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// Copyright 2014 PDFium Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.

// Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com

#include "xfa/fde/cfde_path.h"

#include "third_party/base/stl_util.h"
#include "xfa/fde/fde_object.h"

void CFDE_Path::CloseFigure() {
  m_Path.ClosePath();
}

bool CFDE_Path::FigureClosed() const {
  const std::vector<FX_PATHPOINT>& points = m_Path.GetPoints();
  return points.empty() ? true : points.back().m_CloseFigure;
}

void CFDE_Path::MoveTo(const CFX_PointF& point) {
  m_Path.AppendPoint(point, FXPT_TYPE::MoveTo, false);
}

void CFDE_Path::LineTo(const CFX_PointF& point) {
  m_Path.AppendPoint(point, FXPT_TYPE::LineTo, false);
}

void CFDE_Path::BezierTo(const CFX_PointF& p1,
                         const CFX_PointF& p2,
                         const CFX_PointF& p3) {
  m_Path.AppendPoint(p1, FXPT_TYPE::BezierTo, false);
  m_Path.AppendPoint(p2, FXPT_TYPE::BezierTo, false);
  m_Path.AppendPoint(p3, FXPT_TYPE::BezierTo, false);
}

void CFDE_Path::ArcTo(bool bStart,
                      const CFX_RectF& rect,
                      FX_FLOAT startAngle,
                      FX_FLOAT endAngle) {
  FX_FLOAT rx = rect.width / 2;
  FX_FLOAT ry = rect.height / 2;
  FX_FLOAT cx = rect.left + rx;
  FX_FLOAT cy = rect.top + ry;
  FX_FLOAT alpha =
      FXSYS_atan2(rx * FXSYS_sin(startAngle), ry * FXSYS_cos(startAngle));
  FX_FLOAT beta =
      FXSYS_atan2(rx * FXSYS_sin(endAngle), ry * FXSYS_cos(endAngle));
  if (FXSYS_fabs(beta - alpha) > FX_PI) {
    if (beta > alpha)
      beta -= 2 * FX_PI;
    else
      alpha -= 2 * FX_PI;
  }

  FX_FLOAT half_delta = (beta - alpha) / 2;
  FX_FLOAT bcp = 4.0f / 3 * (1 - FXSYS_cos(half_delta)) / FXSYS_sin(half_delta);
  FX_FLOAT sin_alpha = FXSYS_sin(alpha);
  FX_FLOAT sin_beta = FXSYS_sin(beta);
  FX_FLOAT cos_alpha = FXSYS_cos(alpha);
  FX_FLOAT cos_beta = FXSYS_cos(beta);
  if (bStart)
    MoveTo(CFX_PointF(cx + rx * cos_alpha, cy + ry * sin_alpha));

  BezierTo(CFX_PointF(cx + rx * (cos_alpha - bcp * sin_alpha),
                      cy + ry * (sin_alpha + bcp * cos_alpha)),
           CFX_PointF(cx + rx * (cos_beta + bcp * sin_beta),
                      cy + ry * (sin_beta - bcp * cos_beta)),
           CFX_PointF(cx + rx * cos_beta, cy + ry * sin_beta));
}

void CFDE_Path::AddBezier(const std::vector<CFX_PointF>& points) {
  if (points.size() != 4)
    return;

  MoveTo(points[0]);
  BezierTo(points[1], points[2], points[3]);
}

void CFDE_Path::AddBeziers(const std::vector<CFX_PointF>& points) {
  int32_t iCount = points.size();
  if (iCount < 4)
    return;

  const CFX_PointF* p = points.data();
  const CFX_PointF* pEnd = p + iCount;
  MoveTo(p[0]);
  for (++p; p <= pEnd - 3; p += 3)
    BezierTo(p[0], p[1], p[2]);
}

void CFDE_Path::GetCurveTangents(const std::vector<CFX_PointF>& points,
                                 std::vector<CFX_PointF>* tangents,
                                 bool bClosed,
                                 FX_FLOAT fTension) const {
  int32_t iCount = pdfium::CollectionSize<int32_t>(points);
  tangents->resize(iCount);
  if (iCount < 3)
    return;

  FX_FLOAT fCoefficient = fTension / 3.0f;
  const CFX_PointF* pPoints = points.data();
  CFX_PointF* pTangents = tangents->data();
  for (int32_t i = 0; i < iCount; ++i) {
    int32_t r = i + 1;
    int32_t s = i - 1;
    if (r >= iCount)
      r = bClosed ? (r - iCount) : (iCount - 1);
    if (s < 0)
      s = bClosed ? (s + iCount) : 0;

    pTangents[i].x += (fCoefficient * (pPoints[r].x - pPoints[s].x));
    pTangents[i].y += (fCoefficient * (pPoints[r].y - pPoints[s].y));
  }
}

void CFDE_Path::AddCurve(const std::vector<CFX_PointF>& points,
                         bool bClosed,
                         FX_FLOAT fTension) {
  int32_t iLast = pdfium::CollectionSize<int32_t>(points) - 1;
  if (iLast < 1)
    return;

  std::vector<CFX_PointF> tangents;
  GetCurveTangents(points, &tangents, bClosed, fTension);
  const CFX_PointF* pPoints = points.data();
  CFX_PointF* pTangents = tangents.data();
  MoveTo(pPoints[0]);
  for (int32_t i = 0; i < iLast; ++i) {
    BezierTo(CFX_PointF(pPoints[i].x + pTangents[i].x,
                        pPoints[i].y + pTangents[i].y),
             CFX_PointF(pPoints[i + 1].x - pTangents[i + 1].x,
                        pPoints[i + 1].y - pTangents[i + 1].y),
             CFX_PointF(pPoints[i + 1].x, pPoints[i + 1].y));
  }
  if (bClosed) {
    BezierTo(CFX_PointF(pPoints[iLast].x + pTangents[iLast].x,
                        pPoints[iLast].y + pTangents[iLast].y),
             CFX_PointF(pPoints[0].x - pTangents[0].x,
                        pPoints[0].y - pTangents[0].y),
             CFX_PointF(pPoints[0].x, pPoints[0].y));
    CloseFigure();
  }
}

void CFDE_Path::AddEllipse(const CFX_RectF& rect) {
  FX_FLOAT fStartAngle = 0;
  FX_FLOAT fEndAngle = FX_PI / 2;
  for (int32_t i = 0; i < 4; ++i) {
    ArcTo(i == 0, rect, fStartAngle, fEndAngle);
    fStartAngle += FX_PI / 2;
    fEndAngle += FX_PI / 2;
  }
  CloseFigure();
}

void CFDE_Path::AddLine(const CFX_PointF& pt1, const CFX_PointF& pt2) {
  std::vector<FX_PATHPOINT>& points = m_Path.GetPoints();
  if (points.empty() || FXSYS_fabs(points.back().m_Point.x - pt1.x) > 0.001 ||
      FXSYS_fabs(points.back().m_Point.y - pt1.y) > 0.001) {
    MoveTo(pt1);
  }
  LineTo(pt2);
}

void CFDE_Path::AddPath(const CFDE_Path* pSrc, bool bConnect) {
  if (!pSrc)
    return;

  if (pSrc->m_Path.GetPoints().empty())
    return;
  if (bConnect)
    LineTo(pSrc->m_Path.GetPoint(0));

  m_Path.Append(&pSrc->m_Path, nullptr);
}

void CFDE_Path::AddPolygon(const std::vector<CFX_PointF>& points) {
  size_t iCount = points.size();
  if (iCount < 2)
    return;

  AddLines(points);
  const CFX_PointF* p = points.data();
  if (FXSYS_fabs(p[0].x - p[iCount - 1].x) < 0.01f ||
      FXSYS_fabs(p[0].y - p[iCount - 1].y) < 0.01f) {
    LineTo(p[0]);
  }
  CloseFigure();
}

void CFDE_Path::AddLines(const std::vector<CFX_PointF>& points) {
  size_t iCount = points.size();
  if (iCount < 2)
    return;

  const CFX_PointF* p = points.data();
  const CFX_PointF* pEnd = p + iCount;
  MoveTo(p[0]);
  for (++p; p < pEnd; ++p)
    LineTo(*p);
}

void CFDE_Path::AddRectangle(const CFX_RectF& rect) {
  MoveTo(rect.TopLeft());
  LineTo(rect.TopRight());
  LineTo(rect.BottomRight());
  LineTo(rect.BottomLeft());
  CloseFigure();
}

CFX_RectF CFDE_Path::GetBBox() const {
  CFX_FloatRect rect = m_Path.GetBoundingBox();
  CFX_RectF bbox = CFX_RectF(rect.left, rect.top, rect.Width(), rect.Height());
  bbox.Normalize();
  return bbox;
}

CFX_RectF CFDE_Path::GetBBox(FX_FLOAT fLineWidth, FX_FLOAT fMiterLimit) const {
  CFX_FloatRect rect = m_Path.GetBoundingBox(fLineWidth, fMiterLimit);
  CFX_RectF bbox = CFX_RectF(rect.left, rect.top, rect.Width(), rect.Height());
  bbox.Normalize();
  return bbox;
}