Start path package

This commit is contained in:
Laurent Le Goff 2015-04-27 12:16:50 +02:00
parent 61a6e03fdb
commit 1d191b3eaf
4 changed files with 0 additions and 396 deletions

View file

@ -1,42 +0,0 @@
// Copyright 2010 The draw2d Authors. All rights reserved.
// created: 13/12/2010 by Laurent Le Goff
package draw2d
import (
"math"
)
//high level path creation
func Rect(path PathBuilder, x1, y1, x2, y2 float64) {
path.MoveTo(x1, y1)
path.LineTo(x2, y1)
path.LineTo(x2, y2)
path.LineTo(x1, y2)
path.Close()
}
func RoundRect(path PathBuilder, x1, y1, x2, y2, arcWidth, arcHeight float64) {
arcWidth = arcWidth / 2
arcHeight = arcHeight / 2
path.MoveTo(x1, y1+arcHeight)
path.QuadCurveTo(x1, y1, x1+arcWidth, y1)
path.LineTo(x2-arcWidth, y1)
path.QuadCurveTo(x2, y1, x2, y1+arcHeight)
path.LineTo(x2, y2-arcHeight)
path.QuadCurveTo(x2, y2, x2-arcWidth, y2)
path.LineTo(x1+arcWidth, y2)
path.QuadCurveTo(x1, y2, x1, y2-arcHeight)
path.Close()
}
func Ellipse(path PathBuilder, cx, cy, rx, ry float64) {
path.ArcTo(cx, cy, rx, ry, 0, -math.Pi*2)
path.Close()
}
func Circle(path PathBuilder, cx, cy, radius float64) {
path.ArcTo(cx, cy, radius, radius, 0, -math.Pi*2)
path.Close()
}

28
path.go
View file

@ -1,28 +0,0 @@
// Copyright 2010 The draw2d Authors. All rights reserved.
// created: 21/11/2010 by Laurent Le Goff
package draw2d
// PathBuilder define method that create path
type PathBuilder interface {
// Return the current point of the current path
LastPoint() (x, y float64)
// MoveTo start a new path at (x, y) position
MoveTo(x, y float64)
// LineTo add a line to the current path
LineTo(x, y float64)
// QuadCurveTo add a quadratic curve to the current path
QuadCurveTo(cx, cy, x, y float64)
// CubicCurveTo add a cubic bezier curve to the current path
CubicCurveTo(cx1, cy1, cx2, cy2, x, y float64)
// ArcTo add an arc to the path
ArcTo(cx, cy, rx, ry, startAngle, angle float64)
// Close the current path
Close()
}

