+++ /dev/null
-#include "../../config.h"
-#include "../rfxswf.h"
-#include "../gfxdevice.h"
-#include "../gfxtools.h"
-#include "../art/libart.h"
-#include "artsutils.h"
-#include <assert.h>
-#include <math.h>
-
-ArtVpath* gfxline_to_ArtVpath(gfxline_t*line)
-{
- ArtVpath *vec = NULL;
- int pos=0,len=0;
- gfxline_t*l2;
- double x=0,y=0;
-
- /* factor which determines into how many line fragments a spline is converted */
- double subfraction = 2.4;//0.3
-
- l2 = line;
- while(l2) {
- if(l2->type == gfx_moveTo) {
- pos ++;
- } if(l2->type == gfx_lineTo) {
- pos ++;
- } if(l2->type == gfx_splineTo) {
- int parts = (int)(sqrt(fabs(l2->x-2*l2->sx+x) + fabs(l2->y-2*l2->sy+y))*subfraction);
- if(!parts) parts = 1;
- pos += parts + 1;
- }
- x = l2->x;
- y = l2->y;
- l2 = l2->next;
- }
- pos++;
- len = pos;
-
- vec = art_new (ArtVpath, len+1);
-
- pos = 0;
- l2 = line;
- while(l2) {
- if(l2->type == gfx_moveTo) {
- vec[pos].code = ART_MOVETO;
- vec[pos].x = l2->x;
- vec[pos].y = l2->y;
- pos++;
- assert(pos<=len);
- } else if(l2->type == gfx_lineTo) {
- vec[pos].code = ART_LINETO;
- vec[pos].x = l2->x;
- vec[pos].y = l2->y;
- pos++;
- assert(pos<=len);
- } else if(l2->type == gfx_splineTo) {
- int i;
- int parts = (int)(sqrt(fabs(l2->x-2*l2->sx+x) + fabs(l2->y-2*l2->sy+y))*subfraction);
- double stepsize = parts?1.0/parts:0;
- for(i=0;i<=parts;i++) {
- double t = (double)i*stepsize;
- vec[pos].code = ART_LINETO;
- vec[pos].x = l2->x*t*t + 2*l2->sx*t*(1-t) + x*(1-t)*(1-t);
- vec[pos].y = l2->y*t*t + 2*l2->sy*t*(1-t) + y*(1-t)*(1-t);
- pos++;
- assert(pos<=len);
- }
- }
- x = l2->x;
- y = l2->y;
- l2 = l2->next;
- }
- vec[pos].code = ART_END;
-
- /* fix "dotted" lines */
- int t;
- char linepending=0;
- for(t=0;vec[t].code!=ART_END;t++) {
- if(t>0 && vec[t-1].code==ART_MOVETO && vec[t].code==ART_LINETO
- && vec[t+1].code!=ART_LINETO
- && vec[t-1].x == vec[t].x
- && vec[t-1].y == vec[t].y) {
- vec[t].x += 0.01;
- }
- if(vec[t].code==ART_MOVETO)
- linepending=0;
- x = vec[t].x;
- y = vec[t].y;
- }
-
- // Spot adjacent identical points
- t = 1;
- while(t < pos)
- {
- if ((vec[t-1].x == vec[t].x) && (vec[t-1].y == vec[t].y)) {
- // adjacent identical points; remove one
- memcpy(&(vec[t]), &(vec[t + 1]), sizeof(vec[t]) * (pos - t));
- pos--;
- } else {
- t++;
- }
- }
-
- /* adjacency remover disabled for now, pending code inspection */
- return vec;
-
- // Check for further non-adjacent identical points. We don't want any
- // points other than the first and last points to exactly match.
