source: trunk/third/libart_lgpl/art_vpath_bpath.c @ 18256

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1/* Libart_LGPL - library of basic graphic primitives
2 * Copyright (C) 1998 Raph Levien
3 *
4 * This library is free software; you can redistribute it and/or
5 * modify it under the terms of the GNU Library General Public
6 * License as published by the Free Software Foundation; either
7 * version 2 of the License, or (at your option) any later version.
8 *
9 * This library is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
12 * Library General Public License for more details.
13 *
14 * You should have received a copy of the GNU Library General Public
15 * License along with this library; if not, write to the
16 * Free Software Foundation, Inc., 59 Temple Place - Suite 330,
17 * Boston, MA 02111-1307, USA.
18 */
19
20/* Basic constructors and operations for bezier paths */
21
22#include "config.h"
23#include "art_vpath_bpath.h"
24
25#include <math.h>
26
27#include "art_misc.h"
28
29#include "art_bpath.h"
30#include "art_vpath.h"
31
32/* p must be allocated 2^level points. */
33
34/* level must be >= 1 */
35ArtPoint *
36art_bezier_to_vec (double x0, double y0,
37                   double x1, double y1,
38                   double x2, double y2,
39                   double x3, double y3,
40                   ArtPoint *p,
41                   int level)
42{
43  double x_m, y_m;
44
45#ifdef VERBOSE
46  printf ("bezier_to_vec: %g,%g %g,%g %g,%g %g,%g %d\n",
47          x0, y0, x1, y1, x2, y2, x3, y3, level);
48#endif
49  if (level == 1) {
50    x_m = (x0 + 3 * (x1 + x2) + x3) * 0.125;
51    y_m = (y0 + 3 * (y1 + y2) + y3) * 0.125;
52    p->x = x_m;
53    p->y = y_m;
54    p++;
55    p->x = x3;
56    p->y = y3;
57    p++;
58#ifdef VERBOSE
59    printf ("-> (%g, %g) -> (%g, %g)\n", x_m, y_m, x3, y3);
60#endif
61  } else {
62    double xa1, ya1;
63    double xa2, ya2;
64    double xb1, yb1;
65    double xb2, yb2;
66
67    xa1 = (x0 + x1) * 0.5;
68    ya1 = (y0 + y1) * 0.5;
69    xa2 = (x0 + 2 * x1 + x2) * 0.25;
70    ya2 = (y0 + 2 * y1 + y2) * 0.25;
71    xb1 = (x1 + 2 * x2 + x3) * 0.25;
72    yb1 = (y1 + 2 * y2 + y3) * 0.25;
73    xb2 = (x2 + x3) * 0.5;
74    yb2 = (y2 + y3) * 0.5;
75    x_m = (xa2 + xb1) * 0.5;
76    y_m = (ya2 + yb1) * 0.5;
77#ifdef VERBOSE
78    printf ("%g,%g %g,%g %g,%g %g,%g\n", xa1, ya1, xa2, ya2,
79            xb1, yb1, xb2, yb2);
80#endif
81    p = art_bezier_to_vec (x0, y0, xa1, ya1, xa2, ya2, x_m, y_m, p, level - 1);
82    p = art_bezier_to_vec (x_m, y_m, xb1, yb1, xb2, yb2, x3, y3, p, level - 1);
83  }
84  return p;
85}
86
87#define RENDER_LEVEL 4
88#define RENDER_SIZE (1 << (RENDER_LEVEL))
89
90/**
91 * art_vpath_render_bez: Render a bezier segment into the vpath.
92 * @p_vpath: Where the pointer to the #ArtVpath structure is stored.
93 * @pn_points: Pointer to the number of points in *@p_vpath.
94 * @pn_points_max: Pointer to the number of points allocated.
95 * @x0: X coordinate of starting bezier point.
96 * @y0: Y coordinate of starting bezier point.
97 * @x1: X coordinate of first bezier control point.
98 * @y1: Y coordinate of first bezier control point.
99 * @x2: X coordinate of second bezier control point.
100 * @y2: Y coordinate of second bezier control point.
101 * @x3: X coordinate of ending bezier point.
102 * @y3: Y coordinate of ending bezier point.
103 * @flatness: Flatness control.
