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/*
-*- mode: c++; c-basic-offset: 4 -*-
*/
#
ifndef
MPL_PATH_CONVERTERS_H
#
define
MPL_PATH_CONVERTERS_H
#
include
<
pybind11/pybind11.h
>
#
include
<
cmath
>
#
include
<
cstdint
>
#
include
<
limits
>
#
include
"
agg_clip_liang_barsky.h
"
#
include
"
mplutils.h
"
#
include
"
agg_conv_segmentator.h
"
/*
This file contains a number of vertex converters that modify
paths. They all work as iterators, where the output is generated
on-the-fly, and don't require a copy of the full data.
Each class represents a discrete step in a "path-cleansing" pipeline.
They are currently applied in the following order in the Agg backend:
1. Affine transformation (implemented in Agg, not here)
2. PathNanRemover: skips over segments containing non-finite numbers
by inserting MOVETO commands
3. PathClipper: Clips line segments to a given rectangle. This is
helpful for data reduction, and also to avoid a limitation in
Agg where coordinates cannot be larger than 24-bit signed
integers.
4. PathSnapper: Rounds the path to the nearest center-pixels.
This makes rectilinear curves look much better.
5. PathSimplifier: Removes line segments from highly dense paths
that would not have an impact on their appearance. Speeds up
rendering and reduces file sizes.
6. curve-to-line-segment conversion (implemented in Agg, not here)
7. stroking (implemented in Agg, not here)
*/
/*
***********************************************************
This is a base class for vertex converters that need to queue their
output. It is designed to be as fast as possible vs. the STL's queue
which is more flexible.
*/
template
<
int
QueueSize>
class
EmbeddedQueue
{
protected:
EmbeddedQueue
() : m_queue_read(
0
), m_queue_write(
0
)
{
//
empty
}
struct
item
{
item
() =
default
;
inline
void
set
(
const
unsigned
cmd_,
const
double
x_,
const
double
y_)
{
cmd = cmd_;
x = x_;
y = y_;
}
unsigned
cmd;
double
x;
double
y;
};
int
m_queue_read;
int
m_queue_write;
item m_queue[QueueSize];
inline
void
queue_push
(
const
unsigned
cmd,
const
double
x,
const
double
y)
{
m_queue[m_queue_write++].
set
(cmd, x, y);
}
inline
bool
queue_nonempty
()
{
return
m_queue_read < m_queue_write;
}
inline
bool
queue_pop
(
unsigned
*cmd,
double
*x,
double
*y)
{
if
(
queue_nonempty
()) {
const
item &front = m_queue[m_queue_read++];
*cmd = front.
cmd
;
*x = front.
x
;
*y = front.
y
;
return
true
;
}
m_queue_read =
0
;
m_queue_write =
0
;
return
false
;
}
inline
void
queue_clear
()
{
m_queue_read =
0
;
m_queue_write =
0
;
}
};
/*
Defines when path segment types have more than one vertex
*/
static
const
size_t
num_extra_points_map[] =
{
0
,
0
,
0
,
1
,
2
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
,
0
};
/*
An implementation of a simple linear congruential random number
generator. This is a "classic" and fast RNG which works fine for
our purposes of sketching lines, but should not be used for things
that matter, like crypto. We are implementing this ourselves
rather than using the C stdlib so that the seed state is not shared
with other third-party code. There are recent C++ options, but we
still require nothing later than C++98 for compatibility
reasons.
*/
class
RandomNumberGenerator
{
private:
/*
These are the same constants from MS Visual C++, which
has the nice property that the modulus is 2^32, thus
saving an explicit modulo operation
*/
static
const
uint32_t
a =
214013
;
static
const
uint32_t
c =
2531011
;
uint32_t
m_seed;
public:
RandomNumberGenerator
() : m_seed(
0
) {}
RandomNumberGenerator
(
int
seed) : m_seed(seed) {}
void
seed
(
int
seed)
{
m_seed = seed;
}
double
get_double
()
{
m_seed = (a * m_seed + c);
return
(
double
)m_seed / (
double
)(
1LL
<<
32
);
}
};
/*
PathNanRemover is a vertex converter that removes non-finite values
from the vertices list, and inserts MOVETO commands as necessary to
skip over them. If a curve segment contains at least one non-finite
value, the entire curve segment will be skipped.