View file

@ -1,147 +0,0 @@
// Copyright 2010 The draw2d Authors. All rights reserved.
// created: 06/12/2010 by Laurent Le Goff
package draw2d
import (
"github.com/llgcode/draw2d/curve"
"math"
)
type PathConverter struct {
converter LineBuilder
ApproximationScale float64
startX, startY, x, y float64
}
func NewPathConverter(converter LineBuilder) *PathConverter {
return &PathConverter{converter, 1, 0, 0, 0, 0}
}
func (c *PathConverter) Convert(paths ...*Path) {
for _, path := range paths {
i := 0
for _, cmd := range path.commands {
switch cmd {
case MoveTo:
c.x, c.y = path.vertices[i], path.vertices[i+1]
c.startX, c.startY = c.x, c.y
if i != 0 {
c.converter.End()
}
c.converter.MoveTo(c.x, c.y)
i += 2
case LineTo:
c.x, c.y = path.vertices[i], path.vertices[i+1]
c.converter.LineTo(c.x, c.y)
c.converter.LineJoin()
i += 2
case QuadCurveTo:
curve.TraceQuad(c.converter, path.vertices[i-2:], 0.5)
c.x, c.y = path.vertices[i+2], path.vertices[i+3]
c.converter.LineTo(c.x, c.y)
i += 4
case CubicCurveTo:
curve.TraceCubic(c.converter, path.vertices[i-2:], 0.5)
c.x, c.y = path.vertices[i+4], path.vertices[i+5]
c.converter.LineTo(c.x, c.y)
i += 6
case ArcTo:
c.x, c.y = arc(c.converter, path.vertices[i], path.vertices[i+1], path.vertices[i+2], path.vertices[i+3], path.vertices[i+4], path.vertices[i+5], c.ApproximationScale)
c.converter.LineTo(c.x, c.y)
i += 6
case Close:
c.converter.LineTo(c.startX, c.startY)
c.converter.Close()
}
}
c.converter.End()
}
}
func (c *PathConverter) convertCommand(cmd PathCmd, vertices ...float64) int {
return 0
}
func (c *PathConverter) MoveTo(x, y float64) *PathConverter {
c.x, c.y = x, y
c.startX, c.startY = c.x, c.y
c.converter.End()
c.converter.MoveTo(c.x, c.y)
return c
}
func (c *PathConverter) RMoveTo(dx, dy float64) *PathConverter {
c.MoveTo(c.x+dx, c.y+dy)
return c
}
func (c *PathConverter) LineTo(x, y float64) *PathConverter {
c.x, c.y = x, y
c.converter.LineTo(c.x, c.y)
c.converter.LineJoin()
return c
}
func (c *PathConverter) RLineTo(dx, dy float64) *PathConverter {
c.LineTo(c.x+dx, c.y+dy)
return c
}
func (c *PathConverter) QuadCurveTo(cx, cy, x, y float64) *PathConverter {
curve.TraceQuad(c.converter, []float64{c.x, c.y, cx, cy, x, y}, 0.5)
c.x, c.y = x, y
c.converter.LineTo(c.x, c.y)
return c
}
func (c *PathConverter) RQuadCurveTo(dcx, dcy, dx, dy float64) *PathConverter {
c.QuadCurveTo(c.x+dcx, c.y+dcy, c.x+dx, c.y+dy)
return c
}
func (c *PathConverter) CubicCurveTo(cx1, cy1, cx2, cy2, x, y float64) *PathConverter {
curve.TraceCubic(c.converter, []float64{c.x, c.y, cx1, cy1, cx2, cy2, x, y}, 0.5)
c.x, c.y = x, y
c.converter.LineTo(c.x, c.y)
return c
}
func (c *PathConverter) RCubicCurveTo(dcx1, dcy1, dcx2, dcy2, dx, dy float64) *PathConverter {
c.CubicCurveTo(c.x+dcx1, c.y+dcy1, c.x+dcx2, c.y+dcy2, c.x+dx, c.y+dy)
return c
}
func (c *PathConverter) ArcTo(cx, cy, rx, ry, startAngle, angle float64) *PathConverter {
endAngle := startAngle + angle
clockWise := true
if angle < 0 {
clockWise = false
}
// normalize
if clockWise {
for endAngle < startAngle {
endAngle += math.Pi * 2.0
}
} else {
for startAngle < endAngle {
startAngle += math.Pi * 2.0
}
}
startX := cx + math.Cos(startAngle)*rx
startY := cy + math.Sin(startAngle)*ry
c.MoveTo(startX, startY)
c.x, c.y = arc(c.converter, cx, cy, rx, ry, startAngle, angle, c.ApproximationScale)
c.converter.LineTo(c.x, c.y)
return c
}
func (c *PathConverter) RArcTo(dcx, dcy, rx, ry, startAngle, angle float64) *PathConverter {
c.ArcTo(c.x+dcx, c.y+dcy, rx, ry, startAngle, angle)
return c
}
func (c *PathConverter) Close() *PathConverter {
c.converter.Close()
return c
}