104 *
105 * Renders a bezier segment into the vector path, reallocating and
106 * updating *@p_vpath and *@pn_vpath_max as necessary. *@pn_vpath is
107 * incremented by the number of vector points added.
108 *
109 * This step includes (@x0, @y0) but not (@x3, @y3).
110 *
111 * The @flatness argument guides the amount of subdivision. The Adobe
112 * PostScript reference manual defines flatness as the maximum
113 * deviation between the any point on the vpath approximation and the
114 * corresponding point on the "true" curve, and we follow this
115 * definition here. A value of 0.25 should ensure high quality for aa
116 * rendering.
117**/
118static void
119art_vpath_render_bez (ArtVpath **p_vpath, int *pn, int *pn_max,
120                      double x0, double y0,
121                      double x1, double y1,
122                      double x2, double y2,
123                      double x3, double y3,
124                      double flatness)
125{
126  double x3_0, y3_0;
127  double z3_0_dot;
128  double z1_dot, z2_dot;
129  double z1_perp, z2_perp;
130  double max_perp_sq;
131
132  double x_m, y_m;
133  double xa1, ya1;
134  double xa2, ya2;
135  double xb1, yb1;
136  double xb2, yb2;
137
138  /* It's possible to optimize this routine a fair amount.
139
140     First, once the _dot conditions are met, they will also be met in
141     all further subdivisions. So we might recurse to a different
142     routine that only checks the _perp conditions.
143
144     Second, the distance _should_ decrease according to fairly
145     predictable rules (a factor of 4 with each subdivision). So it might
146     be possible to note that the distance is within a factor of 4 of
147     acceptable, and subdivide once. But proving this might be hard.
148
149     Third, at the last subdivision, x_m and y_m can be computed more
150     expeditiously (as in the routine above).
151
152     Finally, if we were able to subdivide by, say 2 or 3, this would
153     allow considerably finer-grain control, i.e. fewer points for the
154     same flatness tolerance. This would speed things up downstream.
155
156     In any case, this routine is unlikely to be the bottleneck. It's
157     just that I have this undying quest for more speed...
158
159  */
160
161  x3_0 = x3 - x0;
162  y3_0 = y3 - y0;
163
164  /* z3_0_dot is dist z0-z3 squared */
165  z3_0_dot = x3_0 * x3_0 + y3_0 * y3_0;
166
167  /* todo: this test is far from satisfactory. */
168  if (z3_0_dot < 0.001)
169    goto nosubdivide;
170
171  /* we can avoid subdivision if:
172
173     z1 has distance no more than flatness from the z0-z3 line
174
175     z1 is no more z0'ward than flatness past z0-z3
176
177     z1 is more z0'ward than z3'ward on the line traversing z0-z3
178
179     and correspondingly for z2 */
180
181  /* perp is distance from line, multiplied by dist z0-z3 */
182  max_perp_sq = flatness * flatness * z3_0_dot;
183
184  z1_perp = (y1 - y0) * x3_0 - (x1 - x0) * y3_0;
185  if (z1_perp * z1_perp > max_perp_sq)
186    goto subdivide;
187
188  z2_perp = (y3 - y2) * x3_0 - (x3 - x2) * y3_0;
189  if (z2_perp * z2_perp > max_perp_sq)
190    goto subdivide;
191
192  z1_dot = (x1 - x0) * x3_0 + (y1 - y0) * y3_0;
193  if (z1_dot < 0 && z1_dot * z1_dot > max_perp_sq)
194    goto subdivide;
195
196  z2_dot = (x3 - x2) * x3_0 + (y3 - y2) * y3_0;
197  if (z2_dot < 0 && z2_dot * z2_dot > max_perp_sq)
198    goto subdivide;
199
200  if (z1_dot + z1_dot > z3_0_dot)
201    goto subdivide;
202
203  if (z2_dot + z2_dot > z3_0_dot)
204    goto subdivide;
205
206 nosubdivide:
207  /* don't subdivide */
208  art_vpath_add_point (p_vpath, pn, pn_max,
209                       ART_LINETO, x3, y3);
210  return;
211
212 subdivide:
213
214  xa1 = (x0 + x1) * 0.5;
215  ya1 = (y0 + y1) * 0.5;
216  xa2 = (x0 + 2 * x1 + x2) * 0.25;
217  ya2 = (y0 + 2 * y1 + y2) * 0.25;
218  xb1 = (x1 + 2 * x2 + x3) * 0.25;
219  yb1 = (y1 + 2 * y2 + y3) * 0.25;
220  xb2 = (x2 + x3) * 0.5;
221  yb2 = (y2 + y3) * 0.5;
222  x_m = (xa2 + xb1) * 0.5;
223  y_m = (ya2 + yb1) * 0.5;
224#ifdef VERBOSE
225  printf ("%g,%g %g,%g %g,%g %g,%g\n", xa1, ya1, xa2, ya2,
226          xb1, yb1, xb2, yb2);
227#endif
228  art_vpath_render_bez (p_vpath, pn, pn_max,
229                        x0, y0, xa1, ya1, xa2, ya2, x_m, y_m, flatness);
230  art_vpath_render_bez (p_vpath, pn, pn_max,
231                        x_m, y_m, xb1, yb1, xb2, yb2, x3, y3, flatness);
232}
233
234/**
235 * art_bez_path_to_vec: Create vpath from bezier path.
