Esempio n. 1
0
        void AddRecursiveBezier(double x1, double y1,
                                double x2, double y2,
                                double x3, double y3,
                                double x4, double y4,
                                int level)
        {
            if (level > Curves.CURVE_RECURSION_LIMIT)
            {
                return;
            }

            // Calculate all the mid-points of the line segments
            //----------------------
            double x12   = (x1 + x2) / 2;
            double y12   = (y1 + y2) / 2;
            double x23   = (x2 + x3) / 2;
            double y23   = (y2 + y3) / 2;
            double x34   = (x3 + x4) / 2;
            double y34   = (y3 + y4) / 2;
            double x123  = (x12 + x23) / 2;
            double y123  = (y12 + y23) / 2;
            double x234  = (x23 + x34) / 2;
            double y234  = (y23 + y34) / 2;
            double x1234 = (x123 + x234) / 2;
            double y1234 = (y123 + y234) / 2;
            // Try to approximate the full cubic curve by a single straight line
            //------------------
            double dx = x4 - x1;
            double dy = y4 - y1;
            double d2 = Math.Abs(((x2 - x4) * dy - (y2 - y4) * dx));
            double d3 = Math.Abs(((x3 - x4) * dy - (y3 - y4) * dx));
            double da1, da2, k;
            int    SwitchCase = 0;

            if (d2 > Curves.CURVE_COLLINEARITY_EPSILON)
            {
                SwitchCase = 2;
            }
            if (d3 > Curves.CURVE_COLLINEARITY_EPSILON)
            {
                SwitchCase++;
            }

            switch (SwitchCase)
            {
            case 0:
                // All collinear OR p1==p4
                //----------------------
                k = dx * dx + dy * dy;
                if (k == 0)
                {
                    d2 = AggMath.calc_sq_distance(x1, y1, x2, y2);
                    d3 = AggMath.calc_sq_distance(x4, y4, x3, y3);
                }
                else
                {
                    k   = 1 / k;
                    da1 = x2 - x1;
                    da2 = y2 - y1;
                    d2  = k * (da1 * dx + da2 * dy);
                    da1 = x3 - x1;
                    da2 = y3 - y1;
                    d3  = k * (da1 * dx + da2 * dy);
                    if (d2 > 0 && d2 < 1 && d3 > 0 && d3 < 1)
                    {
                        // Simple collinear case, 1---2---3---4
                        // We can leave just two endpoints
                        return;
                    }
                    if (d2 <= 0)
                    {
                        d2 = AggMath.calc_sq_distance(x2, y2, x1, y1);
                    }
                    else if (d2 >= 1)
                    {
                        d2 = AggMath.calc_sq_distance(x2, y2, x4, y4);
                    }
                    else
                    {
                        d2 = AggMath.calc_sq_distance(x2, y2, x1 + d2 * dx, y1 + d2 * dy);
                    }
                    if (d3 <= 0)
                    {
                        d3 = AggMath.calc_sq_distance(x3, y3, x1, y1);
                    }
                    else if (d3 >= 1)
                    {
                        d3 = AggMath.calc_sq_distance(x3, y3, x4, y4);
                    }
                    else
                    {
                        d3 = AggMath.calc_sq_distance(x3, y3, x1 + d3 * dx, y1 + d3 * dy);
                    }
                }
                if (d2 > d3)
                {
                    if (d2 < m_distance_tolerance_square)
                    {
                        m_points.AddVertex(new Vector2(x2, y2));
                        return;
                    }
                }
                else
                {
                    if (d3 < m_distance_tolerance_square)
                    {
                        m_points.AddVertex(new Vector2(x3, y3));
                        return;
                    }
                }
                break;

            case 1:
                // p1,p2,p4 are collinear, p3 is significant
                //----------------------
                if (d3 * d3 <= m_distance_tolerance_square * (dx * dx + dy * dy))
                {
                    if (m_angle_tolerance < Curves.CURVE_ANGLE_TOLERANCE_EPSILON)
                    {
                        m_points.AddVertex(new Vector2(x23, y23));
                        return;
                    }

                    // Angle Condition
                    //----------------------
                    da1 = Math.Abs(Math.Atan2(y4 - y3, x4 - x3) - Math.Atan2(y3 - y2, x3 - x2));
                    if (da1 >= Math.PI)
                    {
                        da1 = 2 * Math.PI - da1;
                    }
                    if (da1 < m_angle_tolerance)
                    {
                        m_points.AddVertex(new Vector2(x2, y2));
                        m_points.AddVertex(new Vector2(x3, y3));
                        return;
                    }

                    if (m_cusp_limit != 0.0)
                    {
                        if (da1 > m_cusp_limit)
                        {
                            m_points.AddVertex(new Vector2(x3, y3));
                            return;
                        }
                    }
                }
                break;

            case 2:
                // p1,p3,p4 are collinear, p2 is significant
                //----------------------
                if (d2 * d2 <= m_distance_tolerance_square * (dx * dx + dy * dy))
                {
                    if (m_angle_tolerance < Curves.CURVE_ANGLE_TOLERANCE_EPSILON)
                    {
                        m_points.AddVertex(new Vector2(x23, y23));
                        return;
                    }

