2011-04-27 08:06:14 +00:00
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// Copyright 2010 The draw2d Authors. All rights reserved.
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// created: 21/11/2010 by Laurent Le Goff
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2012-04-17 09:03:56 +00:00
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2011-04-27 08:06:14 +00:00
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package draw2d
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import (
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"math"
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)
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var (
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CurveRecursionLimit = 32
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CurveCollinearityEpsilon = 1e-30
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CurveAngleToleranceEpsilon = 0.01
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)
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/*
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The function has the following parameters:
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2015-04-16 09:51:13 +00:00
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approximationScale :
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Eventually determines the approximation accuracy. In practice we need to transform points from the World coordinate system to the Screen one.
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It always has some scaling coefficient.
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The curves are usually processed in the World coordinates, while the approximation accuracy should be eventually in pixels.
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Usually it looks as follows:
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curved.approximationScale(transform.scale());
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2011-04-27 08:06:14 +00:00
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where transform is the affine matrix that includes all the transformations, including viewport and zoom.
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angleTolerance :
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2015-04-16 09:51:13 +00:00
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You set it in radians.
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The less this value is the more accurate will be the approximation at sharp turns.
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2011-04-27 08:06:14 +00:00
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But 0 means that we don't consider angle conditions at all.
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cuspLimit :
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2015-04-16 09:51:13 +00:00
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An angle in radians.
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If 0, only the real cusps will have bevel cuts.
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If more than 0, it will restrict the sharpness.
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The more this value is the less sharp turns will be cut.
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2011-04-27 08:06:14 +00:00
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Typically it should not exceed 10-15 degrees.
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*/
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func cubicBezier(v VertexConverter, x1, y1, x2, y2, x3, y3, x4, y4, approximationScale, angleTolerance, cuspLimit float64) {
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cuspLimit = computeCuspLimit(cuspLimit)
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distanceToleranceSquare := 0.5 / approximationScale
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distanceToleranceSquare = distanceToleranceSquare * distanceToleranceSquare
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recursiveCubicBezier(v, x1, y1, x2, y2, x3, y3, x4, y4, 0, distanceToleranceSquare, angleTolerance, cuspLimit)
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}
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/*
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* see cubicBezier comments for approximationScale and angleTolerance definition
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*/
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func quadraticBezier(v VertexConverter, x1, y1, x2, y2, x3, y3, approximationScale, angleTolerance float64) {
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distanceToleranceSquare := 0.5 / approximationScale
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distanceToleranceSquare = distanceToleranceSquare * distanceToleranceSquare
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recursiveQuadraticBezierBezier(v, x1, y1, x2, y2, x3, y3, 0, distanceToleranceSquare, angleTolerance)
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}
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func computeCuspLimit(v float64) (r float64) {
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if v == 0.0 {
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r = 0.0
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} else {
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r = math.Pi - v
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}
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return
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}
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/**
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* http://www.antigrain.com/research/adaptive_bezier/index.html
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*/
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func recursiveQuadraticBezierBezier(v VertexConverter, x1, y1, x2, y2, x3, y3 float64, level int, distanceToleranceSquare, angleTolerance float64) {
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if level > CurveRecursionLimit {
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return
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}
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// Calculate all the mid-points of the line segments
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//----------------------
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x12 := (x1 + x2) / 2
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y12 := (y1 + y2) / 2
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x23 := (x2 + x3) / 2
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y23 := (y2 + y3) / 2
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x123 := (x12 + x23) / 2
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y123 := (y12 + y23) / 2
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dx := x3 - x1
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dy := y3 - y1
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2012-01-13 09:14:12 +00:00
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d := math.Abs(((x2-x3)*dy - (y2-y3)*dx))
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2011-04-27 08:06:14 +00:00
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if d > CurveCollinearityEpsilon {
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// Regular case
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//-----------------
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if d*d <= distanceToleranceSquare*(dx*dx+dy*dy) {
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// If the curvature doesn't exceed the distanceTolerance value
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// we tend to finish subdivisions.
