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1 /*
2  * Copyright (C) 2003, 2006 Apple Computer, Inc.  All rights reserved.
3  *                     2006 Rob Buis <buis@kde.org>
4  * Copyright (C) 2007 Eric Seidel <eric@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 
pathLengthApplierFunction(void * info,const PathElement * element)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 
length()86 float Path::length()
87 {
88     PathTraversalState traversalState(PathTraversalState::TraversalTotalLength);
89     apply(&traversalState, pathLengthApplierFunction);
90     return traversalState.m_totalLength;
91 }
92 
pointAtLength(float length,bool & ok)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 
normalAngleAtLength(float length,bool & ok)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 
createRoundedRectangle(const FloatRect & rectangle,const FloatSize & roundingRadii)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 
createRoundedRectangle(const FloatRect & rectangle,const FloatSize & topLeftRadius,const FloatSize & topRightRadius,const FloatSize & bottomLeftRadius,const FloatSize & bottomRightRadius)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 
createRectangle(const FloatRect & rectangle)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 
createEllipse(const FloatPoint & center,float rx,float ry)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 
createCircle(const FloatPoint & center,float r)259 Path Path::createCircle(const FloatPoint& center, float r)
260 {
261     return createEllipse(center, r, r);
262 }
263 
createLine(const FloatPoint & start,const FloatPoint & end)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