diff options
Diffstat (limited to 'Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go')
-rw-r--r-- | Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go | 173 |
1 files changed, 173 insertions, 0 deletions
diff --git a/Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go b/Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go new file mode 100644 index 000000000..0ef96b84d --- /dev/null +++ b/Godeps/_workspace/src/code.google.com/p/draw2d/draw2d/path_converter.go @@ -0,0 +1,173 @@ +// Copyright 2010 The draw2d Authors. All rights reserved. +// created: 06/12/2010 by Laurent Le Goff + +package draw2d + +import ( + "math" +) + +type PathConverter struct { + converter VertexConverter + ApproximationScale, AngleTolerance, CuspLimit float64 + startX, startY, x, y float64 +} + +func NewPathConverter(converter VertexConverter) *PathConverter { + return &PathConverter{converter, 1, 0, 0, 0, 0, 0, 0} +} + +func (c *PathConverter) Convert(paths ...*PathStorage) { + for _, path := range paths { + j := 0 + for _, cmd := range path.commands { + j = j + c.ConvertCommand(cmd, path.vertices[j:]...) + } + c.converter.NextCommand(VertexStopCommand) + } +} + +func (c *PathConverter) ConvertCommand(cmd PathCmd, vertices ...float64) int { + switch cmd { + case MoveTo: + c.x, c.y = vertices[0], vertices[1] + c.startX, c.startY = c.x, c.y + c.converter.NextCommand(VertexStopCommand) + c.converter.NextCommand(VertexStartCommand) + c.converter.Vertex(c.x, c.y) + return 2 + case LineTo: + c.x, c.y = vertices[0], vertices[1] + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + c.converter.NextCommand(VertexJoinCommand) + return 2 + case QuadCurveTo: + quadraticBezier(c.converter, c.x, c.y, vertices[0], vertices[1], vertices[2], vertices[3], c.ApproximationScale, c.AngleTolerance) + c.x, c.y = vertices[2], vertices[3] + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + return 4 + case CubicCurveTo: + cubicBezier(c.converter, c.x, c.y, vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5], c.ApproximationScale, c.AngleTolerance, c.CuspLimit) + c.x, c.y = vertices[4], vertices[5] + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + return 6 + case ArcTo: + c.x, c.y = arc(c.converter, vertices[0], vertices[1], vertices[2], vertices[3], vertices[4], vertices[5], c.ApproximationScale) + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + return 6 + case Close: + c.converter.NextCommand(VertexCloseCommand) + c.converter.Vertex(c.startX, c.startY) + return 0 + } + return 0 +} + +func (c *PathConverter) MoveTo(x, y float64) *PathConverter { + c.x, c.y = x, y + c.startX, c.startY = c.x, c.y + c.converter.NextCommand(VertexStopCommand) + c.converter.NextCommand(VertexStartCommand) + c.converter.Vertex(c.x, c.y) + return c +} + +func (c *PathConverter) RMoveTo(dx, dy float64) *PathConverter { + c.MoveTo(c.x+dx, c.y+dy) + return c +} + +func (c *PathConverter) LineTo(x, y float64) *PathConverter { + c.x, c.y = x, y + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + c.converter.NextCommand(VertexJoinCommand) + return c +} + +func (c *PathConverter) RLineTo(dx, dy float64) *PathConverter { + c.LineTo(c.x+dx, c.y+dy) + return c +} + +func (c *PathConverter) QuadCurveTo(cx, cy, x, y float64) *PathConverter { + quadraticBezier(c.converter, c.x, c.y, cx, cy, x, y, c.ApproximationScale, c.AngleTolerance) + c.x, c.y = x, y + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + return c +} + +func (c *PathConverter) RQuadCurveTo(dcx, dcy, dx, dy float64) *PathConverter { + c.QuadCurveTo(c.x+dcx, c.y+dcy, c.x+dx, c.y+dy) + return c +} + +func (c *PathConverter) CubicCurveTo(cx1, cy1, cx2, cy2, x, y float64) *PathConverter { + cubicBezier(c.converter, c.x, c.y, cx1, cy1, cx2, cy2, x, y, c.ApproximationScale, c.AngleTolerance, c.CuspLimit) + c.x, c.y = x, y + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + return c +} + +func (c *PathConverter) RCubicCurveTo(dcx1, dcy1, dcx2, dcy2, dx, dy float64) *PathConverter { + c.CubicCurveTo(c.x+dcx1, c.y+dcy1, c.x+dcx2, c.y+dcy2, c.x+dx, c.y+dy) + return c +} + +func (c *PathConverter) ArcTo(cx, cy, rx, ry, startAngle, angle float64) *PathConverter { + endAngle := startAngle + angle + clockWise := true + if angle < 0 { + clockWise = false + } + // normalize + if clockWise { + for endAngle < startAngle { + endAngle += math.Pi * 2.0 + } + } else { + for startAngle < endAngle { + startAngle += math.Pi * 2.0 + } + } + startX := cx + math.Cos(startAngle)*rx + startY := cy + math.Sin(startAngle)*ry + c.MoveTo(startX, startY) + c.x, c.y = arc(c.converter, cx, cy, rx, ry, startAngle, angle, c.ApproximationScale) + if c.startX == c.x && c.startY == c.y { + c.converter.NextCommand(VertexCloseCommand) + } + c.converter.Vertex(c.x, c.y) + return c +} + +func (c *PathConverter) RArcTo(dcx, dcy, rx, ry, startAngle, angle float64) *PathConverter { + c.ArcTo(c.x+dcx, c.y+dcy, rx, ry, startAngle, angle) + return c +} + +func (c *PathConverter) Close() *PathConverter { + c.converter.NextCommand(VertexCloseCommand) + c.converter.Vertex(c.startX, c.startY) + return c +} |