/* Libart_LGPL - library of basic graphic primitives * Copyright (C) 1998 Raph Levien * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public * License along with this library; if not, write to the * Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ /* Basic constructors and operations for vector paths */ #include #include #include "art_misc.h" #include "art_rect.h" #include "art_vpath.h" void art_vpath_add_point (ArtVpath **p_vpath, int *pn_points, int *pn_points_max, ArtPathcode code, double x, double y) { int i; i = (*pn_points)++; if (i == *pn_points_max) art_expand (*p_vpath, ArtVpath, *pn_points_max); (*p_vpath)[i].code = code; (*p_vpath)[i].x = x; (*p_vpath)[i].y = y; } /* number of steps should really depend on radius. */ #define CIRCLE_STEPS 128 ArtVpath * art_vpath_new_circle (double x, double y, double r) { int i; ArtVpath *vec; double theta; vec = art_new (ArtVpath, CIRCLE_STEPS + 2); for (i = 0; i < CIRCLE_STEPS + 1; i++) { vec[i].code = i ? ART_LINETO : ART_MOVETO; theta = (i & (CIRCLE_STEPS - 1)) * (M_PI * 2.0 / CIRCLE_STEPS); vec[i].x = x + r * cos (theta); vec[i].y = y - r * sin (theta); } vec[i].code = ART_END; return vec; } /* Result (x', y') = (matrix[0] * x + matrix[2] * y + matrix[4], matrix[1] * x + matrix[3] * y + matrix[5]) Returns newly allocated transformed path. */ ArtVpath * art_vpath_affine_transform (const ArtVpath *src, const double matrix[6]) { int i; int size; ArtVpath *new; double x, y; for (i = 0; src[i].code != ART_END; i++); size = i; new = art_new (ArtVpath, size + 1); for (i = 0; i < size; i++) { new[i].code = src[i].code; x = src[i].x; y = src[i].y; new[i].x = matrix[0] * x + matrix[2] * y + matrix[4]; new[i].y = matrix[1] * x + matrix[3] * y + matrix[5]; } new[i].code = ART_END; return new; } void art_vpath_bbox_drect (const ArtVpath *vec, ArtDRect *drect) { int i; double x0, y0, x1, y1; if (vec[0].code == ART_END) { x0 = y0 = x1 = y1 = 0; } else { x0 = x1 = vec[0].x; y0 = y1 = vec[0].y; for (i = 1; vec[i].code != ART_END; i++) { if (vec[i].x < x0) x0 = vec[i].x; if (vec[i].x > x1) x1 = vec[i].x; if (vec[i].y < y0) y0 = vec[i].y; if (vec[i].y > y1) y1 = vec[i].y; } } drect->x0 = x0; drect->y0 = y0; drect->x1 = x1; drect->y1 = y1; } void art_vpath_bbox_irect (const ArtVpath *vec, ArtIRect *irect) { ArtDRect drect; art_vpath_bbox_drect (vec, &drect); art_drect_to_irect (irect, &drect); } #define PERTURBATION 2e-3 /* Perturb each of the points by a small random amount. This is helpful for cheating in cases when algorithms haven't attained numerical stability yet. */ ArtVpath * art_vpath_perturb (ArtVpath *src) { int i; int size; ArtVpath *new; double x, y; double x_start, y_start; int open; for (i = 0; src[i].code != ART_END; i++); size = i; new = art_new (ArtVpath, size + 1); x_start = 0; y_start = 0; open = 0; for (i = 0; i < size; i++) { new[i].code = src[i].code; x = src[i].x + (PERTURBATION * rand ()) / RAND_MAX - PERTURBATION * 0.5; y = src[i].y + (PERTURBATION * rand ()) / RAND_MAX - PERTURBATION * 0.5; if (src[i].code == ART_MOVETO) { x_start = x; y_start = y; open = 0; } else if (src[i].code == ART_MOVETO_OPEN) open = 1; if (!open && (i + 1 == size || src[i + 1].code != ART_LINETO)) { x = x_start; y = y_start; } new[i].x = x; new[i].y = y; } new[i].code = ART_END; return new; } /* todo: implement minus */