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