// Copyright 2010 The draw2d Authors. All rights reserved. // created: 17/05/2011 by Laurent Le Goff package curve import ( "math" ) //X1, Y1, X2, Y2, X3, Y3 float64 type QuadCurveFloat64 [6]float64 func (c *QuadCurveFloat64) Subdivide(c1, c2 *QuadCurveFloat64) { // Calculate all the mid-points of the line segments //---------------------- c1[0], c1[1] = c[0], c[1] c2[4], c2[5] = c[4], c[5] c1[2] = (c[0] + c[2]) / 2 c1[3] = (c[1] + c[3]) / 2 c2[2] = (c[2] + c[4]) / 2 c2[3] = (c[3] + c[5]) / 2 c1[4] = (c1[2] + c2[2]) / 2 c1[5] = (c1[3] + c2[3]) / 2 c2[0], c2[1] = c1[4], c1[5] return } func (curve *QuadCurveFloat64) Segment(t LineTracer, flattening_threshold float64) { var curves [CurveRecursionLimit]QuadCurveFloat64 curves[0] = *curve i := 0 // current curve var c *QuadCurveFloat64 var dx, dy, d float64 for i >= 0 { c = &curves[i] dx = c[4] - c[0] dy = c[5] - c[1] d = math.Abs(((c[2]-c[4])*dy - (c[3]-c[5])*dx)) if (d*d) < flattening_threshold*(dx*dx+dy*dy) || i == len(curves)-1 { t.LineTo(c[4], c[5]) i-- } else { // second half of bezier go lower onto the stack c.Subdivide(&curves[i+1], &curves[i]) i++ } } }