cfde_path.cpp revision 5ae9d0c6fd838a2967cca72aa5751b51dadc2769
1// Copyright 2014 PDFium Authors. All rights reserved. 2// Use of this source code is governed by a BSD-style license that can be 3// found in the LICENSE file. 4 5// Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com 6 7#include "xfa/fde/cfde_path.h" 8 9#include "third_party/base/stl_util.h" 10#include "xfa/fde/fde_object.h" 11 12void CFDE_Path::CloseFigure() { 13 m_Path.ClosePath(); 14} 15 16bool CFDE_Path::FigureClosed() const { 17 const std::vector<FX_PATHPOINT>& points = m_Path.GetPoints(); 18 return points.empty() ? true : points.back().m_CloseFigure; 19} 20 21void CFDE_Path::MoveTo(const CFX_PointF& point) { 22 m_Path.AppendPoint(point, FXPT_TYPE::MoveTo, false); 23} 24 25void CFDE_Path::LineTo(const CFX_PointF& point) { 26 m_Path.AppendPoint(point, FXPT_TYPE::LineTo, false); 27} 28 29void CFDE_Path::BezierTo(const CFX_PointF& p1, 30 const CFX_PointF& p2, 31 const CFX_PointF& p3) { 32 m_Path.AppendPoint(p1, FXPT_TYPE::BezierTo, false); 33 m_Path.AppendPoint(p2, FXPT_TYPE::BezierTo, false); 34 m_Path.AppendPoint(p3, FXPT_TYPE::BezierTo, false); 35} 36 37void CFDE_Path::ArcTo(bool bStart, 38 const CFX_RectF& rect, 39 FX_FLOAT startAngle, 40 FX_FLOAT endAngle) { 41 FX_FLOAT rx = rect.width / 2; 42 FX_FLOAT ry = rect.height / 2; 43 FX_FLOAT cx = rect.left + rx; 44 FX_FLOAT cy = rect.top + ry; 45 FX_FLOAT alpha = 46 FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle)); 47 FX_FLOAT beta = 48 FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle)); 49 if (FXSYS_fabs(beta - alpha) > FX_PI) { 50 if (beta > alpha) 51 beta -= 2 * FX_PI; 52 else 53 alpha -= 2 * FX_PI; 54 } 55 56 FX_FLOAT half_delta = (beta - alpha) / 2; 57 FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta); 58 FX_FLOAT sin_alpha = FXSYS_sin(alpha); 59 FX_FLOAT sin_beta = FXSYS_sin(beta); 60 FX_FLOAT cos_alpha = FXSYS_cos(alpha); 61 FX_FLOAT cos_beta = FXSYS_cos(beta); 62 if (bStart) 63 MoveTo(CFX_PointF(cx + rx * cos_alpha, cy + ry * sin_alpha)); 64 65 BezierTo(CFX_PointF(cx + rx * (cos_alpha - bcp * sin_alpha), 66 cy + ry * (sin_alpha + bcp * cos_alpha)), 67 CFX_PointF(cx + rx * (cos_beta + bcp * sin_beta), 68 cy + ry * (sin_beta - bcp * cos_beta)), 69 CFX_PointF(cx + rx * cos_beta, cy + ry * sin_beta)); 70} 71 72void CFDE_Path::AddBezier(const std::vector<CFX_PointF>& points) { 73 if (points.size() != 4) 74 return; 75 76 MoveTo(points[0]); 77 BezierTo(points[1], points[2], points[3]); 78} 79 80void CFDE_Path::AddBeziers(const std::vector<CFX_PointF>& points) { 81 int32_t iCount = points.size(); 82 if (iCount < 4) 83 return; 84 85 const CFX_PointF* p = points.data(); 86 const CFX_PointF* pEnd = p + iCount; 87 MoveTo(p[0]); 88 for (++p; p <= pEnd - 3; p += 3) 89 BezierTo(p[0], p[1], p[2]); 90} 91 92void CFDE_Path::GetCurveTangents(const std::vector<CFX_PointF>& points, 93 std::vector<CFX_PointF>* tangents, 94 bool bClosed, 95 FX_FLOAT fTension) const { 96 int32_t iCount = pdfium::CollectionSize<int32_t>(points); 97 tangents->resize(iCount); 98 if (iCount < 3) 99 return; 100 101 FX_FLOAT fCoefficient = fTension / 3.0f; 102 const CFX_PointF* pPoints = points.data(); 103 CFX_PointF* pTangents = tangents->data(); 104 for (int32_t i = 0; i < iCount; ++i) { 105 int32_t r = i + 1; 106 int32_t s = i - 1; 107 if (r >= iCount) 108 r = bClosed ? (r - iCount) : (iCount - 1); 109 if (s < 0) 110 s = bClosed ? (s + iCount) : 0; 111 112 pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x)); 113 pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y)); 114 } 115} 116 117void CFDE_Path::AddCurve(const std::vector<CFX_PointF>& points, 118 bool bClosed, 119 FX_FLOAT fTension) { 120 int32_t iLast = pdfium::CollectionSize<int32_t>(points) - 1; 121 if (iLast < 1) 122 return; 123 124 std::vector<CFX_PointF> tangents; 125 GetCurveTangents(points, &tangents, bClosed, fTension); 126 const CFX_PointF* pPoints = points.data(); 127 CFX_PointF* pTangents = tangents.data(); 128 MoveTo(pPoints[0]); 129 for (int32_t i = 0; i < iLast; ++i) { 130 BezierTo(CFX_PointF(pPoints[i].x + pTangents[i].x, 131 pPoints[i].y + pTangents[i].y), 132 CFX_PointF(pPoints[i + 1].x - pTangents[i + 1].x, 133 pPoints[i + 1].y - pTangents[i + 1].y), 134 CFX_PointF(pPoints[i + 1].x, pPoints[i + 1].y)); 135 } 136 if (bClosed) { 137 BezierTo(CFX_PointF(pPoints[iLast].x + pTangents[iLast].x, 138 pPoints[iLast].y + pTangents[iLast].y), 139 CFX_PointF(pPoints[0].x - pTangents[0].x, 140 pPoints[0].y - pTangents[0].y), 141 CFX_PointF(pPoints[0].x, pPoints[0].y)); 142 CloseFigure(); 143 } 144} 145 146void CFDE_Path::AddEllipse(const CFX_RectF& rect) { 147 FX_FLOAT fStartAngle = 0; 148 FX_FLOAT fEndAngle = FX_PI / 2; 149 for (int32_t i = 0; i < 4; ++i) { 150 ArcTo(i == 0, rect, fStartAngle, fEndAngle); 151 fStartAngle += FX_PI / 2; 152 fEndAngle += FX_PI / 2; 153 } 154 CloseFigure(); 155} 156 157void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) { 158 std::vector<FX_PATHPOINT>& points = m_Path.GetPoints(); 159 if (points.empty() || FXSYS_fabs(points.back().m_Point.x - pt1.x) > 0.001 || 160 FXSYS_fabs(points.back().m_Point.y - pt1.y) > 0.001) { 161 MoveTo(pt1); 162 } 163 LineTo(pt2); 164} 165 166void CFDE_Path::AddPath(const CFDE_Path* pSrc, bool bConnect) { 167 if (!pSrc) 168 return; 169 170 if (pSrc->m_Path.GetPoints().empty()) 171 return; 172 if (bConnect) 173 LineTo(pSrc->m_Path.GetPoint(0)); 174 175 m_Path.Append(&pSrc->m_Path, nullptr); 176} 177 178void CFDE_Path::AddPolygon(const std::vector<CFX_PointF>& points) { 179 size_t iCount = points.size(); 180 if (iCount < 2) 181 return; 182 183 AddLines(points); 184 const CFX_PointF* p = points.data(); 185 if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f || 186 FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) { 187 LineTo(p[0]); 188 } 189 CloseFigure(); 190} 191 192void CFDE_Path::AddLines(const std::vector<CFX_PointF>& points) { 193 size_t iCount = points.size(); 194 if (iCount < 2) 195 return; 196 197 const CFX_PointF* p = points.data(); 198 const CFX_PointF* pEnd = p + iCount; 199 MoveTo(p[0]); 200 for (++p; p < pEnd; ++p) 201 LineTo(*p); 202} 203 204void CFDE_Path::AddRectangle(const CFX_RectF& rect) { 205 MoveTo(rect.TopLeft()); 206 LineTo(rect.TopRight()); 207 LineTo(rect.BottomRight()); 208 LineTo(rect.BottomLeft()); 209 CloseFigure(); 210} 211 212CFX_RectF CFDE_Path::GetBBox() const { 213 CFX_FloatRect rect = m_Path.GetBoundingBox(); 214 CFX_RectF bbox = CFX_RectF(rect.left, rect.top, rect.Width(), rect.Height()); 215 bbox.Normalize(); 216 return bbox; 217} 218 219CFX_RectF CFDE_Path::GetBBox(FX_FLOAT fLineWidth, FX_FLOAT fMiterLimit) const { 220 CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit); 221 CFX_RectF bbox = CFX_RectF(rect.left, rect.top, rect.Width(), rect.Height()); 222 bbox.Normalize(); 223 return bbox; 224} 225