added quadratic and bezier curves

This commit is contained in:
Thomas Friedel 2018-03-08 16:42:06 +01:00
parent 21d14699ec
commit caa356aa12

View file

@ -161,6 +161,72 @@ func (cv *Canvas) ArcTo(x1, y1, x2, y2, radius float32) {
cv.Arc(center[0], center[1], radius, a0, a1, x > 0) cv.Arc(center[0], center[1], radius, a0, a1, x > 0)
} }
func (cv *Canvas) QuadraticCurveTo(x1, y1, x2, y2 float32) {
if len(cv.linePath) == 0 {
return
}
p0 := cv.linePath[len(cv.linePath)-1].pos
p1 := lm.Vec2{x1, y1}
p2 := lm.Vec2{x2, y2}
v0 := p1.Sub(p0)
v1 := p2.Sub(p1)
tp0, tp1, tp2 := cv.tf(p0), cv.tf(p1), cv.tf(p2)
tv0 := tp1.Sub(tp0)
tv1 := tp2.Sub(tp1)
step := 1 / fmath.Max(fmath.Max(tv0[0], tv0[1]), fmath.Max(tv1[0], tv1[1]))
if step > 0.1 {
step = 0.1
} else if step < 0.005 {
step = 0.005
}
for r := float32(0); r < 1; r += step {
i0 := v0.MulF(r).Add(p0)
i1 := v1.MulF(r).Add(p1)
p := i1.Sub(i0).MulF(r).Add(i0)
cv.LineTo(p[0], p[1])
}
}
func (cv *Canvas) BezierCurveTo(x1, y1, x2, y2, x3, y3 float32) {
if len(cv.linePath) == 0 {
return
}
p0 := cv.linePath[len(cv.linePath)-1].pos
p1 := lm.Vec2{x1, y1}
p2 := lm.Vec2{x2, y2}
p3 := lm.Vec2{x3, y3}
v0 := p1.Sub(p0)
v1 := p2.Sub(p1)
v2 := p3.Sub(p2)
tp0, tp1, tp2, tp3 := cv.tf(p0), cv.tf(p1), cv.tf(p2), cv.tf(p3)
tv0 := tp1.Sub(tp0)
tv1 := tp2.Sub(tp1)
tv2 := tp3.Sub(tp2)
step := 1 / fmath.Max(fmath.Max(fmath.Max(tv0[0], tv0[1]), fmath.Max(tv1[0], tv1[1])), fmath.Max(tv2[0], tv2[1]))
if step > 0.1 {
step = 0.1
} else if step < 0.005 {
step = 0.005
}
for r := float32(0); r < 1; r += step {
i0 := v0.MulF(r).Add(p0)
i1 := v1.MulF(r).Add(p1)
i2 := v2.MulF(r).Add(p2)
iv0 := i1.Sub(i0)
iv1 := i2.Sub(i1)
j0 := iv0.MulF(r).Add(i0)
j1 := iv1.MulF(r).Add(i1)
p := j1.Sub(j0).MulF(r).Add(j0)
cv.LineTo(p[0], p[1])
}
}
func (cv *Canvas) ClosePath() { func (cv *Canvas) ClosePath() {
if len(cv.linePath) < 2 { if len(cv.linePath) < 2 {
return return