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      1 /*
      2  * Copyright (C) 2003, 2006 Apple Computer, Inc.  All rights reserved.
      3  *                     2006 Rob Buis <buis (at) kde.org>
      4  * Copyright (C) 2007 Eric Seidel <eric (at) webkit.org>
      5  *
      6  * Redistribution and use in source and binary forms, with or without
      7  * modification, are permitted provided that the following conditions
      8  * are met:
      9  * 1. Redistributions of source code must retain the above copyright
     10  *    notice, this list of conditions and the following disclaimer.
     11  * 2. Redistributions in binary form must reproduce the above copyright
     12  *    notice, this list of conditions and the following disclaimer in the
     13  *    documentation and/or other materials provided with the distribution.
     14  *
     15  * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
     16  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
     17  * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
     18  * PURPOSE ARE DISCLAIMED.  IN NO EVENT SHALL APPLE COMPUTER, INC. OR
     19  * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
     20  * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
     21  * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
     22  * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
     23  * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     24  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
     25  * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     26  */
     27 
     28 
     29 #include "config.h"
     30 #include "Path.h"
     31 
     32 #include "FloatPoint.h"
     33 #include "FloatRect.h"
     34 #include "PathTraversalState.h"
     35 #include <math.h>
     36 #include <wtf/MathExtras.h>
     37 
     38 static const float QUARTER = 0.552f; // approximation of control point positions on a bezier
     39                               // to simulate a quarter of a circle.
     40 namespace WebCore {
     41 
     42 static void pathLengthApplierFunction(void* info, const PathElement* element)
     43 {
     44     PathTraversalState& traversalState = *static_cast<PathTraversalState*>(info);
     45     if (traversalState.m_success)
     46         return;
     47     traversalState.m_previous = traversalState.m_current;
     48     FloatPoint* points = element->points;
     49     float segmentLength = 0.0f;
     50     switch (element->type) {
     51         case PathElementMoveToPoint:
     52             segmentLength = traversalState.moveTo(points[0]);
     53             break;
     54         case PathElementAddLineToPoint:
     55             segmentLength = traversalState.lineTo(points[0]);
     56             break;
     57         case PathElementAddQuadCurveToPoint:
     58             segmentLength = traversalState.quadraticBezierTo(points[0], points[1]);
     59             break;
     60         case PathElementAddCurveToPoint:
     61             segmentLength = traversalState.cubicBezierTo(points[0], points[1], points[2]);
     62             break;
     63         case PathElementCloseSubpath:
     64             segmentLength = traversalState.closeSubpath();
     65             break;
     66     }
     67     traversalState.m_totalLength += segmentLength;
     68     if ((traversalState.m_action == PathTraversalState::TraversalPointAtLength ||
     69          traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) &&
     70         (traversalState.m_totalLength >= traversalState.m_desiredLength)) {
     71         FloatSize change = traversalState.m_current - traversalState.m_previous;
     72         float slope = atan2f(change.height(), change.width());
     73 
     74         if (traversalState.m_action == PathTraversalState::TraversalPointAtLength) {
     75             float offset = traversalState.m_desiredLength - traversalState.m_totalLength;
     76             traversalState.m_current.move(offset * cosf(slope), offset * sinf(slope));
     77         } else {
     78             static const float rad2deg = 180.0f / piFloat;
     79             traversalState.m_normalAngle = slope * rad2deg;
