Merge pull request #468 from treeform/guzba

path.commands is seq[float32]
This commit is contained in:
Andre von Houck 2022-07-21 17:54:20 -07:00 committed by GitHub
commit 94cbbb8d3b
No known key found for this signature in database
GPG key ID: 4AEE18F83AFDEB23

View file

@ -21,14 +21,9 @@ type
Move, Line, HLine, VLine, Cubic, SCubic, Quad, TQuad, Arc,
RMove, RLine, RHLine, RVLine, RCubic, RSCubic, RQuad, RTQuad, RArc
PathCommand = object
## Binary version of an SVG command.
kind: PathCommandKind
numbers: seq[float32]
Path* = ref object
## Used to hold paths and create paths.
commands: seq[PathCommand]
commands: seq[float32]
start, at: Vec2 # Maintained by moveTo, lineTo, etc. Used by arcTo.
SomePath* = Path | string
@ -81,8 +76,11 @@ proc parameterCount(kind: PathCommandKind): int =
proc `$`*(path: Path): string {.raises: [].} =
## Turn path int into a string.
for i, command in path.commands:
case command.kind
var i: int
while i < path.commands.len:
let kind = path.commands[i].PathCommandKind
inc i
case kind
of Move: result.add "M"
of Line: result.add "L"
of HLine: result.add "H"
@ -102,13 +100,15 @@ proc `$`*(path: Path): string {.raises: [].} =
of RTQuad: result.add "t"
of RArc: result.add "a"
of Close: result.add "Z"
for j, number in command.numbers:
for _ in 0 ..< kind.parameterCount():
let number = path.commands[i]
if floor(number) == number:
result.add $number.int
else:
result.add $number
if i != path.commands.len - 1 or j != command.numbers.len - 1:
if i != path.commands.len - 1:
result.add " "
inc i
proc parsePath*(path: string): Path {.raises: [PixieError].} =
## Converts a SVG style path string into seq of commands.
@ -140,7 +140,7 @@ proc parsePath*(path: string): Path {.raises: [PixieError].} =
if paramCount == 0:
if numbers.len != 0:
raise newException(PixieError, "Invalid path, unexpected parameters")
result.commands.add(PathCommand(kind: kind))
result.commands.add(kind.float32)
else:
if numbers.len mod paramCount != 0:
raise newException(
@ -153,10 +153,9 @@ proc parsePath*(path: string): Path {.raises: [PixieError].} =
kind = Line
elif kind == RMove:
kind = RLine
result.commands.add(PathCommand(
kind: kind,
numbers: numbers[batch * paramCount ..< (batch + 1) * paramCount]
))
result.commands.add(kind.float32)
for i in 0 ..< paramCount:
result.commands.add(numbers[batch * paramCount + i])
numbers.setLen(0)
armed = true
@ -261,65 +260,72 @@ proc transform*(path: Path, mat: Mat3) {.raises: [].} =
if mat == mat3():
return
if path.commands.len > 0 and path.commands[0].kind == RMove:
path.commands[0].kind = Move
if path.commands.len > 0 and path.commands[0] == RMove.float32:
path.commands[0] = Move.float32
var i: int
# for command in path.commands.mitems:
while i < path.commands.len:
let kind = path.commands[i].PathCommandKind
inc i
for command in path.commands.mitems:
var mat = mat
if command.kind.isRelative():
if kind.isRelative():
mat.pos = vec2(0)
case command.kind:
case kind:
of Close:
discard
of Move, Line, RMove, RLine, TQuad, RTQuad:
var pos = vec2(command.numbers[0], command.numbers[1])
var pos = vec2(path.commands[i + 0], path.commands[i + 1])
pos = mat * pos
command.numbers[0] = pos.x
command.numbers[1] = pos.y
path.commands[i + 0] = pos.x
path.commands[i + 1] = pos.y
of HLine, RHLine:
var pos = vec2(command.numbers[0], 0)
var pos = vec2(path.commands[i + 0], 0)