236 * @bez: Bezier path.
237 * @flatness: Flatness control.
238 *
239 * Creates a vector path closely approximating the bezier path defined by
240 * @bez. The @flatness argument controls the amount of subdivision. In
241 * general, the resulting vpath deviates by at most @flatness pixels
242 * from the "ideal" path described by @bez.
243 *
244 * Return value: Newly allocated vpath.
245 **/
246ArtVpath *
247art_bez_path_to_vec (const ArtBpath *bez, double flatness)
248{
249  ArtVpath *vec;
250  int vec_n, vec_n_max;
251  int bez_index;
252  double x, y;
253
254  vec_n = 0;
255  vec_n_max = RENDER_SIZE;
256  vec = art_new (ArtVpath, vec_n_max);
257
258  /* Initialization is unnecessary because of the precondition that the
259     bezier path does not begin with LINETO or CURVETO, but is here
260     to make the code warning-free. */
261  x = 0;
262  y = 0;
263
264  bez_index = 0;
265  do
266    {
267#ifdef VERBOSE
268      printf ("%s %g %g\n",
269              bez[bez_index].code == ART_CURVETO ? "curveto" :
270              bez[bez_index].code == ART_LINETO ? "lineto" :
271              bez[bez_index].code == ART_MOVETO ? "moveto" :
272              bez[bez_index].code == ART_MOVETO_OPEN ? "moveto-open" :
273              "end", bez[bez_index].x3, bez[bez_index].y3);
274#endif
275      /* make sure space for at least one more code */
276      if (vec_n >= vec_n_max)
277        art_expand (vec, ArtVpath, vec_n_max);
278      switch (bez[bez_index].code)
279        {
280        case ART_MOVETO_OPEN:
281        case ART_MOVETO:
282        case ART_LINETO:
283          x = bez[bez_index].x3;
284          y = bez[bez_index].y3;
285          vec[vec_n].code = bez[bez_index].code;
286          vec[vec_n].x = x;
287          vec[vec_n].y = y;
288          vec_n++;
289          break;
290        case ART_END:
291          vec[vec_n].code = bez[bez_index].code;
292          vec[vec_n].x = 0;
293          vec[vec_n].y = 0;
294          vec_n++;
295          break;
296        case ART_CURVETO:
297#ifdef VERBOSE
298          printf ("%g,%g %g,%g %g,%g %g,%g\n", x, y,
299                         bez[bez_index].x1, bez[bez_index].y1,
300                         bez[bez_index].x2, bez[bez_index].y2,
301                         bez[bez_index].x3, bez[bez_index].y3);
302#endif
303          art_vpath_render_bez (&vec, &vec_n, &vec_n_max,
304                                x, y,
305                                bez[bez_index].x1, bez[bez_index].y1,
306                                bez[bez_index].x2, bez[bez_index].y2,
307                                bez[bez_index].x3, bez[bez_index].y3,
308                                flatness);
309          x = bez[bez_index].x3;
310          y = bez[bez_index].y3;
311          break;
312        }
313    }
314  while (bez[bez_index++].code != ART_END);
315  return vec;
316}
317
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