                    // Angle Condition
                    //----------------------
                    da1 = Math.Abs(Math.Atan2(y3 - y2, x3 - x2) - Math.Atan2(y2 - y1, x2 - x1));
                    if (da1 >= Math.PI)
                    {
                        da1 = 2 * Math.PI - da1;
                    }
                    if (da1 < m_angle_tolerance)
                    {
                        m_points.AddVertex(new Vector2(x2, y2));
                        m_points.AddVertex(new Vector2(x3, y3));
                        return;
                    }

                    if (m_cusp_limit != 0.0)
                    {
                        if (da1 > m_cusp_limit)
                        {
                            m_points.AddVertex(new Vector2(x2, y2));
                            return;
                        }
                    }
                }
                break;

            case 3:
                // Regular case
                //-----------------
                if ((d2 + d3) * (d2 + d3) <= m_distance_tolerance_square * (dx * dx + dy * dy))
                {
                    // If the curvature doesn't exceed the distance_tolerance value
                    // we tend to finish subdivisions.
                    //----------------------
                    if (m_angle_tolerance < Curves.CURVE_ANGLE_TOLERANCE_EPSILON)
                    {
                        m_points.AddVertex(new Vector2(x23, y23));
                        return;
                    }

                    // Angle & Cusp Condition
                    //----------------------
                    k   = Math.Atan2(y3 - y2, x3 - x2);
                    da1 = Math.Abs(k - Math.Atan2(y2 - y1, x2 - x1));
                    da2 = Math.Abs(Math.Atan2(y4 - y3, x4 - x3) - k);
                    if (da1 >= Math.PI)
                    {
                        da1 = 2 * Math.PI - da1;
                    }
                    if (da2 >= Math.PI)
                    {
                        da2 = 2 * Math.PI - da2;
                    }
                    if (da1 + da2 < m_angle_tolerance)
                    {
                        // Finally we can stop the recursion
                        //----------------------
                        m_points.AddVertex(new Vector2(x23, y23));
                        return;
                    }

                    if (m_cusp_limit != 0.0)
                    {
                        if (da1 > m_cusp_limit)
                        {
                            m_points.AddVertex(new Vector2(x2, y2));
                            return;
                        }

                        if (da2 > m_cusp_limit)
                        {
                            m_points.AddVertex(new Vector2(x3, y3));
                            return;
                        }
                    }
                }
                break;
            }

            // Continue subdivision
            //----------------------
            AddRecursiveBezier(x1, y1, x12, y12, x123, y123, x1234, y1234, level + 1);
            AddRecursiveBezier(x1234, y1234, x234, y234, x34, y34, x4, y4, level + 1);
        }
Esempio n. 2
0
        private void AddRecursiveBezier(double x1, double y1,
                                        double x2, double y2,
                                        double x3, double y3,
                                        int level)
        {
            if (level > Curves.CURVE_RECURSION_LIMIT)
            {
                return;
            }

            // Calculate all the mid-points of the line segments
            //----------------------
            double x12  = (x1 + x2) / 2;
            double y12  = (y1 + y2) / 2;
            double x23  = (x2 + x3) / 2;
            double y23  = (y2 + y3) / 2;
            double x123 = (x12 + x23) / 2;
            double y123 = (y12 + y23) / 2;
            double dx   = x3 - x1;
            double dy   = y3 - y1;
            double d    = Math.Abs(((x2 - x3) * dy - (y2 - y3) * dx));
            double da;

            if (d > Curves.CURVE_COLLINEARITY_EPSILON)
            {
                // Regular case
                //-----------------
                if (d * d <= m_distance_tolerance_square * (dx * dx + dy * dy))
                {
                    // If the curvature doesn't exceed the distance_tolerance value
                    // we tend to finish subdivisions.
                    //----------------------
                    if (m_angle_tolerance < Curves.CURVE_ANGLE_TOLERANCE_EPSILON)
                    {
                        m_points.AddVertex(new Vector2(x123, y123));
                        return;
                    }

                    // Angle & Cusp Condition
                    //----------------------
                    da = Math.Abs(Math.Atan2(y3 - y2, x3 - x2) - Math.Atan2(y2 - y1, x2 - x1));
                    if (da >= Math.PI)
                    {
                        da = 2 * Math.PI - da;
                    }
                    if (da < m_angle_tolerance)
                    {
                        // Finally we can stop the recursion
                        //----------------------
                        m_points.AddVertex(new Vector2(x123, y123));
                        return;
                    }
                }
            }
            else
            {
                // Collinear case
                //------------------
                da = dx * dx + dy * dy;
                if (da == 0)
                {
                    d = AggMath.calc_sq_distance(x1, y1, x2, y2);
                }
                else
                {
                    d = ((x2 - x1) * dx + (y2 - y1) * dy) / da;
                    if (d > 0 && d < 1)
                    {
                        // Simple collinear case, 1---2---3
                        // We can leave just two endpoints
                        return;
                    }
                    if (d <= 0)
                    {
                        d = AggMath.calc_sq_distance(x2, y2, x1, y1);
                    }
                    else if (d >= 1)
                    {
                        d = AggMath.calc_sq_distance(x2, y2, x3, y3);
                    }
                    else
                    {
                        d = AggMath.calc_sq_distance(x2, y2, x1 + d * dx, y1 + d * dy);
                    }
                }
                if (d < m_distance_tolerance_square)
                {
                    m_points.AddVertex(new Vector2(x2, y2));
                    return;
                }
            }

            // Continue subdivision
            //----------------------
            AddRecursiveBezier(x1, y1, x12, y12, x123, y123, level + 1);
            AddRecursiveBezier(x123, y123, x23, y23, x3, y3, level + 1);
        }