pos = mat * pos
command.numbers[0] = pos.x
path.commands[i + 0] = pos.x
of VLine, RVLine:
var pos = vec2(0, command.numbers[0])
var pos = vec2(0, path.commands[i + 0])
pos = mat * pos
command.numbers[0] = pos.y
path.commands[i + 0] = pos.y
of Cubic, RCubic:
var
ctrl1 = vec2(command.numbers[0], command.numbers[1])
ctrl2 = vec2(command.numbers[2], command.numbers[3])
to = vec2(command.numbers[4], command.numbers[5])
ctrl1 = vec2(path.commands[i + 0], path.commands[i + 1])
ctrl2 = vec2(path.commands[i + 2], path.commands[i + 3])
to = vec2(path.commands[i + 4], path.commands[i + 5])
ctrl1 = mat * ctrl1
ctrl2 = mat * ctrl2
to = mat * to
command.numbers[0] = ctrl1.x
command.numbers[1] = ctrl1.y
command.numbers[2] = ctrl2.x
command.numbers[3] = ctrl2.y
command.numbers[4] = to.x
command.numbers[5] = to.y
path.commands[i + 0] = ctrl1.x
path.commands[i + 1] = ctrl1.y
path.commands[i + 2] = ctrl2.x
path.commands[i + 3] = ctrl2.y
path.commands[i + 4] = to.x
path.commands[i + 5] = to.y
of SCubic, RSCubic, Quad, RQuad:
var
ctrl = vec2(command.numbers[0], command.numbers[1])
to = vec2(command.numbers[2], command.numbers[3])
ctrl = vec2(path.commands[i + 0], path.commands[i + 1])
to = vec2(path.commands[i + 2], path.commands[i + 3])
ctrl = mat * ctrl
to = mat * to
command.numbers[0] = ctrl.x
command.numbers[1] = ctrl.y
command.numbers[2] = to.x
command.numbers[3] = to.y
path.commands[i + 0] = ctrl.x
path.commands[i + 1] = ctrl.y
path.commands[i + 2] = to.x
path.commands[i + 3] = to.y
of Arc, RArc:
var
radii = vec2(command.numbers[0], command.numbers[1])
to = vec2(command.numbers[5], command.numbers[6])
radii = vec2(path.commands[i + 0], path.commands[i + 1])
to = vec2(path.commands[i + 5], path.commands[i + 6])
# Extract the scale from the matrix and only apply that to the radii
radii = scale(vec2(mat[0, 0], mat[1, 1])) * radii
to = mat * to
command.numbers[0] = radii.x
command.numbers[1] = radii.y
command.numbers[5] = to.x
command.numbers[6] = to.y
path.commands[i + 0] = radii.x
path.commands[i + 1] = radii.y
path.commands[i + 5] = to.x
path.commands[i + 6] = to.y
i += kind.parameterCount()
proc addPath*(path: Path, other: Path) {.raises: [].} =
## Adds a path to the current path.
@ -329,12 +335,12 @@ proc closePath*(path: Path) {.raises: [].} =
## Attempts to add a straight line from the current point to the start of
## the current sub-path. If the shape has already been closed or has only
## one point, this function does nothing.
path.commands.add(PathCommand(kind: Close))
path.commands.add(Close.float32)
path.at = path.start
proc moveTo*(path: Path, x, y: float32) {.raises: [].} =
## Begins a new sub-path at the point (x, y).
path.commands.add(PathCommand(kind: Move, numbers: @[x, y]))
path.commands.add(@[Move.float32, x, y])
path.start = vec2(x, y)
path.at = path.start
@ -345,7 +351,7 @@ proc moveTo*(path: Path, v: Vec2) {.inline, raises: [].} =
proc lineTo*(path: Path, x, y: float32) {.raises: [].} =
## Adds a straight line to the current sub-path by connecting the sub-path's
## last point to the specified (x, y) coordinates.
path.commands.add(PathCommand(kind: Line, numbers: @[x, y]))
path.commands.add(@[Line.float32, x, y])
path.at = vec2(x, y)
proc lineTo*(path: Path, v: Vec2) {.inline, raises: [].} =
@ -358,10 +364,7 @@ proc bezierCurveTo*(path: Path, x1, y1, x2, y2, x3, y3: float32) {.raises: [].}