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//----------------------
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if angleTolerance < CurveAngleToleranceEpsilon {
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v.Vertex(x123, y123)
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return
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}
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// Angle & Cusp Condition
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//----------------------
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2012-01-13 09:14:12 +00:00
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da := math.Abs(math.Atan2(y3-y2, x3-x2) - math.Atan2(y2-y1, x2-x1))
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2011-04-27 08:06:14 +00:00
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if da >= math.Pi {
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da = 2*math.Pi - da
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}
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if da < angleTolerance {
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// Finally we can stop the recursion
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//----------------------
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v.Vertex(x123, y123)
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return
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}
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}
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} else {
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// Collinear case
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//------------------
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da := dx*dx + dy*dy
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if da == 0 {
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d = squareDistance(x1, y1, x2, y2)
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} else {
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d = ((x2-x1)*dx + (y2-y1)*dy) / da
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if d > 0 && d < 1 {
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// Simple collinear case, 1---2---3
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// We can leave just two endpoints
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return
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}
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if d <= 0 {
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d = squareDistance(x2, y2, x1, y1)
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} else if d >= 1 {
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d = squareDistance(x2, y2, x3, y3)
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} else {
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d = squareDistance(x2, y2, x1+d*dx, y1+d*dy)
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}
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}
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if d < distanceToleranceSquare {
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v.Vertex(x2, y2)
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return
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}
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}
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// Continue subdivision
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//----------------------
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recursiveQuadraticBezierBezier(v, x1, y1, x12, y12, x123, y123, level+1, distanceToleranceSquare, angleTolerance)
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recursiveQuadraticBezierBezier(v, x123, y123, x23, y23, x3, y3, level+1, distanceToleranceSquare, angleTolerance)
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}
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/**
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* http://www.antigrain.com/research/adaptive_bezier/index.html
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*/
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func recursiveCubicBezier(v VertexConverter, x1, y1, x2, y2, x3, y3, x4, y4 float64, level int, distanceToleranceSquare, angleTolerance, cuspLimit float64) {
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if level > CurveRecursionLimit {
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return
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}
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// Calculate all the mid-points of the line segments
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//----------------------
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x12 := (x1 + x2) / 2
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y12 := (y1 + y2) / 2
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x23 := (x2 + x3) / 2
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y23 := (y2 + y3) / 2
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x34 := (x3 + x4) / 2
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y34 := (y3 + y4) / 2
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x123 := (x12 + x23) / 2
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y123 := (y12 + y23) / 2
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x234 := (x23 + x34) / 2
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y234 := (y23 + y34) / 2
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x1234 := (x123 + x234) / 2
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y1234 := (y123 + y234) / 2
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// Try to approximate the full cubic curve by a single straight line
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//------------------
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dx := x4 - x1
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dy := y4 - y1
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2012-01-13 09:14:12 +00:00
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d2 := math.Abs(((x2-x4)*dy - (y2-y4)*dx))
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d3 := math.Abs(((x3-x4)*dy - (y3-y4)*dx))
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2011-04-27 08:06:14 +00:00
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switch {
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case d2 <= CurveCollinearityEpsilon && d3 <= CurveCollinearityEpsilon:
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// All collinear OR p1==p4
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//----------------------
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k := dx*dx + dy*dy
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if k == 0 {
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d2 = squareDistance(x1, y1, x2, y2)
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d3 = squareDistance(x4, y4, x3, y3)
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} else {
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k = 1 / k
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da1 := x2 - x1
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da2 := y2 - y1
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d2 = k * (da1*dx + da2*dy)
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da1 = x3 - x1
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da2 = y3 - y1
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d3 = k * (da1*dx + da2*dy)
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if d2 > 0 && d2 < 1 && d3 > 0 && d3 < 1 {
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// Simple collinear case, 1---2---3---4
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// We can leave just two endpoints
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return
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}
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if d2 <= 0 {
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d2 = squareDistance(x2, y2, x1, y1)
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} else if d2 >= 1 {
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d2 = squareDistance(x2, y2, x4, y4)
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} else {
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d2 = squareDistance(x2, y2, x1+d2*dx, y1+d2*dy)
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}
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if d3 <= 0 {
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d3 = squareDistance(x3, y3, x1, y1)
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} else if d3 >= 1 {
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d3 = squareDistance(x3, y3, x4, y4)
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} else {
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d3 = squareDistance(x3, y3, x1+d3*dx, y1+d3*dy)
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}