     80         }
     81 
     82         traversalState.m_success = true;
     83     }
     84 }
     85 
     86 float Path::length()
     87 {
     88     PathTraversalState traversalState(PathTraversalState::TraversalTotalLength);
     89     apply(&traversalState, pathLengthApplierFunction);
     90     return traversalState.m_totalLength;
     91 }
     92 
     93 FloatPoint Path::pointAtLength(float length, bool& ok)
     94 {
     95     PathTraversalState traversalState(PathTraversalState::TraversalPointAtLength);
     96     traversalState.m_desiredLength = length;
     97     apply(&traversalState, pathLengthApplierFunction);
     98     ok = traversalState.m_success;
     99     return traversalState.m_current;
    100 }
    101 
    102 float Path::normalAngleAtLength(float length, bool& ok)
    103 {
    104     PathTraversalState traversalState(PathTraversalState::TraversalNormalAngleAtLength);
    105     traversalState.m_desiredLength = length;
    106     apply(&traversalState, pathLengthApplierFunction);
    107     ok = traversalState.m_success;
    108     return traversalState.m_normalAngle;
    109 }
    110 
    111 Path Path::createRoundedRectangle(const FloatRect& rectangle, const FloatSize& roundingRadii)
    112 {
    113     Path path;
    114     float x = rectangle.x();
    115     float y = rectangle.y();
    116     float width = rectangle.width();
    117     float height = rectangle.height();
    118     float rx = roundingRadii.width();
    119     float ry = roundingRadii.height();
    120     if (width <= 0.0f || height <= 0.0f)
    121         return path;
    122 
    123     float dx = rx, dy = ry;
    124     // If rx is greater than half of the width of the rectangle
    125     // then set rx to half of the width (required in SVG spec)
    126     if (dx > width * 0.5f)
    127         dx = width * 0.5f;
    128 
    129     // If ry is greater than half of the height of the rectangle
    130     // then set ry to half of the height (required in SVG spec)
    131     if (dy > height * 0.5f)
    132         dy = height * 0.5f;
    133 
    134     path.moveTo(FloatPoint(x + dx, y));
    135 
    136     if (dx < width * 0.5f)
    137         path.addLineTo(FloatPoint(x + width - rx, y));
    138 
    139     path.addBezierCurveTo(FloatPoint(x + width - dx * (1 - QUARTER), y), FloatPoint(x + width, y + dy * (1 - QUARTER)), FloatPoint(x + width, y + dy));
    140 
    141     if (dy < height * 0.5)
    142         path.addLineTo(FloatPoint(x + width, y + height - dy));
    143 
    144     path.addBezierCurveTo(FloatPoint(x + width, y + height - dy * (1 - QUARTER)), FloatPoint(x + width - dx * (1 - QUARTER), y + height), FloatPoint(x + width - dx, y + height));
    145 
    146     if (dx < width * 0.5)
    147         path.addLineTo(FloatPoint(x + dx, y + height));
    148 
    149     path.addBezierCurveTo(FloatPoint(x + dx * (1 - QUARTER), y + height), FloatPoint(x, y + height - dy * (1 - QUARTER)), FloatPoint(x, y + height - dy));
    150 
    151     if (dy < height * 0.5)
    152         path.addLineTo(FloatPoint(x, y + dy));
    153 
    154     path.addBezierCurveTo(FloatPoint(x, y + dy * (1 - QUARTER)), FloatPoint(x + dx * (1 - QUARTER), y), FloatPoint(x + dx, y));
    155 
    156     path.closeSubpath();
    157 
    158     return path;
    159 }
    160 
    161 Path Path::createRoundedRectangle(const FloatRect& rectangle, const FloatSize& topLeftRadius, const FloatSize& topRightRadius, const FloatSize& bottomLeftRadius, const FloatSize& bottomRightRadius)
    162 {
    163     Path path;
    164 
    165     float width = rectangle.width();
    166     float height = rectangle.height();
    167     if (width <= 0.0 || height <= 0.0)
    168         return path;
    169 
    170     if (width < topLeftRadius.width() + topRightRadius.width()
    171             || width < bottomLeftRadius.width() + bottomRightRadius.width()
    172             || height < topLeftRadius.height() + bottomLeftRadius.height()
    173             || height < topRightRadius.height() + bottomRightRadius.height())
    174         // If all the radii cannot be accommodated, return a rect.
