public static int TotalPointCount(PathGeometry geometry) { int num = 0; foreach (PathFigure figure in geometry.Figures) { num += PathFigureUtilities.PointCount(figure); } return(num); }
public static void SetPoint(PathFigure pathFigure, int pointIndex, Point point) { if (pointIndex == 0 || pointIndex == PathFigureUtilities.PointCount(pathFigure) && PathFigureUtilities.IsClosed(pathFigure) && !PathFigureUtilities.IsCloseSegmentDegenerate(pathFigure)) { pathFigure.StartPoint = point; } else { PathSegmentCollection segments = pathFigure.Segments; int segmentIndex; int segmentPointIndex; PathFigureUtilities.GetSegmentFromPointIndex(pathFigure, pointIndex, out segmentIndex, out segmentPointIndex); PathSegmentUtilities.SetPoint(segments[segmentIndex], segmentPointIndex, point); } }
private void OpenFit2DFromTo(int first, Vector unitTangentFirst, int last, Vector unitTangentLast, bool onlyCubics) { int length = last - first + 1; int num1 = length - 1; PathFigureEditor pathFigureEditor = new PathFigureEditor(this.figure); if (length == 2) { if (onlyCubics) { double num2 = VectorUtilities.Distance(this.sample[first], this.sample[last]) / 3.0; Point p1 = this.sample[first] + unitTangentFirst * num2; Point p2 = this.sample[last] - unitTangentLast * num2; pathFigureEditor.CubicCurveTo(p1, p2, this.sample[last]); } else { pathFigureEditor.LineTo(this.sample[last]); } } else if (length == 3) { int index1 = first + 1; Vector vector1 = this.sample[first] - this.sample[index1]; Vector vector2 = this.sample[last] - this.sample[index1]; Vector vector3 = vector1; vector3.Normalize(); Vector vector4 = vector2; vector4.Normalize(); Vector vector5 = vector3 + vector4; Vector vector6; if (VectorUtilities.IsZero(vector5)) { vector6 = this.sample[last] - this.sample[first]; vector6.Normalize(); } else { vector6 = VectorUtilities.UnitNormal(vector5); } if (VectorUtilities.Dot(vector6, this.sample[last] - this.sample[first]) < 0.0) { vector6 *= -1.0; } this.OpenFit2DFromTo(first, unitTangentFirst, index1, vector6, onlyCubics); int index2 = PathFigureUtilities.PointCount(this.figure) - 1; this.OpenFit2DFromTo(index1, vector6, last, unitTangentLast, onlyCubics); this.SetupCollinearHandlesConstraint(index2, onlyCubics); } else { double[][] numArray1 = new double[length][]; for (int index = 0; index < length; ++index) { numArray1[index] = new double[4]; } double num2 = 1.0 / (this.chordLength[last] - this.chordLength[first]); double[] numArray2 = new double[length]; for (int index = 0; index <= num1; ++index) { numArray2[index] = (this.chordLength[first + index] - this.chordLength[first]) * num2; } double[] numArray3 = new double[4]; numArray3[0] = 1.0; for (int index1 = 0; index1 <= num1; ++index1) { numArray3[1] = 1.0 - numArray2[index1]; for (int index2 = 2; index2 <= 3; ++index2) { numArray3[index2] = numArray3[index2 - 1] * numArray3[1]; } numArray1[index1][0] = numArray3[3]; double num3 = numArray2[index1]; int index3 = 1; while (index3 <= 3) { numArray1[index1][index3] = (double)BezierCurveFitter.pascalTriangle[3][index3] * num3 * numArray3[3 - index3]; ++index3; num3 *= numArray2[index1]; } } double[][] numArray4 = new double[4][]; for (int index = 0; index < 4; ++index) { numArray4[index] = new double[4]; } for (int index1 = 0; index1 <= 3; ++index1) { for (int index2 = 0; index2 <= index1; ++index2) { for (int index3 = 0; index3 <= num1; ++index3) { numArray4[index1][index2] += numArray1[index3][index2] * numArray1[index3][index1]; } if (index1 != index2) { numArray4[index2][index1] = numArray4[index1][index2]; } } } double[][] m = new double[2][] { new double[2] { numArray4[1][1], numArray4[1][2] * VectorUtilities.Dot(unitTangentFirst, unitTangentLast) }, new double[2] { numArray4[1][2], numArray4[2][2] } }; double[] v = new double[2]; Vector[] vectorArray = new Vector[4]; for (int index1 = 0; index1 < 4; ++index1) { for (int index2 = 0; index2 <= num1; ++index2) { vectorArray[index1].X += numArray1[index2][index1] * this.sample[index2 + first].X; vectorArray[index1].Y += numArray1[index2][index1] * this.sample[index2 + first].Y; } } Vector vector1 = new Vector(this.sample[first].X, this.sample[first].Y); Vector vector2 = new Vector(this.sample[last].X, this.sample[last].Y); Vector b1 = (numArray4[1][0] + numArray4[1][1]) * vector1 + (numArray4[1][2] + numArray4[1][3]) * vector2 - vectorArray[1]; v[0] = -VectorUtilities.Dot(unitTangentFirst, b1); Vector b2 = (numArray4[2][0] + numArray4[2][1]) * vector1 + (numArray4[2][2] + numArray4[2][3]) * vector2 - vectorArray[2]; v[1] = -VectorUtilities.Dot(unitTangentLast, b2); bool flag = BezierCurveFitter.Solve2By2LinearSystem(m, v); int firstBadVertexInQ = 0; if (flag && v[0] > 0.0 && v[1] < 0.0) { Point[] controlPoints = new Point[4]; controlPoints[0] = this.sample[first]; controlPoints[1] = controlPoints[0] + v[0] * unitTangentFirst; controlPoints[3] = this.sample[last]; controlPoints[2] = controlPoints[3] + v[1] * unitTangentLast; List <Point> list = new List <Point>(128); BezierCurveFlattener.FlattenCubic(controlPoints, this.distanceTolerance, list, false); double[] cumulatedChordLength = VectorUtilities.GetCumulatedChordLength(list, 0, list.Count - 1); if (VectorUtilities.ArePolylinesClose(list, cumulatedChordLength, 0, list.Count - 1, this.sample, this.chordLength, first, last, this.distanceTolerance, ref firstBadVertexInQ)) { pathFigureEditor.CubicCurveTo(controlPoints[1], controlPoints[2], controlPoints[3]); return; } } int num4 = (first + last) / 2; Vector tangentVectorAtSplit = this.GetUnitTangentVectorAtSplit(num4); this.OpenFit2DFromTo(first, unitTangentFirst, num4, tangentVectorAtSplit, onlyCubics); int index4 = PathFigureUtilities.PointCount(this.figure) - 1; this.OpenFit2DFromTo(num4, tangentVectorAtSplit, last, unitTangentLast, onlyCubics); this.SetupCollinearHandlesConstraint(index4, onlyCubics); } }