Esempio n. 1
0
        private int Area(ContourData a, ContourData b)
        {
            float areaA = (a.maxPoint.x - a.minPoint.x) * (a.maxPoint.y - a.minPoint.y);
            float areaB = (b.maxPoint.x - b.minPoint.x) * (b.maxPoint.y - b.minPoint.y);

            if (areaA < areaB)
            {
                return(-1);
            }
            if (areaB < areaA)
            {
                return(1);
            }
            return(0);
        }
Esempio n. 2
0
        private Vector2[] RenderContourPoints(ContourData contour, int resolution, bool initialTest)
        {
            //		var baseLine = new VectorLine("base", contour.points, null, 2.0f, LineType.Continuous);
            //		baseLine.depth = 1;
            //		baseLine.Draw();
            //		var col = new Color[contour.points.Length];
            //		for (var i = 0; i < col.Length; i++) {
            //			col[i] = (contour.onCurves[i] == true)? Color.green : Color.red;
            //		}
            //		var pts = new VectorPoints("points", contour.points, col, null, 15.0f);
            //		pts.Draw();

            _resolution = resolution;
            var originalPoints = contour.points;
            var onCurves = contour.onCurves;
            int numberOfPoints = originalPoints.Length;
            var points = new List<Vector2>(numberOfPoints * resolution);
            float baseDist = (_unitsPerEm / 2) / (float)(resolution + 2);
            Vector2 p0, p1, p2, p = Vector2.zero;
            int iAdd = 0;
            int i0 = 0;
            while (i0 < numberOfPoints) {
            int i1 = i0 + 1;
            if (i1 == numberOfPoints) i1 = 0;

            if (onCurves[i0]) {
                // Straight line (two on-curve points in a row)
                if (onCurves[i1]) {
                    points.Add (originalPoints[i0]);
                    i0++;
                    continue;
                }
                else {
                    // Curve that starts with an on-curve point, and might end with one
                    int i2 = i1 + 1;
                    if (i2 == numberOfPoints) i2 = 0;
                    p0 = originalPoints[i0];
                    p1 = originalPoints[i1];
                    if (onCurves[i2]) {
                        p2 = originalPoints[i2];
                    }
                    else {
                        p2 = (originalPoints[i1] + originalPoints[i2]) / 2;
                    }
                    iAdd = 2;
                }
            }
            else {
                // Curve that doesn't start with an on-curve point, but might end with one
                int ip = i0 - 1;
                if (ip == -1) ip = numberOfPoints-1;
                p0 = (originalPoints[ip] + originalPoints[i0]) / 2;
                p1 = originalPoints[i0];
                if (onCurves[i1]) {
                    p2 = originalPoints[i1];
                }
                else {
                    p2 = (originalPoints[i0] + originalPoints[i1]) / 2;
                }
                iAdd = 1;
            }

            // Limit subdivision for short segments
            int thisRes;
            float segmentLength = (p0 - p2).magnitude;
            if (initialTest || segmentLength < baseDist) {
                thisRes = 1;
            }
            else {
                thisRes = (int)(segmentLength / baseDist);
            }

            // Do Bezier curve
            float t = 0.0f;
            float tAdd = 1.0f / (thisRes+1);
            for (int i = 0; i <= thisRes; i++) {
                float ti = (1.0f-t);
                p.x = ti*ti*p0.x + 2*t*ti*p1.x + t*t*p2.x;
                p.y = ti*ti*p0.y + 2*t*ti*p1.y + t*t*p2.y;
                points.Add (p);
                t += tAdd;
            }

            i0 += iAdd;
            }

            // Un-subdivide subsequent segments that are nearly a straight line anyway
            if (!initialTest) {
            int pCount = points.Count;
            baseDist *= 4;
            for (int i = 0; i < pCount;) {
                int ia = i - 1;
                if (ia < 0) ia = pCount - 1;
                int ib = i + 1;
                if (ib > pCount - 1) ib = 0;
                p0 = points[ia];
                p1 = points[i];
                p2 = points[ib];
                if ((p0 - p2).magnitude > baseDist && LineToPointSqrDistance (ref p0, ref p2, ref p1) < .1f) {
                    points.RemoveAt (i);
                    pCount--;
                }
                else {
                    i++;
                }
            }
            }

