// Copyright 2014 PDFium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com #include "xfa/fde/cfde_path.h" #include "xfa/fde/fde_object.h" bool CFDE_Path::StartFigure() { return CloseFigure(); } bool CFDE_Path::CloseFigure() { FX_PATHPOINT* pPoint = GetLastPoint(); if (pPoint) pPoint->m_Flag |= FXPT_CLOSEFIGURE; return true; } FX_PATHPOINT* CFDE_Path::GetLastPoint(int32_t iCount) const { if (iCount < 1) return nullptr; int32_t iPoints = m_Path.GetPointCount(); if (iCount > iPoints) return nullptr; return m_Path.GetPoints() + iPoints - iCount; } bool CFDE_Path::FigureClosed() const { FX_PATHPOINT* pPoint = GetLastPoint(); return pPoint ? (pPoint->m_Flag & FXPT_CLOSEFIGURE) : true; } FX_PATHPOINT* CFDE_Path::AddPoints(int32_t iCount) { if (iCount < 1) return nullptr; int32_t iPoints = m_Path.GetPointCount(); m_Path.AddPointCount(iCount); return m_Path.GetPoints() + iPoints; } void CFDE_Path::MoveTo(FX_FLOAT fx, FX_FLOAT fy) { FX_PATHPOINT* pPoint = AddPoints(1); pPoint->m_PointX = fx; pPoint->m_PointY = fy; pPoint->m_Flag = FXPT_MOVETO; } void CFDE_Path::LineTo(FX_FLOAT fx, FX_FLOAT fy) { FX_PATHPOINT* pPoint = AddPoints(1); pPoint->m_PointX = fx; pPoint->m_PointY = fy; pPoint->m_Flag = FXPT_LINETO; } void CFDE_Path::BezierTo(const CFX_PointF& p1, const CFX_PointF& p2, const CFX_PointF& p3) { FX_PATHPOINT* p = AddPoints(3); p[0].m_PointX = p1.x; p[0].m_PointY = p1.y; p[0].m_Flag = FXPT_BEZIERTO; p[1].m_PointX = p2.x; p[1].m_PointY = p2.y; p[1].m_Flag = FXPT_BEZIERTO; p[2].m_PointX = p3.x; p[2].m_PointY = p3.y; p[2].m_Flag = FXPT_BEZIERTO; } void CFDE_Path::ArcTo(bool bStart, const CFX_RectF& rect, FX_FLOAT startAngle, FX_FLOAT endAngle) { FX_FLOAT rx = rect.width / 2; FX_FLOAT ry = rect.height / 2; FX_FLOAT cx = rect.left + rx; FX_FLOAT cy = rect.top + ry; FX_FLOAT alpha = FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle)); FX_FLOAT beta = FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle)); if (FXSYS_fabs(beta - alpha) > FX_PI) { if (beta > alpha) beta -= 2 * FX_PI; else alpha -= 2 * FX_PI; } FX_FLOAT half_delta = (beta - alpha) / 2; FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta); FX_FLOAT sin_alpha = FXSYS_sin(alpha); FX_FLOAT sin_beta = FXSYS_sin(beta); FX_FLOAT cos_alpha = FXSYS_cos(alpha); FX_FLOAT cos_beta = FXSYS_cos(beta); if (bStart) MoveTo(CFX_PointF(cx + rx * cos_alpha, cy + ry * sin_alpha)); BezierTo(CFX_PointF(cx + rx * (cos_alpha - bcp * sin_alpha), cy + ry * (sin_alpha + bcp * cos_alpha)), CFX_PointF(cx + rx * (cos_beta + bcp * sin_beta), cy + ry * (sin_beta - bcp * cos_beta)), CFX_PointF(cx + rx * cos_beta, cy + ry * sin_beta)); } void CFDE_Path::AddBezier(const CFX_PointsF& points) { if (points.GetSize() != 4) return; const CFX_PointF* p = points.GetData(); MoveTo(p[0]); BezierTo(p[1], p[2], p[3]); } void CFDE_Path::AddBeziers(const CFX_PointsF& points) { int32_t iCount = points.GetSize(); if (iCount < 4) return; const CFX_PointF* p = points.GetData(); const CFX_PointF* pEnd = p + iCount; MoveTo(p[0]); for (++p; p <= pEnd - 3; p += 3) BezierTo(p[0], p[1], p[2]); } void CFDE_Path::GetCurveTangents(const CFX_PointsF& points, CFX_PointsF& tangents, bool bClosed, FX_FLOAT fTension) const { int32_t iCount = points.GetSize(); tangents.SetSize(iCount); if (iCount < 3) return; FX_FLOAT fCoefficient = fTension / 3.0f; const CFX_PointF* pPoints = points.GetData(); CFX_PointF* pTangents = tangents.GetData(); for (int32_t i = 0; i < iCount; ++i) { int32_t r = i + 1; int32_t s = i - 1; if (r >= iCount) r = bClosed ? (r - iCount) : (iCount - 1); if (s < 0) s = bClosed ? (s + iCount) : 0; pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x)); pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y)); } } void CFDE_Path::AddCurve(const CFX_PointsF& points, bool bClosed, FX_FLOAT fTension) { int32_t iLast = points.GetUpperBound(); if (iLast < 1) return; CFX_PointsF tangents; GetCurveTangents(points, tangents, bClosed, fTension); const CFX_PointF* pPoints = points.GetData(); CFX_PointF* pTangents = tangents.GetData(); MoveTo(pPoints[0]); for (int32_t i = 0; i < iLast; ++i) { BezierTo(CFX_PointF(pPoints[i].x + pTangents[i].x, pPoints[i].y + pTangents[i].y), CFX_PointF(pPoints[i + 1].x - pTangents[i + 1].x, pPoints[i + 1].y - pTangents[i + 1].y), CFX_PointF(pPoints[i + 1].x, pPoints[i + 1].y)); } if (bClosed) { BezierTo(CFX_PointF(pPoints[iLast].x + pTangents[iLast].x, pPoints[iLast].y + pTangents[iLast].y), CFX_PointF(pPoints[0].x - pTangents[0].x, pPoints[0].y - pTangents[0].y), CFX_PointF(pPoints[0].x, pPoints[0].y)); CloseFigure(); } } void CFDE_Path::AddEllipse(const CFX_RectF& rect) { FX_FLOAT fStartAngle = 0; FX_FLOAT fEndAngle = FX_PI / 2; for (int32_t i = 0; i < 4; ++i) { ArcTo(i == 0, rect, fStartAngle, fEndAngle); fStartAngle += FX_PI / 2; fEndAngle += FX_PI / 2; } CloseFigure(); } void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) { FX_PATHPOINT* pLast = GetLastPoint(); if (!pLast || FXSYS_fabs(pLast->m_PointX - pt1.x) > 0.001 || FXSYS_fabs(pLast->m_PointY - pt1.y) > 0.001) { MoveTo(pt1); } LineTo(pt2); } void CFDE_Path::AddPath(const CFDE_Path* pSrc, bool bConnect) { if (!pSrc) return; int32_t iCount = pSrc->m_Path.GetPointCount(); if (iCount < 1) return; if (bConnect) LineTo(pSrc->m_Path.GetPointX(0), pSrc->m_Path.GetPointY(0)); m_Path.Append(&pSrc->m_Path, nullptr); } void CFDE_Path::AddPolygon(const CFX_PointsF& points) { int32_t iCount = points.GetSize(); if (iCount < 2) return; AddLines(points); const CFX_PointF* p = points.GetData(); if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f || FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) { LineTo(p[0]); } CloseFigure(); } void CFDE_Path::AddLines(const CFX_PointsF& points) { int32_t iCount = points.GetSize(); if (iCount < 2) return; const CFX_PointF* p = points.GetData(); const CFX_PointF* pEnd = p + iCount; MoveTo(p[0]); for (++p; p < pEnd; ++p) LineTo(*p); } void CFDE_Path::AddRectangle(const CFX_RectF& rect) { MoveTo(rect.TopLeft()); LineTo(rect.TopRight()); LineTo(rect.BottomRight()); LineTo(rect.BottomLeft()); CloseFigure(); } void CFDE_Path::GetBBox(CFX_RectF& bbox) const { CFX_FloatRect rect = m_Path.GetBoundingBox(); bbox.Set(rect.left, rect.top, rect.Width(), rect.Height()); bbox.Normalize(); } void CFDE_Path::GetBBox(CFX_RectF& bbox, FX_FLOAT fLineWidth, FX_FLOAT fMiterLimit) const { CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit); bbox.Set(rect.left, rect.top, rect.Width(), rect.Height()); bbox.Normalize(); }