Exemplo n.º 1
0
        /// <summary>
        /// Generates a solid outline of the path.
        /// </summary>
        /// <param name="path">the path to outline</param>
        /// <param name="width">The final width outline</param>
        /// <param name="jointStyle">The style to render the joints.</param>
        /// <param name="endCapStyle">The style to render the end caps of open paths (ignored on closed paths).</param>
        /// <returns>A new path representing the outline.</returns>
        public static IPath GenerateOutline(this IPath path, float width, JointStyle jointStyle = JointStyle.Square, EndCapStyle endCapStyle = EndCapStyle.Square)
        {
            var offset = new ClipperOffset()
            {
                MiterLimit = MiterOffsetDelta
            };

            JoinType style           = Convert(jointStyle);
            EndType  openEndCapStyle = Convert(endCapStyle);

            // Pattern can be applied to the path by cutting it into segments
            IEnumerable <ISimplePath> paths = path.Flatten();

            foreach (ISimplePath p in paths)
            {
                IReadOnlyList <PointF> vectors = p.Points;
                var points = new List <IntPoint>(vectors.Count);
                foreach (Vector2 v in vectors)
                {
                    points.Add(new IntPoint(v.X * ScalingFactor, v.Y * ScalingFactor));
                }

                EndType type = p.IsClosed ? EndType.etClosedLine : openEndCapStyle;

                offset.AddPath(points, style, type);
            }

            return(ExecuteOutliner(width, offset));
        }
        /// <summary>
        /// Generates an outline of the path.
        /// </summary>
        /// <param name="path">The path to outline</param>
        /// <param name="width">The outline width.</param>
        /// <param name="jointStyle">The style to apply to the joints.</param>
        /// <param name="endCapStyle">The style to apply to the end caps.</param>
        /// <returns>A new <see cref="IPath"/> representing the outline.</returns>
        /// <exception cref="ClipperException">Thrown when an offset cannot be calculated.</exception>
        public static IPath GenerateOutline(this IPath path, float width, JointStyle jointStyle, EndCapStyle endCapStyle)
        {
            ClipperOffset offset = new(MiterOffsetDelta);

            offset.AddPath(path, jointStyle, endCapStyle);

            return(offset.Execute(width));
        }
        private static JoinType Convert(JointStyle style)
        {
            switch (style)
            {
            case JointStyle.Round: return(JoinType.jtRound);

            case JointStyle.Miter: return(JoinType.jtMiter);

            case JointStyle.Square:
            default:
                return(JoinType.jtSquare);
            }
        }
Exemplo n.º 4
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        private static void OutputStarOutlineDashed(int points, float inner = 10, float outer = 20, float width = 5, JointStyle jointStyle = JointStyle.Miter, EndCapStyle cap = EndCapStyle.Butt)
        {
            // center the shape outerRadii + 10 px away from edges
            float offset = outer + 10;

            Star star    = new Star(offset, offset, points, inner, outer);
            var  outline = Outliner.GenerateOutline(star, width, new float[] { 3, 3 }, false, jointStyle, cap);

            outline.SaveImage("Stars", $"StarOutlineDashed_{points}_{jointStyle}_{cap}.png");
        }
Exemplo n.º 5
0
        private static void OutputStarOutline(int points, float inner = 10, float outer = 20, float width = 5, JointStyle jointStyle = JointStyle.Miter)
        {
            // center the shape outerRadii + 10 px away from edges
            float offset = outer + 10;

            Star star    = new Star(offset, offset, points, inner, outer);
            var  outline = Outliner.GenerateOutline(star, width, jointStyle);

            outline.SaveImage("Stars", $"StarOutline_{points}_{jointStyle}.png");
        }
Exemplo n.º 6
0
        /// <summary>
        /// Generates a outline of the path with alternating on and off segments based on the pattern.
        /// </summary>
        /// <param name="path">the path to outline</param>
        /// <param name="width">The final width outline</param>
        /// <param name="pattern">The pattern made of multiples of the width.</param>
        /// <param name="startOff">Weather the first item in the pattern is on or off.</param>
        /// <param name="jointStyle">The style to render the joints.</param>
        /// <param name="patternSectionCapStyle">The style to render between sections of the specified pattern.</param>
        /// <returns>A new path representing the outline.</returns>
        public static IPath GenerateOutline(this IPath path, float width, ReadOnlySpan <float> pattern, bool startOff, JointStyle jointStyle = JointStyle.Square, EndCapStyle patternSectionCapStyle = EndCapStyle.Butt)
        {
            if (pattern.Length < 2)
            {
                return(path.GenerateOutline(width, jointStyle: jointStyle));
            }

            JoinType style             = Convert(jointStyle);
            EndType  patternSectionCap = Convert(patternSectionCapStyle);

            IEnumerable <ISimplePath> paths = path.Flatten();

            var offset = new ClipperOffset()
            {
                MiterLimit = MiterOffsetDelta
            };

            var buffer = new List <IntPoint>(3);

            foreach (ISimplePath p in paths)
            {
                bool  online       = !startOff;
                float targetLength = pattern[0] * width;
                int   patternPos   = 0;

                // Create a new list of points representing the new outline
                int pCount = p.Points.Count;
                if (!p.IsClosed)
                {
                    pCount--;
                }

                int     i            = 0;
                Vector2 currentPoint = p.Points[0];

                while (i < pCount)
                {
                    int     next        = (i + 1) % p.Points.Count;
                    Vector2 targetPoint = p.Points[next];
                    float   distToNext  = Vector2.Distance(currentPoint, targetPoint);
                    if (distToNext > targetLength)
                    {
                        // find a point between the 2
                        float t = targetLength / distToNext;

