1 | use crate::BackendCoord; |
2 | |
3 | // Compute the tanginal and normal vectors of the given straight line. |
4 | fn get_dir_vector(from: BackendCoord, to: BackendCoord, flag: bool) -> ((f64, f64), (f64, f64)) { |
5 | let v = (i64::from(to.0 - from.0), i64::from(to.1 - from.1)); |
6 | let l = ((v.0 * v.0 + v.1 * v.1) as f64).sqrt(); |
7 | |
8 | let v = (v.0 as f64 / l, v.1 as f64 / l); |
9 | |
10 | if flag { |
11 | (v, (v.1, -v.0)) |
12 | } else { |
13 | (v, (-v.1, v.0)) |
14 | } |
15 | } |
16 | |
17 | // Compute the polygonized vertex of the given angle |
18 | // d is the distance between the polygon edge and the actual line. |
19 | // d can be negative, this will emit a vertex on the other side of the line. |
20 | fn compute_polygon_vertex(triple: &[BackendCoord; 3], d: f64, buf: &mut Vec<BackendCoord>) { |
21 | buf.clear(); |
22 | |
23 | // Compute the tanginal and normal vectors of the given straight line. |
24 | let (a_t, a_n) = get_dir_vector(triple[0], triple[1], false); |
25 | let (b_t, b_n) = get_dir_vector(triple[2], triple[1], true); |
26 | |
27 | // Compute a point that is d away from the line for line a and line b. |
28 | let a_p = ( |
29 | f64::from(triple[1].0) + d * a_n.0, |
30 | f64::from(triple[1].1) + d * a_n.1, |
31 | ); |
32 | let b_p = ( |
33 | f64::from(triple[1].0) + d * b_n.0, |
34 | f64::from(triple[1].1) + d * b_n.1, |
35 | ); |
36 | |
37 | // Check if 3 points are colinear. If so, just emit the point. |
38 | if a_t.1 * b_t.0 == a_t.0 * b_t.1 { |
39 | buf.push((a_p.0 as i32, a_p.1 as i32)); |
40 | return; |
41 | } |
42 | |
43 | // So we are actually computing the intersection of two lines: |
44 | // a_p + u * a_t and b_p + v * b_t. |
45 | // We can solve the following vector equation: |
46 | // u * a_t + a_p = v * b_t + b_p |
47 | // |
48 | // which is actually a equation system: |
49 | // u * a_t.0 - v * b_t.0 = b_p.0 - a_p.0 |
50 | // u * a_t.1 - v * b_t.1 = b_p.1 - a_p.1 |
51 | |
52 | // The following vars are coefficients of the linear equation system. |
53 | // a0*u + b0*v = c0 |
54 | // a1*u + b1*v = c1 |
55 | // in which x and y are the coordinates that two polygon edges intersect. |
56 | |
57 | let a0 = a_t.0; |
58 | let b0 = -b_t.0; |
59 | let c0 = b_p.0 - a_p.0; |
60 | let a1 = a_t.1; |
61 | let b1 = -b_t.1; |
62 | let c1 = b_p.1 - a_p.1; |
63 | |
64 | let mut x = f64::INFINITY; |
65 | let mut y = f64::INFINITY; |
66 | |
67 | // Well if the determinant is not 0, then we can actuall get a intersection point. |
68 | if (a0 * b1 - a1 * b0).abs() > f64::EPSILON { |
69 | let u = (c0 * b1 - c1 * b0) / (a0 * b1 - a1 * b0); |
70 | |
71 | x = a_p.0 + u * a_t.0; |
72 | y = a_p.1 + u * a_t.1; |
73 | } |
74 | |
75 | let cross_product = a_t.0 * b_t.1 - a_t.1 * b_t.0; |
76 | if (cross_product < 0.0 && d < 0.0) || (cross_product > 0.0 && d > 0.0) { |
77 | // Then we are at the outter side of the angle, so we need to consider a cap. |
78 | let dist_square = (x - triple[1].0 as f64).powi(2) + (y - triple[1].1 as f64).powi(2); |
79 | // If the point is too far away from the line, we need to cap it. |
80 | if dist_square > d * d * 16.0 { |
81 | buf.push((a_p.0.round() as i32, a_p.1.round() as i32)); |
82 | buf.push((b_p.0.round() as i32, b_p.1.round() as i32)); |
83 | return; |
84 | } |
85 | } |
86 | |
87 | buf.push((x.round() as i32, y.round() as i32)); |
88 | } |
89 | |
90 | fn traverse_vertices<'a>( |
91 | mut vertices: impl Iterator<Item = &'a BackendCoord>, |
92 | width: u32, |
93 | mut op: impl FnMut(BackendCoord), |
94 | ) { |
95 | let mut a = vertices.next().unwrap(); |
96 | let mut b = vertices.next().unwrap(); |
97 | |
98 | while a == b { |
99 | a = b; |
100 | if let Some(new_b) = vertices.next() { |
101 | b = new_b; |
102 | } else { |
103 | return; |
104 | } |
105 | } |
106 | |
107 | let (_, n) = get_dir_vector(*a, *b, false); |
108 | |
109 | op(( |
110 | (f64::from(a.0) + n.0 * f64::from(width) / 2.0).round() as i32, |
111 | (f64::from(a.1) + n.1 * f64::from(width) / 2.0).round() as i32, |
112 | )); |
113 | |
114 | let mut recent = [(0, 0), *a, *b]; |
115 | let mut vertex_buf = Vec::with_capacity(3); |
116 | |
117 | for p in vertices { |
118 | if *p == recent[2] { |
119 | continue; |
120 | } |
121 | recent.swap(0, 1); |
122 | recent.swap(1, 2); |
123 | recent[2] = *p; |
124 | compute_polygon_vertex(&recent, f64::from(width) / 2.0, &mut vertex_buf); |
125 | vertex_buf.iter().cloned().for_each(&mut op); |
126 | } |
127 | |
128 | let b = recent[1]; |
129 | let a = recent[2]; |
130 | |
131 | let (_, n) = get_dir_vector(a, b, true); |
132 | |
133 | op(( |
134 | (f64::from(a.0) + n.0 * f64::from(width) / 2.0).round() as i32, |
135 | (f64::from(a.1) + n.1 * f64::from(width) / 2.0).round() as i32, |
136 | )); |
137 | } |
138 | |
139 | /// Covert a path with >1px stroke width into polygon. |
140 | pub fn polygonize(vertices: &[BackendCoord], stroke_width: u32) -> Vec<BackendCoord> { |
141 | if vertices.len() < 2 { |
142 | return vec![]; |
143 | } |
144 | |
145 | let mut ret = vec![]; |
146 | |
147 | traverse_vertices(vertices.iter(), stroke_width, |v| ret.push(v)); |
148 | traverse_vertices(vertices.iter().rev(), stroke_width, |v| ret.push(v)); |
149 | |
150 | ret |
151 | } |
152 | |