- //
- // If we do find matching points, move the second point slightly. This
- // currently moves the duplicate 2% towards the midpoint of its neighbours
- // (easier to calculate than 2% down the perpendicular to the line joining
- // the neighbours) but limiting the change to 0.1 twips to avoid visual
- // problems when the shapes are large. Note that there is no minimum
- // change: if the neighbouring points are colinear and equally spaced,
- // e.g. they were generated as part of a straight spline, then the
- // duplicate point may not actually move.
- //
- // The scan for duplicates algorithm is quadratic in the number of points:
- // there's probably a better method but the numbers of points is generally
- // small so this will do for now.
- {
- int i = 1, j;
- for(; i < (pos - 1); ++i)
- {
- for (j = 0; j < i; ++j)
- {
- if ((vec[i].x == vec[j].x)
- && (vec[i].y == vec[j].y))
- {
- // points match; shuffle point
- double dx = (vec[i-1].x + vec[i+1].x - (vec[i].x * 2.0)) / 100.0;
- double dy = (vec[i-1].y + vec[i+1].y - (vec[i].y * 2.0)) / 100.0;
- double dxxyy = (dx*dx) + (dy*dy);
- if (dxxyy > 0.01)
- {
- // This is more than 0.1 twip's distance; scale down
- double dscale = sqrt(dxxyy) * 10.0;
- dx /= dscale;
- dy /= dscale;
- };
- vec[i].x += dx;
- vec[i].y += dy;
- break;
- }
- }
- }
- }
-
- return vec;
-}
-
-void show_path(ArtSVP*path)
-{
- int t;
- printf("Segments: %d\n", path->n_segs);
- for(t=0;t<path->n_segs;t++) {
- ArtSVPSeg* seg = &path->segs[t];
- printf("Segment %d: %d points, %s, BBox: (%f,%f,%f,%f)\n",
- t, seg->n_points, seg->dir==0?"UP ":"DOWN",
- seg->bbox.x0, seg->bbox.y0, seg->bbox.x1, seg->bbox.y1);
- int p;
- for(p=0;p<seg->n_points;p++) {
- ArtPoint* point = &seg->points[p];
- printf(" (%f,%f)\n", point->x, point->y);
- }
- }
- printf("\n");
-}
-
-ArtSVP* gfxfillToSVP(gfxline_t*line, int perturb)
-{
- ArtVpath* vec = gfxline_to_ArtVpath(line);
- if(perturb) {
- ArtVpath* vec2 = art_vpath_perturb(vec);
- free(vec);
- vec = vec2;
- }
- ArtSVP *svp = art_svp_from_vpath(vec);
- free(vec);
-
- // We need to make sure that the SVP we now have bounds an area (i.e. the
- // source line wound anticlockwise) rather than excludes an area (i.e. the
- // line wound clockwise). It seems that PDF (or xpdf) is less strict about
- // this for bitmaps than it is for fill areas.
- //
- // To check this, we'll sum the cross products of all pairs of adjacent
- // lines. If the result is positive, the direction is correct; if not, we
- // need to reverse the sense of the SVP generated. The easiest way to do
- // this is to flip the up/down flags of all the segments.
- //
- // This is approximate; since the gfxline_t structure can contain any
- // combination of moveTo, lineTo and splineTo in any order, not all pairs
- // of lines in the shape that share a point need be described next to each
- // other in the sequence. For ease, we'll consider only pairs of lines
- // stored as lineTos and splineTos without intervening moveTos.
- //
- // TODO is this a valid algorithm? My vector maths is rusty.
- //
- // It may be more correct to instead reverse the line before we feed it
- // into gfxfilltoSVP. However, this seems equivalent and is easier to
- // implement!