*/
template
<
class
VertexSource
>
class
PathNanRemover
:
protected
EmbeddedQueue
<
4
>
{
VertexSource *m_source;
bool
m_remove_nans;
bool
m_has_codes;
bool
valid_segment_exists;
bool
m_last_segment_valid;
bool
m_was_broken;
double
m_initX;
double
m_initY;
public:
/*
has_codes should be true if the path contains bezier curve segments, or
* closed loops, as this requires a slower algorithm to remove the NaNs.
* When in doubt, set to true.
*/
PathNanRemover
(VertexSource &source,
bool
remove_nans,
bool
has_codes)
: m_source(&source), m_remove_nans(remove_nans), m_has_codes(has_codes),
m_last_segment_valid
(
false
), m_was_broken(
false
),
m_initX(nan(
"
"
)), m_initY(nan(
"
"
))
{
//
ignore all close/end_poly commands until after the first valid
//
(nan-free) command is encountered
valid_segment_exists =
false
;
}
inline
void
rewind
(
unsigned
path_id)
{
queue_clear
();
m_source->
rewind
(path_id);
}
inline
unsigned
vertex
(
double
*x,
double
*y)
{
unsigned
code;
if
(!m_remove_nans) {
return
m_source->
vertex
(x, y);
}
if
(m_has_codes) {
/*
This is the slow method for when there might be curves or closed
* loops.
*/
if
(
queue_pop
(&code, x, y)) {
return
code;
}
bool
needs_move_to =
false
;
while
(
true
) {
/*
The approach here is to push each full curve
segment into the queue. If any non-finite values
are found along the way, the queue is emptied, and
the next curve segment is handled.
*/
code = m_source->
vertex
(x, y);
/*
The vertices attached to STOP and CLOSEPOLY are never used,
* so we leave them as-is even if NaN.
*/
if
(code == agg::path_cmd_stop) {
return
code;
}
else
if
(code == (agg::path_cmd_end_poly |
agg::path_flags_close) &&
valid_segment_exists) {
/*
However, CLOSEPOLY only makes sense if a valid MOVETO
* command has already been emitted. But if a NaN was
* removed in the path, then we cannot close it as it is no
* longer a loop. We must emulate that by inserting a
* LINETO instead.
*/
if
(m_was_broken) {
if
(m_last_segment_valid && (
std::isfinite
(m_initX) &&
std::isfinite
(m_initY))) {
/*
Join to start if both ends are valid.
*/
queue_push
(agg::path_cmd_line_to, m_initX, m_initY);
break
;
}
else
{
/*
Skip the close, in case there are additional
* subpaths.
*/
continue
;
}
m_was_broken =
false
;
break
;
}
else
{
return
code;
}
}
else
if
(code == agg::path_cmd_move_to) {
/*
Save the initial point in order to produce the last
* segment closing a loop, *if* we broke the loop.
*/
m_initX = *x;
m_initY = *y;
m_was_broken =
false
;
}
if
(needs_move_to) {
queue_push
(agg::path_cmd_move_to, *x, *y);
}
size_t
num_extra_points = num_extra_points_map[code &
0xF
];
m_last_segment_valid = (
std::isfinite
(*x) &&
std::isfinite
(*y));
queue_push
(code, *x, *y);
/*
Note: this test cannot be short-circuited, since we need to
advance through the entire curve no matter what
*/
for
(
size_t
i =
0
; i < num_extra_points; ++i) {
m_source->
vertex
(x, y);
m_last_segment_valid = m_last_segment_valid &&
(
std::isfinite
(*x) &&
std::isfinite
(*y));
queue_push
(code, *x, *y);
}
if
(m_last_segment_valid) {
valid_segment_exists =
true
;
break
;
}
m_was_broken =
true
;
queue_clear
();
/*
If the last point is finite, we use that for the
moveto, otherwise, we'll use the first vertex of
the next curve.
*/
if
(
std::isfinite
(*x) &&
std::isfinite
(*y)) {
queue_push
(agg::path_cmd_move_to, *x, *y);
needs_move_to =
false
;
}
else
{
needs_move_to =
true
;
}
}
if
(
queue_pop
(&code, x, y)) {
return
code;
}
else
{
return
agg::path_cmd_stop;
}
}
else
//
!m_has_codes
{
/*
This is the fast path for when we know we have no codes.