            //		if (points.Count > 1 && !initialTest) {
            //			var renderedLine = new VectorLine("render", points.ToArray(), Color.cyan, null, 5.0f, LineType.Continuous);
            //			renderedLine.Draw();
            //		}

            var pointsArray = points.ToArray();
            if (_reverse) {
            Array.Reverse (pointsArray);
            }
            return pointsArray;
        }
Esempio n. 3
0
 private int Area(ContourData a, ContourData b)
 {
     float areaA = (a.maxPoint.x - a.minPoint.x) * (a.maxPoint.y - a.minPoint.y);
     float areaB = (b.maxPoint.x - b.minPoint.x) * (b.maxPoint.y - b.minPoint.y);
     if (areaA < areaB) return -1;
     if (areaB < areaA) return 1;
     return 0;
 }
Esempio n. 4
0
        private Vector2[] RenderContourPoints(ContourData contour, int resolution, bool initialTest)
        {
//		var baseLine = new VectorLine("base", contour.points, null, 2.0f, LineType.Continuous);
//		baseLine.depth = 1;
//		baseLine.Draw();
//		var col = new Color[contour.points.Length];
//		for (var i = 0; i < col.Length; i++) {
//			col[i] = (contour.onCurves[i] == true)? Color.green : Color.red;
//		}
//		var pts = new VectorPoints("points", contour.points, col, null, 15.0f);
//		pts.Draw();

            _resolution = resolution;
            var     originalPoints = contour.points;
            var     onCurves = contour.onCurves;
            int     numberOfPoints = originalPoints.Length;
            var     points = new List <Vector2>(numberOfPoints * resolution);
            float   baseDist = (_unitsPerEm / 2) / (float)(resolution + 2);
            Vector2 p0, p1, p2, p = Vector2.zero;
            int     iAdd = 0;
            int     i0   = 0;

            while (i0 < numberOfPoints)
            {
                int i1 = i0 + 1;
                if (i1 == numberOfPoints)
                {
                    i1 = 0;
                }

                if (onCurves[i0])
                {
                    // Straight line (two on-curve points in a row)
                    if (onCurves[i1])
                    {
                        points.Add(originalPoints[i0]);
                        i0++;
                        continue;
                    }
                    else
                    {
                        // Curve that starts with an on-curve point, and might end with one
                        int i2 = i1 + 1;
                        if (i2 == numberOfPoints)
                        {
                            i2 = 0;
                        }
                        p0 = originalPoints[i0];
                        p1 = originalPoints[i1];
                        if (onCurves[i2])
                        {
                            p2 = originalPoints[i2];
                        }
                        else
                        {
                            p2 = (originalPoints[i1] + originalPoints[i2]) / 2;
                        }
                        iAdd = 2;
                    }
                }
                else
                {
                    // Curve that doesn't start with an on-curve point, but might end with one
                    int ip = i0 - 1;
                    if (ip == -1)
                    {
                        ip = numberOfPoints - 1;
                    }
                    p0 = (originalPoints[ip] + originalPoints[i0]) / 2;
                    p1 = originalPoints[i0];
                    if (onCurves[i1])
                    {
                        p2 = originalPoints[i1];
                    }
                    else
                    {
                        p2 = (originalPoints[i0] + originalPoints[i1]) / 2;
                    }
                    iAdd = 1;
                }

                // Limit subdivision for short segments
                int   thisRes;
                float segmentLength = (p0 - p2).magnitude;
                if (initialTest || segmentLength < baseDist)
                {
                    thisRes = 1;
                }
                else
                {
                    thisRes = (int)(segmentLength / baseDist);
                }

                // Do Bezier curve
                float t    = 0.0f;
                float tAdd = 1.0f / (thisRes + 1);
                for (int i = 0; i <= thisRes; i++)
                {
                    float ti = (1.0f - t);
                    p.x = ti * ti * p0.x + 2 * t * ti * p1.x + t * t * p2.x;
                    p.y = ti * ti * p0.y + 2 * t * ti * p1.y + t * t * p2.y;
                    points.Add(p);
                    t += tAdd;
                }

                i0 += iAdd;
            }

            // Un-subdivide subsequent segments that are nearly a straight line anyway
            if (!initialTest)
            {
                int pCount = points.Count;
                baseDist *= 4;
                for (int i = 0; i < pCount;)
                {
                    int ia = i - 1;
                    if (ia < 0)
                    {
                        ia = pCount - 1;
                    }
                    int ib = i + 1;
                    if (ib > pCount - 1)
                    {
                        ib = 0;
                    }
                    p0 = points[ia];
                    p1 = points[i];
                    p2 = points[ib];
                    if ((p0 - p2).magnitude > baseDist && LineToPointSqrDistance(ref p0, ref p2, ref p1) < .1f)
                    {
                        points.RemoveAt(i);
                        pCount--;
                    }
                    else
                    {
                        i++;
                    }
                }
            }

//		if (points.Count > 1 && !initialTest) {
//			var renderedLine = new VectorLine("render", points.ToArray(), Color.cyan, null, 5.0f, LineType.Continuous);
//			renderedLine.Draw();
//		}

            var pointsArray = points.ToArray();

            if (_reverse)
            {
                Array.Reverse(pointsArray);
            }
            return(pointsArray);
        }