    175         return createRectangle(rectangle);
    176 
    177     float x = rectangle.x();
    178     float y = rectangle.y();
    179 
    180     path.moveTo(FloatPoint(x + topLeftRadius.width(), y));
    181 
    182     path.addLineTo(FloatPoint(x + width - topRightRadius.width(), y));
    183 
    184     path.addBezierCurveTo(FloatPoint(x + width - topRightRadius.width() * (1 - QUARTER), y), FloatPoint(x + width, y + topRightRadius.height() * (1 - QUARTER)), FloatPoint(x + width, y + topRightRadius.height()));
    185 
    186     path.addLineTo(FloatPoint(x + width, y + height - bottomRightRadius.height()));
    187 
    188     path.addBezierCurveTo(FloatPoint(x + width, y + height - bottomRightRadius.height() * (1 - QUARTER)), FloatPoint(x + width - bottomRightRadius.width() * (1 - QUARTER), y + height), FloatPoint(x + width - bottomRightRadius.width(), y + height));
    189 
    190     path.addLineTo(FloatPoint(x + bottomLeftRadius.width(), y + height));
    191 
    192     path.addBezierCurveTo(FloatPoint(x + bottomLeftRadius.width() * (1 - QUARTER), y + height), FloatPoint(x, y + height - bottomLeftRadius.height() * (1 - QUARTER)), FloatPoint(x, y + height - bottomLeftRadius.height()));
    193 
    194     path.addLineTo(FloatPoint(x, y + topLeftRadius.height()));
    195 
    196     path.addBezierCurveTo(FloatPoint(x, y + topLeftRadius.height() * (1 - QUARTER)), FloatPoint(x + topLeftRadius.width() * (1 - QUARTER), y), FloatPoint(x + topLeftRadius.width(), y));
    197 
    198     path.closeSubpath();
    199 
    200     return path;
    201 }
    202 
    203 Path Path::createRectangle(const FloatRect& rectangle)
    204 {
    205     Path path;
    206     float x = rectangle.x();
    207     float y = rectangle.y();
    208     float width = rectangle.width();
    209     float height = rectangle.height();
    210     if (width <= 0.0f || height <= 0.0f)
    211         return path;
    212 
    213     path.moveTo(FloatPoint(x, y));
    214     path.addLineTo(FloatPoint(x + width, y));
    215     path.addLineTo(FloatPoint(x + width, y + height));
    216     path.addLineTo(FloatPoint(x, y + height));
    217     path.closeSubpath();
    218 
    219     return path;
    220 }
    221 
    222 Path Path::createEllipse(const FloatPoint& center, float rx, float ry)
    223 {
    224     float cx = center.x();
    225     float cy = center.y();
    226     Path path;
    227     if (rx <= 0.0f || ry <= 0.0f)
    228         return path;
    229 
    230     float x = cx;
    231     float y = cy;
    232 
    233     unsigned step = 0, num = 100;
    234     bool running = true;
    235     while (running)
    236     {
    237         if (step == num)
    238         {
    239             running = false;
    240             break;
    241         }
    242 
    243         float angle = static_cast<float>(step) / static_cast<float>(num) * 2.0f * piFloat;
    244         x = cx + cosf(angle) * rx;
    245         y = cy + sinf(angle) * ry;
    246 
    247         step++;
    248         if (step == 1)
    249             path.moveTo(FloatPoint(x, y));
    250         else
    251             path.addLineTo(FloatPoint(x, y));
    252     }
    253 
    254     path.closeSubpath();
    255 
    256     return path;
    257 }
    258 
    259 Path Path::createCircle(const FloatPoint& center, float r)
    260 {
    261     return createEllipse(center, r, r);
    262 }
    263 
    264 Path Path::createLine(const FloatPoint& start, const FloatPoint& end)
    265 {
    266     Path path;
    267     if (start.x() == end.x() && start.y() == end.y())
    268         return path;
    269 
    270     path.moveTo(start);
    271     path.addLineTo(end);
    272 
    273     return path;
    274 }
    275 
    276 }
    277