private static void RenderToGraphics(Render.RenderContext ctx, int rot, float translateX, float translateY, XGraphics graphics) { graphics.TranslateTransform(translateX, translateY); graphics.RotateTransform(rot * 90); using (Maps.Rendering.RenderUtil.SaveState(graphics)) { if (ctx.clipPath != null) { XMatrix m = ctx.ImageSpaceToWorldSpace; graphics.MultiplyTransform(m); graphics.IntersectClip(ctx.clipPath); m.Invert(); graphics.MultiplyTransform(m); } ctx.graphics = graphics; Maps.Rendering.Render.RenderTile(ctx); } if (ctx.border && ctx.clipPath != null) { using (Maps.Rendering.RenderUtil.SaveState(graphics)) { // Render border in world space XMatrix m = ctx.ImageSpaceToWorldSpace; graphics.MultiplyTransform(m); XPen pen = new XPen(ctx.styles.imageBorderColor, 0.2f); // PdfSharp can't ExcludeClip so we take advantage of the fact that we know // the path starts on the left edge and proceeds clockwise. We extend the // path with a counterclockwise border around it, then use that to exclude // the original path's region for rendering the border. ctx.clipPath.Flatten(); RectangleF bounds = PathUtil.Bounds(ctx.clipPath); bounds.Inflate(2 * (float)pen.Width, 2 * (float)pen.Width); List <byte> types = new List <byte>(ctx.clipPath.Internals.GdiPath.PathTypes); List <PointF> points = new List <PointF>(ctx.clipPath.Internals.GdiPath.PathPoints); PointF key = points[0]; points.Add(new PointF(bounds.Left, key.Y)); types.Add(1); points.Add(new PointF(bounds.Left, bounds.Bottom)); types.Add(1); points.Add(new PointF(bounds.Right, bounds.Bottom)); types.Add(1); points.Add(new PointF(bounds.Right, bounds.Top)); types.Add(1); points.Add(new PointF(bounds.Left, bounds.Top)); types.Add(1); points.Add(new PointF(bounds.Left, key.Y)); types.Add(1); points.Add(new PointF(key.X, key.Y)); types.Add(1); XGraphicsPath path = new XGraphicsPath(points.ToArray(), types.ToArray(), XFillMode.Winding); graphics.IntersectClip(path); graphics.DrawPath(pen, ctx.clipPath); } } }
/// <summary> /// Realizes the CTM. /// </summary> public void RealizeCtm() { //if (MustRealizeCtm) if (!UnrealizedCtm.IsIdentity) { Debug.Assert(!UnrealizedCtm.IsIdentity, "mrCtm is unnecessarily set."); const string format = Config.SignificantFigures7; double[] matrix = UnrealizedCtm.GetElements(); // Use up to six decimal digits to prevent round up problems. _renderer.AppendFormatArgs("{0:" + format + "} {1:" + format + "} {2:" + format + "} {3:" + format + "} {4:" + format + "} {5:" + format + "} cm\n", matrix[0], matrix[1], matrix[2], matrix[3], matrix[4], matrix[5]); RealizedCtm.Prepend(UnrealizedCtm); UnrealizedCtm = new XMatrix(); EffectiveCtm = RealizedCtm; InverseEffectiveCtm = EffectiveCtm; InverseEffectiveCtm.Invert(); } }
/// <summary> /// Creates between 1 and 5 Béziers curves from parameters specified like in WPF. /// </summary> public static List <XPoint> BezierCurveFromArc(XPoint point1, XPoint point2, XSize size, double rotationAngle, bool isLargeArc, bool clockwise, PathStart pathStart) { // See also http://www.charlespetzold.com/blog/blog.xml from January 2, 2008: // http://www.charlespetzold.com/blog/2008/01/Mathematics-of-ArcSegment.html double δx = size.Width; double δy = size.Height; Debug.Assert(δx * δy > 0); double factor = δy / δx; bool isCounterclockwise = !clockwise; // Adjust for different radii and rotation angle. XMatrix matrix = new XMatrix(); matrix.RotateAppend(-rotationAngle); matrix.ScaleAppend(δy / δx, 1); XPoint pt1 = matrix.Transform(point1); XPoint pt2 = matrix.Transform(point2); // Get info about chord that connects both points. XPoint midPoint = new XPoint((pt1.X + pt2.X) / 2, (pt1.Y + pt2.Y) / 2); XVector vect = pt2 - pt1; double halfChord = vect.Length / 2; // Get vector from chord to center. XVector vectRotated; // (comparing two Booleans here!) if (isLargeArc == isCounterclockwise) { vectRotated = new XVector(-vect.Y, vect.X); } else { vectRotated = new XVector(vect.Y, -vect.X); } vectRotated.Normalize(); // Distance from chord to center. double centerDistance = Math.Sqrt(δy * δy - halfChord * halfChord); if (double.IsNaN(centerDistance)) { centerDistance = 0; } // Calculate center point. XPoint center = midPoint + centerDistance * vectRotated; // Get angles from center to the two points. double α = Math.Atan2(pt1.Y - center.Y, pt1.X - center.X); double β = Math.Atan2(pt2.Y - center.Y, pt2.X - center.X); // (another comparison of two Booleans!) if (isLargeArc == (Math.Abs(β - α) < Math.PI)) { if (α < β) { α += 2 * Math.PI; } else { β += 2 * Math.PI; } } // Invert matrix for final point calculation. matrix.Invert(); double sweepAngle = β - α; // Let the algorithm of GDI+ DrawArc to Bézier curves do the rest of the job return(BezierCurveFromArc(center.X - δx * factor, center.Y - δy, 2 * δx * factor, 2 * δy, α / Calc.Deg2Rad, sweepAngle / Calc.Deg2Rad, pathStart, ref matrix)); }
public void Invert() { matrix.Invert(); }