*/
code = m_source->
vertex
(x, y);
if
(code == agg::path_cmd_stop ||
(code == (agg::path_cmd_end_poly | agg::path_flags_close) &&
valid_segment_exists)) {
return
code;
}
if
(!(
std::isfinite
(*x) &&
std::isfinite
(*y))) {
do
{
code = m_source->
vertex
(x, y);
if
(code == agg::path_cmd_stop ||
(code == (agg::path_cmd_end_poly | agg::path_flags_close) &&
valid_segment_exists)) {
return
code;
}
}
while
(!(
std::isfinite
(*x) &&
std::isfinite
(*y)));
return
agg::path_cmd_move_to;
}
valid_segment_exists =
true
;
return
code;
}
}
};
/*
***********************************************************
PathClipper uses the Liang-Barsky line clipping algorithm (as
implemented in Agg) to clip the path to a given rectangle. Lines
will never extend outside of the rectangle. Curve segments are not
clipped, but are always included in their entirety.
*/
template
<
class
VertexSource
>
class
PathClipper
:
public
EmbeddedQueue
<
3
>
{
VertexSource *m_source;
bool
m_do_clipping;
agg::rect_base<
double
> m_cliprect;
double
m_lastX;
double
m_lastY;
bool
m_moveto;
double
m_initX;
double
m_initY;
bool
m_has_init;
bool
m_was_clipped;
public:
PathClipper
(VertexSource &source,
bool
do_clipping,
double
width,
double
height)
: m_source(&source),
m_do_clipping
(do_clipping),
m_cliprect(-
1.0
, -
1.0
, width +
1.0
, height +
1.0
),
m_lastX(nan(
"
"
)),
m_lastY(nan(
"
"
)),
m_moveto(
true
),
m_initX(nan(
"
"
)),
m_initY(nan(
"
"
)),
m_has_init(
false
),
m_was_clipped(
false
)
{
//
empty
}
PathClipper
(VertexSource &source,
bool
do_clipping,
const
agg::rect_base<
double
> &rect)
: m_source(&source),
m_do_clipping(do_clipping),
m_cliprect(rect),
m_lastX(nan(
"
"
)),
m_lastY(nan(
"
"
)),
m_moveto(
true
),
m_initX(nan(
"
"
)),
m_initY(nan(
"
"
)),
m_has_init(
false
),
m_was_clipped(
false
)
{
m_cliprect.
x1
-=
1.0
;
m_cliprect.
y1
-=
1.0
;
m_cliprect.
x2
+=
1.0
;
m_cliprect.
y2
+=
1.0
;
}
inline
void
rewind
(
unsigned
path_id)
{
m_has_init =
false
;
m_was_clipped =
false
;
m_moveto =
true
;
m_source->
rewind
(path_id);
}
int
draw_clipped_line
(
double
x0,
double
y0,
double
x1,
double
y1,
bool
closed=
false
)
{
unsigned
moved =
agg::clip_line_segment
(&x0, &y0, &x1, &y1, m_cliprect);
//
moved >= 4 - Fully clipped
//
moved & 1 != 0 - First point has been moved
//
moved & 2 != 0 - Second point has been moved
m_was_clipped = m_was_clipped || (moved !=
0
);
if
(moved <
4
) {
if
(moved &
1
|| m_moveto) {
queue_push
(agg::path_cmd_move_to, x0, y0);
}
queue_push
(agg::path_cmd_line_to, x1, y1);
if
(closed && !m_was_clipped) {
//
Close the path only if the end point hasn't moved.
queue_push
(agg::path_cmd_end_poly | agg::path_flags_close,
x1, y1);
}
m_moveto =
false
;
return
1
;
}
return
0
;
}
unsigned
vertex
(
double
*x,
double
*y)
{
unsigned
code;
bool
emit_moveto =
false
;
if
(!m_do_clipping) {
//
If not doing any clipping, just pass along the vertices verbatim
return
m_source->
vertex
(x, y);
}
/*
This is the slow path where we actually do clipping
*/
if
(
queue_pop
(&code, x, y)) {
return
code;
}
while
((code = m_source->
vertex
(x, y)) != agg::path_cmd_stop) {
emit_moveto =
false
;
switch
(code) {
case
(agg::path_cmd_end_poly | agg::path_flags_close):
if
(m_has_init) {
//
Queue the line from last point to the initial point, and
//
if never clipped, add a close code.
draw_clipped_line
(m_lastX, m_lastY, m_initX, m_initY,
true
);
}
else
{
//
An empty path that is immediately closed.
queue_push
(
agg::path_cmd_end_poly | agg::path_flags_close,
m_lastX, m_lastY);
}
//
If paths were not clipped, then the above code queued
//
something, and we should exit the loop. Otherwise, continue
//
to the next point, as there may be a new subpath.
if
(
queue_nonempty
()) {
goto
exit_loop;
}
break
;
case
agg::path_cmd_move_to:
//
was the last command a moveto (and we have
//
seen at least one command ?
