuilder::AddArc(const Rect& oval_bounds,
Radians start,
Radians sweep,
bool use_center) {
if (sweep.radians < 0) {
start.radians += sweep.radians;
sweep.radians *= -1;
}
sweep.radians = std::min(k2Pi, sweep.radians);
start.radians = std::fmod(start.radians, k2Pi);
const Point radius = {oval_bounds.size.width * 0.5f,
oval_bounds.size.height * 0.5f};
const Point center = {oval_bounds.origin.x + radius.x,
oval_bounds.origin.y + radius.y};
Vector2 p1_unit(std::cos(start.radians), std::sin(start.radians));
if (use_center) {
MoveTo(center);
LineTo(center + p1_unit * radius);
} else {
MoveTo(center + p1_unit * radius);
}
while (sweep.radians > 0) {
Vector2 p2_unit;
Scalar quadrant_angle;
if (sweep.radians < kPiOver2) {
quadrant_angle = sweep.radians;
p2_unit = Vector2(std::cos(start.radians + quadrant_angle),
std::sin(start.radians + quadrant_angle));
} else {
quadrant_angle = kPiOver2;
p2_unit = Vector2(-p1_unit.y, p1_unit.x);
}
Vector2 arc_cp_lengths =
(quadrant_angle / kPiOver2) * kArcApproximationMagic * radius;
Point p1 = center + p1_unit * radius;
Point p2 = center + p2_unit * radius;
Point cp1 = p1 + Vector2(-p1_unit.y, p1_unit.x) * arc_cp_lengths;
Point cp2 = p2 + Vector2(p2_unit.y, -p2_unit.x) * arc_cp_lengths;
prototype_.AddCubicComponent(p1, cp1, cp2, p2);
current_ = p2;
start.radians += quadrant_angle;
sweep.radians -= quadrant_angle;
p1_unit = p2_unit;
}
if (use_center) {
Close();
}
return *this;
}
PathBuilder& PathBuilder::AddOval(const Rect& container) {
const Point r = {container.size.width * 0.5f, container.size.height * 0.5f};
const Point c = {container.origin.x + r.x, container.origin.y + r.y};
const Point m = {kArcApproximationMagic * r.x, kArcApproximationMagic * r.y};
MoveTo({c.x, c.y - r.y});
//----------------------------------------------------------------------------
// Top right arc.
//
prototype_.AddCubicComponent({c.x, c.y - r.y}, // p1
{c.x + m.x, c.y - r.y}, // cp1
{c.x + r.x, c.y - m.y}, // cp2
{c.x + r.x, c.y} // p2
);
//----------------------------------------------------------------------------
// Bottom right arc.
//
prototype_.AddCubicComponent({c.x + r.x, c.y}, // p1
{c.x + r.x, c.y + m.y}, // cp1
{c.x + m.x, c.y + r.y}, // cp2
{c.x, c.y + r.y} // p2
);
//----------------------------------------------------------------------------
// Bottom left arc.
//
prototype_.AddCubicComponent({c.x, c.y + r.y}, // p1
{c.x - m.x, c.y + r.y}, // cp1
{c.x - r.x, c.y + m.y}, // cp2
{c.x - r.x, c.y} // p2
);
//----------------------------------------------------------------------------
// Top left arc.
//
prototype_.AddCubicComponent({c.x - r.x, c.y}, // p1
{c.x - r.x, c.y - m.y}, // cp1
{c.x - m.x, c.y - r.y}, // cp2
{c.x, c.y - r.y} // p2
);
Close();
return *this;
}
PathBuilder& PathBuilder::AddLine(const Point& p1, const Point& p2) {
MoveTo(p1);
prototype_.AddLinearComponent(p1, p2);
return *this;
}
const Path& PathBuilder::GetCurrentPath() const {
return prototype_;
}
PathBuilder& PathBuilder::AddPath(const Path& path) {
auto linear = [&](size_t index, const LinearPathComponent& l) {
prototype_.AddLinearComponent(l.p1, l.p2);
};
auto quadratic = [&](size_t index, const QuadraticPathComponent& q) {
prototype_.AddQuadraticComponent(q.p1, q.cp, q.p2);
};
auto cubic = [&](size_t index, const CubicPathComponent& c) {
prototype_.AddCubicComponent(c.p1, c.cp1, c.cp2, c.p2);
};
auto move = [&](size_t index, const ContourComponent& m) {
prototype_.AddContourComponent(m.destination);
};
path.EnumerateComponents(linear, quadratic, cubic, move);
return *this;
}
} // namespace impeller