- double total_cross_product = 0.0;
- gfxline_t* cursor = line;
- if (cursor != NULL)
- {
- double x_last = cursor->x;
- double y_last = cursor->y;
- cursor = cursor->next;
-
- while((cursor != NULL) && (cursor->next != NULL))
- {
- if (((cursor->type == gfx_lineTo) || (cursor->type == gfx_splineTo))
- && ((cursor->next->type == gfx_lineTo) || (cursor->next->type == gfx_splineTo)))
- {
- // Process these lines
- //
- // In this space (x right, y down) the cross-product is
- // (x1 * y0) - (x0 * y1)
- double x0 = cursor->x - x_last;
- double y0 = cursor->y - y_last;
- double x1 = cursor->next->x - cursor->x;
- double y1 = cursor->next->y - cursor->y;
- total_cross_product += (x1 * y0) - (x0 * y1);
- }
-
- x_last = cursor->x;
- y_last = cursor->y;
- cursor = cursor->next;
- }
- }
- if (total_cross_product < 0.0)
- {
- int i = 0;
- for(; i < svp->n_segs; ++i)
- {
- if (svp->segs[i].dir != 0)
- svp->segs[i].dir = 0;
- else
- svp->segs[i].dir = 1;
- }
- }
- return svp;
-}
-ArtSVP* boxToSVP(double x1, double y1,double x2, double y2)
-{
- ArtVpath *vec = art_new (ArtVpath, 5+1);
- vec[0].code = ART_MOVETO;
- vec[0].x = x1;
- vec[0].y = y1;
- vec[1].code = ART_LINETO;
- vec[1].x = x1;
- vec[1].y = y2;
- vec[2].code = ART_LINETO;
- vec[2].x = x2;
- vec[2].y = y2;
- vec[3].code = ART_LINETO;
- vec[3].x = x2;
- vec[3].y = y1;
- vec[4].code = ART_LINETO;
- vec[4].x = x1;
- vec[4].y = y1;
- vec[5].code = ART_END;
- vec[5].x = 0;
- vec[5].y = 0;
- ArtSVP *svp = art_svp_from_vpath(vec);
- free(vec);
- return svp;
-}
-
-ArtSVP* gfxstrokeToSVP(gfxline_t*line, gfxcoord_t width, gfx_capType cap_style, gfx_joinType joint_style, double miterLimit)
-{
- ArtVpath* vec = gfxline_to_ArtVpath(line);
-
- ArtSVP *svp = art_svp_vpath_stroke (vec,
- (joint_style==gfx_joinMiter)?ART_PATH_STROKE_JOIN_MITER:
- ((joint_style==gfx_joinRound)?ART_PATH_STROKE_JOIN_ROUND:
- ((joint_style==gfx_joinBevel)?ART_PATH_STROKE_JOIN_BEVEL:ART_PATH_STROKE_JOIN_BEVEL)),
- (cap_style==gfx_capButt)?ART_PATH_STROKE_CAP_BUTT:
- ((cap_style==gfx_capRound)?ART_PATH_STROKE_CAP_ROUND:
- ((cap_style==gfx_capSquare)?ART_PATH_STROKE_CAP_SQUARE:ART_PATH_STROKE_CAP_SQUARE)),
- width, //line_width
- miterLimit, //miter_limit
- 0.05 //flatness
- );
- free(vec);
- return svp;
-}
-
-gfxline_t* SVPtogfxline(ArtSVP*svp)
-{
- int size = 0;
- int t;
- int pos = 0;
- for(t=0;t<svp->n_segs;t++) {
- size += svp->segs[t].n_points + 1;
- }
- gfxline_t* lines = (gfxline_t*)rfx_alloc(sizeof(gfxline_t)*size);
-
- for(t=0;t<svp->n_segs;t++) {
- ArtSVPSeg* seg = &svp->segs[t];
- int p;
- for(p=0;p<seg->n_points;p++) {
- lines[pos].type = p==0?gfx_moveTo:gfx_lineTo;
- ArtPoint* point = &seg->points[p];
- lines[pos].x = point->x;
- lines[pos].y = point->y;
- lines[pos].next = &lines[pos+1];
- pos++;
- }
- }
- if(pos) {
- lines[pos-1].next = 0;
- return lines;
- } else {
- return 0;
- }
-}