2011-11-02 12:55:03 -07:00
|
|
|
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
|
2012-05-21 04:12:37 -07:00
|
|
|
* This Source Code Form is subject to the terms of the Mozilla Public
|
|
|
|
* License, v. 2.0. If a copy of the MPL was not distributed with this
|
|
|
|
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
|
2011-11-02 12:55:03 -07:00
|
|
|
|
|
|
|
#ifndef MOZILLA_GFX_PATHHELPERS_H_
|
|
|
|
#define MOZILLA_GFX_PATHHELPERS_H_
|
|
|
|
|
|
|
|
#include "2D.h"
|
2012-08-06 13:32:11 -07:00
|
|
|
#include "mozilla/Constants.h"
|
2011-11-02 12:55:03 -07:00
|
|
|
|
|
|
|
namespace mozilla {
|
|
|
|
namespace gfx {
|
|
|
|
|
|
|
|
template <typename T>
|
|
|
|
void ArcToBezier(T* aSink, const Point &aOrigin, float aRadius, float aStartAngle,
|
|
|
|
float aEndAngle, bool aAntiClockwise)
|
|
|
|
{
|
|
|
|
Point startPoint(aOrigin.x + cos(aStartAngle) * aRadius,
|
|
|
|
aOrigin.y + sin(aStartAngle) * aRadius);
|
|
|
|
|
|
|
|
aSink->LineTo(startPoint);
|
|
|
|
|
|
|
|
// Clockwise we always sweep from the smaller to the larger angle, ccw
|
|
|
|
// it's vice versa.
|
|
|
|
if (!aAntiClockwise && (aEndAngle < aStartAngle)) {
|
|
|
|
Float correction = ceil((aStartAngle - aEndAngle) / (2.0f * M_PI));
|
|
|
|
aEndAngle += correction * 2.0f * M_PI;
|
|
|
|
} else if (aAntiClockwise && (aStartAngle < aEndAngle)) {
|
|
|
|
Float correction = ceil((aEndAngle - aStartAngle) / (2.0f * M_PI));
|
|
|
|
aStartAngle += correction * 2.0f * M_PI;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Sweeping more than 2 * pi is a full circle.
|
|
|
|
if (!aAntiClockwise && (aEndAngle - aStartAngle > 2 * M_PI)) {
|
|
|
|
aEndAngle = aStartAngle + 2.0f * M_PI;
|
|
|
|
} else if (aAntiClockwise && (aStartAngle - aEndAngle > 2.0f * M_PI)) {
|
|
|
|
aEndAngle = aStartAngle - 2.0f * M_PI;
|
|
|
|
}
|
|
|
|
|
|
|
|
// Calculate the total arc we're going to sweep.
|
|
|
|
Float arcSweepLeft = fabs(aEndAngle - aStartAngle);
|
|
|
|
|
|
|
|
Float sweepDirection = aAntiClockwise ? -1.0f : 1.0f;
|
|
|
|
|
|
|
|
Float currentStartAngle = aStartAngle;
|
|
|
|
|
|
|
|
while (arcSweepLeft > 0) {
|
|
|
|
// We guarantee here the current point is the start point of the next
|
|
|
|
// curve segment.
|
|
|
|
Float currentEndAngle;
|
|
|
|
|
|
|
|
if (arcSweepLeft > M_PI / 2.0f) {
|
|
|
|
currentEndAngle = currentStartAngle + M_PI / 2.0f * sweepDirection;
|
|
|
|
} else {
|
|
|
|
currentEndAngle = currentStartAngle + arcSweepLeft * sweepDirection;
|
|
|
|
}
|
|
|
|
|
|
|
|
Point currentStartPoint(aOrigin.x + cos(currentStartAngle) * aRadius,
|
|
|
|
aOrigin.y + sin(currentStartAngle) * aRadius);
|
|
|
|
Point currentEndPoint(aOrigin.x + cos(currentEndAngle) * aRadius,
|
|
|
|
aOrigin.y + sin(currentEndAngle) * aRadius);
|
|
|
|
|
|
|
|
// Calculate kappa constant for partial curve. The sign of angle in the
|
|
|
|
// tangent will actually ensure this is negative for a counter clockwise
|
|
|
|
// sweep, so changing signs later isn't needed.
|
|
|
|
Float kappa = (4.0f / 3.0f) * tan((currentEndAngle - currentStartAngle) / 4.0f) * aRadius;
|
|
|
|
|
|
|
|
Point tangentStart(-sin(currentStartAngle), cos(currentStartAngle));
|
|
|
|
Point cp1 = currentStartPoint;
|
|
|
|
cp1 += tangentStart * kappa;
|
|
|
|
|
|
|
|
Point revTangentEnd(sin(currentEndAngle), -cos(currentEndAngle));
|
|
|
|
Point cp2 = currentEndPoint;
|
|
|
|
cp2 += revTangentEnd * kappa;
|
|
|
|
|
|
|
|
aSink->BezierTo(cp1, cp2, currentEndPoint);
|
|
|
|
|
|
|
|
arcSweepLeft -= M_PI / 2.0f;
|
|
|
|
currentStartAngle = currentEndAngle;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
#endif /* MOZILLA_GFX_PATHHELPERS_H_ */
|