View file

@ -1,179 +0,0 @@
// Copyright 2010 The draw2d Authors. All rights reserved.
// created: 21/11/2010 by Laurent Le Goff
package draw2d
import (
"fmt"
"math"
)
type PathCmd int
const (
MoveTo PathCmd = iota
LineTo
QuadCurveTo
CubicCurveTo
ArcTo
Close
)
type Path struct {
commands []PathCmd
vertices []float64
x, y float64
}
func NewPathStorage() (p *Path) {
p = new(Path)
p.commands = make([]PathCmd, 0, 256)
p.vertices = make([]float64, 0, 256)
return
}
func (p *Path) Clear() {
p.commands = p.commands[0:0]
p.vertices = p.vertices[0:0]
return
}
func (p *Path) appendToPath(cmd PathCmd, vertices ...float64) {
p.commands = append(p.commands, cmd)
p.vertices = append(p.vertices, vertices...)
}
func (src *Path) Copy() (dest *Path) {
dest = new(Path)
dest.commands = make([]PathCmd, len(src.commands))
copy(dest.commands, src.commands)
dest.vertices = make([]float64, len(src.vertices))
copy(dest.vertices, src.vertices)
return dest
}
func (p *Path) LastPoint() (x, y float64) {
return p.x, p.y
}
func (p *Path) IsEmpty() bool {
return len(p.commands) == 0
}
func (p *Path) Close() {
p.appendToPath(Close)
}
func (p *Path) MoveTo(x, y float64) {
p.appendToPath(MoveTo, x, y)
p.x = x
p.y = y
}
func (p *Path) RMoveTo(dx, dy float64) {
x, y := p.LastPoint()
p.MoveTo(x+dx, y+dy)
}
func (p *Path) LineTo(x, y float64) {
if len(p.commands) == 0 { //special case when no move has been done
p.MoveTo(0, 0)
}
p.appendToPath(LineTo, x, y)
p.x = x
p.y = y
}
func (p *Path) RLineTo(dx, dy float64) {
x, y := p.LastPoint()
p.LineTo(x+dx, y+dy)
}
func (p *Path) QuadCurveTo(cx, cy, x, y float64) {
if len(p.commands) == 0 { //special case when no move has been done
p.MoveTo(0, 0)
}
p.appendToPath(QuadCurveTo, cx, cy, x, y)
p.x = x
p.y = y
}
func (p *Path) RQuadCurveTo(dcx, dcy, dx, dy float64) {
x, y := p.LastPoint()
p.QuadCurveTo(x+dcx, y+dcy, x+dx, y+dy)
}
func (p *Path) CubicCurveTo(cx1, cy1, cx2, cy2, x, y float64) {
if len(p.commands) == 0 { //special case when no move has been done
p.MoveTo(0, 0)
}
p.appendToPath(CubicCurveTo, cx1, cy1, cx2, cy2, x, y)
p.x = x
p.y = y
}
func (p *Path) RCubicCurveTo(dcx1, dcy1, dcx2, dcy2, dx, dy float64) {
x, y := p.LastPoint()
p.CubicCurveTo(x+dcx1, y+dcy1, x+dcx2, y+dcy2, x+dx, y+dy)
}
func (p *Path) ArcTo(cx, cy, rx, ry, startAngle, angle float64) {
endAngle := startAngle + angle
clockWise := true
if angle < 0 {
clockWise = false
}
// normalize
if clockWise {
for endAngle < startAngle {
endAngle += math.Pi * 2.0
}
} else {
for startAngle < endAngle {
startAngle += math.Pi * 2.0
}
}
startX := cx + math.Cos(startAngle)*rx
startY := cy + math.Sin(startAngle)*ry
if len(p.commands) > 0 {
p.LineTo(startX, startY)
} else {
p.MoveTo(startX, startY)
}
p.appendToPath(ArcTo, cx, cy, rx, ry, startAngle, angle)
p.x = cx + math.Cos(endAngle)*rx
p.y = cy + math.Sin(endAngle)*ry
}
func (p *Path) RArcTo(dcx, dcy, rx, ry, startAngle, angle float64) {
x, y := p.LastPoint()
p.ArcTo(x+dcx, y+dcy, rx, ry, startAngle, angle)
}
func (p *Path) String() string {
s := ""
j := 0
for _, cmd := range p.commands {
switch cmd {
case MoveTo:
s += fmt.Sprintf("MoveTo: %f, %f\n", p.vertices[j], p.vertices[j+1])
j = j + 2
case LineTo:
s += fmt.Sprintf("LineTo: %f, %f\n", p.vertices[j], p.vertices[j+1])
j = j + 2
case QuadCurveTo:
s += fmt.Sprintf("QuadCurveTo: %f, %f, %f, %f\n", p.vertices[j], p.vertices[j+1], p.vertices[j+2], p.vertices[j+3])
j = j + 4
case CubicCurveTo:
s += fmt.Sprintf("CubicCurveTo: %f, %f, %f, %f, %f, %f\n", p.vertices[j], p.vertices[j+1], p.vertices[j+2], p.vertices[j+3], p.vertices[j+4], p.vertices[j+5])
j = j + 6
case ArcTo:
s += fmt.Sprintf("ArcTo: %f, %f, %f, %f, %f, %f\n", p.vertices[j], p.vertices[j+1], p.vertices[j+2], p.vertices[j+3], p.vertices[j+4], p.vertices[j+5])
j = j + 6
case Close:
s += "Close\n"
}
}
return s
}