## points: the first two are control points and the third one is the end
## point. The starting point is the latest point in the current path,
## which can be changed using moveTo() before creating the Bézier curve.
path.commands.add(PathCommand(
kind: Cubic,
numbers: @[x1, y1, x2, y2, x3, y3]
))
path.commands.add(@[Cubic.float32, x1, y1, x2, y2, x3, y3])
path.at = vec2(x3, y3)
proc bezierCurveTo*(path: Path, ctrl1, ctrl2, to: Vec2) {.inline, raises: [].} =
@ -377,10 +380,7 @@ proc quadraticCurveTo*(path: Path, x1, y1, x2, y2: float32) {.raises: [].} =
## point. The starting point is the latest point in the current path,
## which can be changed using moveTo() before creating the quadratic
## Bézier curve.
path.commands.add(PathCommand(
kind: Quad,
numbers: @[x1, y1, x2, y2]
))
path.commands.add(@[Quad.float32, x1, y1, x2, y2])
path.at = vec2(x2, y2)
proc quadraticCurveTo*(path: Path, ctrl, to: Vec2) {.inline, raises: [].} =
@ -400,12 +400,12 @@ proc ellipticalArcTo*(
) {.raises: [].} =
## Adds an elliptical arc to the current sub-path, using the given radius
## ratios, sweep flags, and end position.
path.commands.add(PathCommand(
kind: Arc,
numbers: @[
rx, ry, xAxisRotation, largeArcFlag.float32, sweepFlag.float32, x, y
]
))
path.commands.add(@[
Arc.float32,
rx, ry,
xAxisRotation, largeArcFlag.float32, sweepFlag.float32,
x, y
])
path.at = vec2(x, y)
proc arc*(
@ -878,49 +878,50 @@ proc commandsToShapes(
t += step
step = min(step * 2, 1 - t) # Optimistically attempt larger steps
for command in path.commands:
if command.numbers.len != command.kind.parameterCount():
raise newException(PixieError, "Invalid path")
var i: int
while i < path.commands.len:
let kind = path.commands[i].PathCommandKind
inc i
case command.kind:
case kind:
of Move:
if shape.len > 0:
if closeSubpaths:
shape.addSegment(at, start)
result.add(shape)
shape = newSeq[Vec2]()
at.x = command.numbers[0]
at.y = command.numbers[1]
at.x = path.commands[i + 0]
at.y = path.commands[i + 1]
start = at
of Line:
let to = vec2(command.numbers[0], command.numbers[1])
let to = vec2(path.commands[i + 0], path.commands[i + 1])
shape.addSegment(at, to)
at = to
of HLine:
let to = vec2(command.numbers[0], at.y)
let to = vec2(path.commands[i + 0], at.y)
shape.addSegment(at, to)
at = to
of VLine:
let to = vec2(at.x, command.numbers[0])
let to = vec2(at.x, path.commands[i + 0])
shape.addSegment(at, to)
at = to
of Cubic:
let
ctrl1 = vec2(command.numbers[0], command.numbers[1])
ctrl2 = vec2(command.numbers[2], command.numbers[3])
to = vec2(command.numbers[4], command.numbers[5])
ctrl1 = vec2(path.commands[i + 0], path.commands[i + 1])
ctrl2 = vec2(path.commands[i + 2], path.commands[i + 3])
to = vec2(path.commands[i + 4], path.commands[i + 5])
shape.addCubic(at, ctrl1, ctrl2, to)
at = to
prevCtrl2 = ctrl2
of SCubic:
let
ctrl2 = vec2(command.numbers[0], command.numbers[1])
to = vec2(command.numbers[2], command.numbers[3])
ctrl2 = vec2(path.commands[i + 0], path.commands[i + 1])
to = vec2(path.commands[i + 2], path.commands[i + 3])
if prevCommandKind in {Cubic, SCubic, RCubic, RSCubic}:
let ctrl1 = at * 2 - prevCtrl2
shape.addCubic(at, ctrl1, ctrl2, to)
@ -931,15 +932,15 @@ proc commandsToShapes(
of Quad:
let
ctrl = vec2(command.numbers[0], command.numbers[1])
to = vec2(command.numbers[2], command.numbers[3])
ctrl = vec2(path.commands[i + 0], path.commands[i + 1])
to = vec2(path.commands[i + 2], path.commands[i + 3])
shape.addQuadratic(at, ctrl, to)
at = to
prevCtrl = ctrl
of TQuad:
let
to = vec2(command.numbers[0], command.numbers[1])
to = vec2(path.commands[i + 0], path.commands[i + 1])
ctrl =
if prevCommandKind in {Quad, TQuad, RQuad, RTQuad}:
at * 2 - prevCtrl
@ -951,11 +952,11 @@ proc commandsToShapes(
of Arc:
let
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])
radii = vec2(path.commands[i + 0], path.commands[i + 1])
rotation = path.commands[i + 2]
large = path.commands[i + 3] == 1
sweep = path.commands[i + 4] == 1
to = vec2(path.commands[i + 5], path.commands[i + 6])
shape.addArc(at, radii, rotation, large, sweep, to)
at = to
@ -963,38 +964,38 @@ proc commandsToShapes(
if shape.len > 0:
result.add(shape)
shape = newSeq[Vec2]()
at.x += command.numbers[0]
at.y += command.numbers[1]
at.x += path.commands[i + 0]
at.y += path.commands[i + 1]
start = at
of RLine:
let to = vec2(at.x + command.numbers[0], at.y + command.numbers[1])
let to = vec2(at.x + path.commands[i + 0], at.y + path.commands[i + 1])
shape.addSegment(at, to)
at = to
of RHLine:
let to = vec2(at.x + command.numbers[0], at.y)
let to = vec2(at.x + path.commands[i + 0], at.y)
shape.addSegment(at, to)
at = to
of RVLine:
let to = vec2(at.x, at.y + command.numbers[0])
let to = vec2(at.x, at.y + path.commands[i + 0])
shape.addSegment(at, to)
at = to
of RCubic:
let
ctrl1 = vec2(at.x + command.numbers[0], at.y + command.numbers[1])
ctrl2 = vec2(at.x + command.numbers[2], at.y + command.numbers[3])
to = vec2(at.x + command.numbers[4], at.y + command.numbers[5])
ctrl1 = vec2(at.x + path.commands[i + 0], at.y + path.commands[i + 1])
ctrl2 = vec2(at.x + path.commands[i + 2], at.y + path.commands[i + 3])
to = vec2(at.x + path.commands[i + 4], at.y + path.commands[i + 5])
shape.addCubic(at, ctrl1, ctrl2, to)
at = to
prevCtrl2 = ctrl2
of RSCubic:
let
ctrl2 = vec2(at.x + command.numbers[0], at.y + command.numbers[1])
to = vec2(at.x + command.numbers[2], at.y + command.numbers[3])
ctrl2 = vec2(at.x + path.commands[i + 0], at.y + path.commands[i + 1])
to = vec2(at.x + path.commands[i + 2], at.y + path.commands[i + 3])
ctrl1 =
if prevCommandKind in {Cubic, SCubic, RCubic, RSCubic}:
at * 2 - prevCtrl2
@ -1006,15 +1007,15 @@ proc commandsToShapes(
of RQuad:
let
ctrl = vec2(at.x + command.numbers[0], at.y + command.numbers[1])
to = vec2(at.x + command.numbers[2], at.y + command.numbers[3])
ctrl = vec2(at.x + path.commands[i + 0], at.y + path.commands[i + 1])
to = vec2(at.x + path.commands[i + 2], at.y + path.commands[i + 3])
shape.addQuadratic(at, ctrl, to)
at = to
prevCtrl = ctrl
of RTQuad:
let
to = vec2(at.x + command.numbers[0], at.y + command.numbers[1])
to = vec2(at.x + path.commands[i + 0], at.y + path.commands[i + 1])
ctrl =
if prevCommandKind in {Quad, TQuad, RQuad, RTQuad}:
at * 2 - prevCtrl
@ -1026,11 +1027,11 @@ proc commandsToShapes(
of RArc:
let
radii = vec2(command.numbers[0], command.numbers[1])
rotation = command.numbers[2]
large = command.numbers[3] == 1
sweep = command.numbers[4] == 1
to = vec2(at.x + command.numbers[5], at.y + command.numbers[6])
radii = vec2(path.commands[i + 0], path.commands[i + 1])
rotation = path.commands[i + 2]
large = path.commands[i + 3] == 1
sweep = path.commands[i + 4] == 1
to = vec2(at.x + path.commands[i + 5], at.y + path.commands[i + 6])
shape.addArc(at, radii, rotation, large, sweep, to)
at = to
@ -1042,7 +1043,8 @@ proc commandsToShapes(
result.add(shape)
shape = newSeq[Vec2]()
prevCommandKind = command.kind
i += kind.parameterCount()
prevCommandKind = kind
if shape.len > 0:
if closeSubpaths: