arc discretize

This commit is contained in:
Ryan Oldenburg 2021-01-22 08:47:54 -06:00
parent cb621c2532
commit 7271cdfe80
7 changed files with 115 additions and 95 deletions

View file

@ -188,82 +188,6 @@ proc `$`*(path: Path): string =
if i != path.commands.len - 1 or j != command.numbers.len - 1:
result.add " "
## See https://www.w3.org/TR/SVG/implnote.html#ArcImplementationNotes
type ArcParams = object
radii: Vec2
rotMat: Mat3
center: Vec2
theta, delta: float32
proc endpointToCenterArcParams(
at, radii: Vec2, rotation: float32, large, sweep: bool, to: Vec2
): ArcParams =
var
radii = vec2(abs(radii.x), abs(radii.y))
radiiSq = vec2(radii.x * radii.x, radii.y * radii.y)
let
radians = rotation / 180 * PI
d = vec2((at.x - to.x) / 2.0, (at.y - to.y) / 2.0)
p = vec2(
cos(radians) * d.x + sin(radians) * d.y,
-sin(radians) * d.x + cos(radians) * d.y
)
pSq = vec2(p.x * p.x, p.y * p.y)
let cr = pSq.x / radiiSq.x + pSq.y / radiiSq.y
if cr > 1:
radii *= sqrt(cr)
radiiSq = vec2(radii.x * radii.x, radii.y * radii.y)
let
dq = radiiSq.x * pSq.y + radiiSq.y * pSq.x
pq = (radiiSq.x * radiiSq.y - dq) / dq
var q = sqrt(max(0, pq))
if large == sweep:
q = -q
proc svgAngle(u, v: Vec2): float32 =
let
dot = dot(u,v)
len = length(u) * length(v)
result = arccos(clamp(dot / len, -1, 1))
if (u.x * v.y - u.y * v.x) < 0:
result = -result
let
cp = vec2(q * radii.x * p.y / radii.y, -q * radii.y * p.x / radii.x)
center = vec2(
cos(radians) * cp.x - sin(radians) * cp.y + (at.x + to.x) / 2,
sin(radians) * cp.x + cos(radians) * cp.y + (at.y + to.y) / 2
)
theta = svgAngle(vec2(1, 0), vec2((p.x-cp.x) / radii.x, (p.y - cp.y) / radii.y))
var delta = svgAngle(
vec2((p.x - cp.x) / radii.x, (p.y - cp.y) / radii.y),
vec2((-p.x - cp.x) / radii.x, (-p.y - cp.y) / radii.y)
)
delta = delta mod (PI * 2)
if not sweep:
delta -= 2 * PI
# Normalize the delta
while delta > PI * 2:
delta -= PI * 2
while delta < -PI * 2:
delta += PI * 2
ArcParams(
radii: radii,
rotMat: rotationMat3(-radians),
center: center,
theta: theta,
delta: delta
)
proc commandsToPolygons*(commands: seq[PathCommand]): seq[seq[Vec2]] =
## Converts SVG-like commands to simpler polygon
@ -338,6 +262,114 @@ proc commandsToPolygons*(commands: seq[PathCommand]): seq[seq[Vec2]] =
discretize(1, 1)
proc drawArc(
at, radii: Vec2,
rotation: float32,
large, sweep: bool,
to: Vec2
) =
type ArcParams = object
radii: Vec2
rotMat: Mat3
center: Vec2
theta, delta: float32
proc endpointToCenterArcParams(
at, radii: Vec2, rotation: float32, large, sweep: bool, to: Vec2
): ArcParams =
var
radii = vec2(abs(radii.x), abs(radii.y))
radiiSq = vec2(radii.x * radii.x, radii.y * radii.y)
let
radians = rotation / 180 * PI
d = vec2((at.x - to.x) / 2.0, (at.y - to.y) / 2.0)
p = vec2(
cos(radians) * d.x + sin(radians) * d.y,
-sin(radians) * d.x + cos(radians) * d.y
)
pSq = vec2(p.x * p.x, p.y * p.y)
let cr = pSq.x / radiiSq.x + pSq.y / radiiSq.y
if cr > 1:
radii *= sqrt(cr)
radiiSq = vec2(radii.x * radii.x, radii.y * radii.y)
let
dq = radiiSq.x * pSq.y + radiiSq.y * pSq.x
pq = (radiiSq.x * radiiSq.y - dq) / dq
var q = sqrt(max(0, pq))
if large == sweep:
q = -q
proc svgAngle(u, v: Vec2): float32 =
let
dot = dot(u,v)
len = length(u) * length(v)
result = arccos(clamp(dot / len, -1, 1))
if (u.x * v.y - u.y * v.x) < 0:
result = -result
let
cp = vec2(q * radii.x * p.y / radii.y, -q * radii.y * p.x / radii.x)
center = vec2(
cos(radians) * cp.x - sin(radians) * cp.y + (at.x + to.x) / 2,
sin(radians) * cp.x + cos(radians) * cp.y + (at.y + to.y) / 2
)
theta = svgAngle(vec2(1, 0), vec2((p.x-cp.x) / radii.x, (p.y - cp.y) / radii.y))
var delta = svgAngle(
vec2((p.x - cp.x) / radii.x, (p.y - cp.y) / radii.y),
vec2((-p.x - cp.x) / radii.x, (-p.y - cp.y) / radii.y)
)
delta = delta mod (PI * 2)
if not sweep:
delta -= 2 * PI
# Normalize the delta
while delta > PI * 2:
delta -= PI * 2
while delta < -PI * 2:
delta += PI * 2
ArcParams(
radii: radii,
rotMat: rotationMat3(-radians),
center: center,
theta: theta,
delta: delta
)
proc compute(arc: ArcParams, a: float32): Vec2 =
result = vec2(cos(a) * arc.radii.x, sin(a) * arc.radii.y)
result = arc.rotMat * result + arc.center
proc discretize(arc: ArcParams, steps: int) =
let
initialShapeLen = polygon.len
step = arc.delta / steps.float32
var prev = at
for i in 1 .. steps:
let
aPrev = arc.theta + step * (i - 1).float32
a = arc.theta + step * i.float32
next = arc.compute(a)
halfway = arc.compute(aPrev + (a - aPrev) / 2)
midpoint = (prev + next) / 2
error = (midpoint - halfway).length
if error >= 0.25:
# Error too large, try again with doubled precision
polygon.setLen(initialShapeLen)
discretize(arc, steps * 2)
return
drawLine(prev, next)
prev = next
let arc = endpointToCenterArcParams(at, radii, rotation, large, sweep, to)
discretize(arc, 4)
for command in commands:
case command.kind
of Move:
@ -403,25 +435,13 @@ proc commandsToPolygons*(commands: seq[PathCommand]): seq[seq[Vec2]] =
of Arc:
let
arc = endpointToCenterArcParams(
at,
vec2(command.numbers[0], command.numbers[1]),
command.numbers[2],
command.numbers[3] == 1,
command.numbers[4] == 1,
vec2(command.numbers[5], command.numbers[6]),
)
steps = int(abs(arc.delta) / PI * 180 / 5)
step = arc.delta / steps.float32
var a = arc.theta
for i in 0 .. steps:
polygon.add(
arc.rotMat * vec2(
cos(a) * arc.radii.x, sin(a) * arc.radii.y
) + arc.center
)
a += step
at = polygon[^1]
radii = vec2(command.numbers[0], command.numbers[1])
rotation = command.numbers[2]
large = command.numbers[3] == 1
sweep = command.numbers[4] == 1
to = vec2(command.numbers[5], command.numbers[6])
drawArc(at, radii, rotation, large, sweep, to)
at = to
of Close:
assert command.numbers.len == 0

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