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}
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if d2 > d3 {
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if d2 < distanceToleranceSquare {
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v.Vertex(x2, y2)
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return
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}
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} else {
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if d3 < distanceToleranceSquare {
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v.Vertex(x3, y3)
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return
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}
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}
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break
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case d2 <= CurveCollinearityEpsilon && d3 > CurveCollinearityEpsilon:
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// p1,p2,p4 are collinear, p3 is significant
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//----------------------
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if d3*d3 <= distanceToleranceSquare*(dx*dx+dy*dy) {
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if angleTolerance < CurveAngleToleranceEpsilon {
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v.Vertex(x23, y23)
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return
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}
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// Angle Condition
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//----------------------
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2012-01-13 09:14:12 +00:00
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da1 := math.Abs(math.Atan2(y4-y3, x4-x3) - math.Atan2(y3-y2, x3-x2))
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2011-04-27 08:06:14 +00:00
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if da1 >= math.Pi {
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da1 = 2*math.Pi - da1
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}
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if da1 < angleTolerance {
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v.Vertex(x2, y2)
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v.Vertex(x3, y3)
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return
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}
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if cuspLimit != 0.0 {
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if da1 > cuspLimit {
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v.Vertex(x3, y3)
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return
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}
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}
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}
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break
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case d2 > CurveCollinearityEpsilon && d3 <= CurveCollinearityEpsilon:
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// p1,p3,p4 are collinear, p2 is significant
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//----------------------
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if d2*d2 <= distanceToleranceSquare*(dx*dx+dy*dy) {
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if angleTolerance < CurveAngleToleranceEpsilon {
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v.Vertex(x23, y23)
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return
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}
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// Angle Condition
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//----------------------
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2012-01-13 09:14:12 +00:00
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da1 := math.Abs(math.Atan2(y3-y2, x3-x2) - math.Atan2(y2-y1, x2-x1))
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2011-04-27 08:06:14 +00:00
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if da1 >= math.Pi {
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da1 = 2*math.Pi - da1
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}
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if da1 < angleTolerance {
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v.Vertex(x2, y2)
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v.Vertex(x3, y3)
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return
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}
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if cuspLimit != 0.0 {
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if da1 > cuspLimit {
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v.Vertex(x2, y2)
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return
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}
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}
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}
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break
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case d2 > CurveCollinearityEpsilon && d3 > CurveCollinearityEpsilon:
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// Regular case
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//-----------------
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if (d2+d3)*(d2+d3) <= distanceToleranceSquare*(dx*dx+dy*dy) {
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// If the curvature doesn't exceed the distanceTolerance value
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// we tend to finish subdivisions.
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//----------------------
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if angleTolerance < CurveAngleToleranceEpsilon {
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v.Vertex(x23, y23)
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return
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}
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// Angle & Cusp Condition
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//----------------------
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k := math.Atan2(y3-y2, x3-x2)
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2012-01-13 09:14:12 +00:00
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da1 := math.Abs(k - math.Atan2(y2-y1, x2-x1))
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da2 := math.Abs(math.Atan2(y4-y3, x4-x3) - k)
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2011-04-27 08:06:14 +00:00
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if da1 >= math.Pi {
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da1 = 2*math.Pi - da1
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}
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if da2 >= math.Pi {
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da2 = 2*math.Pi - da2
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}
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if da1+da2 < angleTolerance {
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// Finally we can stop the recursion
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//----------------------
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v.Vertex(x23, y23)
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return
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}
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if cuspLimit != 0.0 {
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if da1 > cuspLimit {
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v.Vertex(x2, y2)
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return
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}
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if da2 > cuspLimit {
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v.Vertex(x3, y3)
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return
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}
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}
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}
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break
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}
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// Continue subdivision
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//----------------------
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recursiveCubicBezier(v, x1, y1, x12, y12, x123, y123, x1234, y1234, level+1, distanceToleranceSquare, angleTolerance, cuspLimit)
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recursiveCubicBezier(v, x1234, y1234, x234, y234, x34, y34, x4, y4, level+1, distanceToleranceSquare, angleTolerance, cuspLimit)
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}
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