                        Vector2 point = (currentPoint * (1 - t)) + (targetPoint * t);
                        buffer.Add(currentPoint.ToPoint());
                        buffer.Add(point.ToPoint());

                        // we now inset a line joining
                        if (online)
                        {
                            offset.AddPath(buffer, style, patternSectionCap);
                        }

                        online = !online;

                        buffer.Clear();

                        currentPoint = point;

                        // next length
                        patternPos   = (patternPos + 1) % pattern.Length;
                        targetLength = pattern[patternPos] * width;
                    }
                    else if (distToNext <= targetLength)
                    {
                        buffer.Add(currentPoint.ToPoint());
                        currentPoint = targetPoint;
                        i++;
                        targetLength -= distToNext;
                    }
                }

                if (buffer.Count > 0)
                {
                    if (p.IsClosed)
                    {
                        buffer.Add(p.Points.First().ToPoint());
                    }
                    else
                    {
                        buffer.Add(p.Points.Last().ToPoint());
                    }

                    if (online)
                    {
                        offset.AddPath(buffer, style, patternSectionCap);
                    }

                    online = !online;

                    buffer.Clear();
                    patternPos   = (patternPos + 1) % pattern.Length;
                    targetLength = pattern[patternPos] * width;
                }
            }

            return(ExecuteOutliner(width, offset));
        }
        /// <summary>
        /// Generates an outline of the path with alternating on and off segments based on the pattern.
        /// </summary>
        /// <param name="path">The path to outline</param>
        /// <param name="width">The outline width.</param>
        /// <param name="pattern">The pattern made of multiples of the width.</param>
        /// <param name="startOff">Whether the first item in the pattern is on or off.</param>
        /// <param name="jointStyle">The style to apply to the joints.</param>
        /// <param name="endCapStyle">The style to apply to the end caps.</param>
        /// <returns>A new <see cref="IPath"/> representing the outline.</returns>
        /// <exception cref="ClipperException">Thrown when an offset cannot be calculated.</exception>
        public static IPath GenerateOutline(this IPath path, float width, ReadOnlySpan <float> pattern, bool startOff, JointStyle jointStyle, EndCapStyle endCapStyle)
        {
            if (pattern.Length < 2)
            {
                return(path.GenerateOutline(width, jointStyle, endCapStyle));
            }

            IEnumerable <ISimplePath> paths = path.Flatten();

            ClipperOffset offset = new(MiterOffsetDelta);
            List <PointF> buffer = new();

            foreach (ISimplePath p in paths)
            {
                bool  online                 = !startOff;
                float targetLength           = pattern[0] * width;
                int   patternPos             = 0;
                ReadOnlySpan <PointF> points = p.Points.Span;

                // Create a new list of points representing the new outline
                int pCount = points.Length;
                if (!p.IsClosed)
                {
                    pCount--;
                }

                int     i            = 0;
                Vector2 currentPoint = points[0];

                while (i < pCount)
                {
                    int     next        = (i + 1) % points.Length;
                    Vector2 targetPoint = points[next];
                    float   distToNext  = Vector2.Distance(currentPoint, targetPoint);
                    if (distToNext > targetLength)
                    {
                        // find a point between the 2
                        float t = targetLength / distToNext;

                        Vector2 point = (currentPoint * (1 - t)) + (targetPoint * t);
                        buffer.Add(currentPoint);
                        buffer.Add(point);

                        // we now inset a line joining
                        if (online)
                        {
                            offset.AddPath(new ReadOnlySpan <PointF>(buffer.ToArray()), jointStyle, endCapStyle);
                        }

                        online = !online;

                        buffer.Clear();

                        currentPoint = point;

                        // next length
                        patternPos   = (patternPos + 1) % pattern.Length;
                        targetLength = pattern[patternPos] * width;
                    }
                    else if (distToNext <= targetLength)
                    {
                        buffer.Add(currentPoint);
                        currentPoint = targetPoint;
                        i++;
                        targetLength -= distToNext;
                    }
                }

                if (buffer.Count > 0)
                {
                    if (p.IsClosed)
                    {
                        buffer.Add(points[0]);
                    }
                    else
                    {
                        buffer.Add(points[points.Length - 1]);
                    }

                    if (online)
                    {
                        offset.AddPath(new ReadOnlySpan <PointF>(buffer.ToArray()), jointStyle, endCapStyle);
                    }

                    online = !online;

                    buffer.Clear();
                    patternPos   = (patternPos + 1) % pattern.Length;
                    targetLength = pattern[patternPos] * width;
                }
            }

            return(offset.Execute(width));
        }
 /// <summary>
 /// Generates an outline of the path with alternating on and off segments based on the pattern.
 /// </summary>
 /// <param name="path">The path to outline</param>
 /// <param name="width">The outline width.</param>
 /// <param name="pattern">The pattern made of multiples of the width.</param>
 /// <param name="jointStyle">The style to apply to the joints.</param>
 /// <param name="endCapStyle">The style to apply to the end caps.</param>
 /// <returns>A new <see cref="IPath"/> representing the outline.</returns>
 /// <exception cref="ClipperException">Thrown when an offset cannot be calculated.</exception>
 public static IPath GenerateOutline(this IPath path, float width, ReadOnlySpan <float> pattern, JointStyle jointStyle, EndCapStyle endCapStyle)
 => GenerateOutline(path, width, pattern, false, jointStyle, endCapStyle);