//
if so, shove it in the queue if in clip box
if
(m_moveto && m_has_init &&
m_lastX >= m_cliprect.
x1
&&
m_lastX <= m_cliprect.
x2
&&
m_lastY >= m_cliprect.
y1
&&
m_lastY <= m_cliprect.
y2
) {
//
push the last moveto onto the queue
queue_push
(agg::path_cmd_move_to, m_lastX, m_lastY);
//
flag that we need to emit it
emit_moveto =
true
;
}
//
update the internal state for this moveto
m_initX = m_lastX = *x;
m_initY = m_lastY = *y;
m_has_init =
true
;
m_moveto =
true
;
m_was_clipped =
false
;
//
if the last command was moveto exit the loop to emit the code
if
(emit_moveto) {
goto
exit_loop;
}
//
else, break and get the next point
break
;
case
agg::path_cmd_line_to:
if
(
draw_clipped_line
(m_lastX, m_lastY, *x, *y)) {
m_lastX = *x;
m_lastY = *y;
goto
exit_loop;
}
m_lastX = *x;
m_lastY = *y;
break
;
default
:
if
(m_moveto) {
queue_push
(agg::path_cmd_move_to, m_lastX, m_lastY);
m_moveto =
false
;
}
queue_push
(code, *x, *y);
m_lastX = *x;
m_lastY = *y;
goto
exit_loop;
}
}
exit_loop:
if
(
queue_pop
(&code, x, y)) {
return
code;
}
if
(m_moveto && m_has_init &&
m_lastX >= m_cliprect.
x1
&&
m_lastX <= m_cliprect.
x2
&&
m_lastY >= m_cliprect.
y1
&&
m_lastY <= m_cliprect.
y2
) {
*x = m_lastX;
*y = m_lastY;
m_moveto =
false
;
return
agg::path_cmd_move_to;
}
return
agg::path_cmd_stop;
}
};
/*
***********************************************************
PathSnapper rounds vertices to their nearest center-pixels. This
makes rectilinear paths (rectangles, horizontal and vertical lines
etc.) look much cleaner.
*/
enum
e_snap_mode {
SNAP_AUTO
,
SNAP_FALSE
,
SNAP_TRUE
};
namespace
PYBIND11_NAMESPACE
{
namespace
detail
{
template
<>
struct
type_caster
<e_snap_mode> {
public:
PYBIND11_TYPE_CASTER
(e_snap_mode, const_name(
"
e_snap_mode
"
));
bool
load
(handle src,
bool
) {
if
(src.
is_none
()) {
value =
SNAP_AUTO
;
return
true
;
}
value = src.
cast
<
bool
>() ?
SNAP_TRUE
:
SNAP_FALSE
;
return
true
;
}
};
}}
//
namespace PYBIND11_NAMESPACE::detail
template
<
class
VertexSource
>
class
PathSnapper
{
private:
VertexSource *m_source;
bool
m_snap;
double
m_snap_value;
static
bool
should_snap
(VertexSource &path, e_snap_mode snap_mode,
unsigned
total_vertices)
{
//
If this contains only straight horizontal or vertical lines, it should be
//
snapped to the nearest pixels
double
x0 =
0
, y0 =
0
, x1 =
0
, y1 =
0
;
unsigned
code;
switch
(snap_mode) {
case
SNAP_AUTO
:
if
(total_vertices >
1024
) {
return
false
;
}
code = path.
vertex
(&x0, &y0);
if
(code == agg::path_cmd_stop) {
return
false
;
}
while
((code = path.
vertex
(&x1, &y1)) != agg::path_cmd_stop) {
switch
(code) {
case
agg::path_cmd_curve3:
case
agg::path_cmd_curve4:
return
false
;
case
agg::path_cmd_line_to:
if
(
fabs
(x0 - x1) >=
1e-4
&&
fabs
(y0 - y1) >=
1e-4
) {
return
false
;
}
}
x0 = x1;
y0 = y1;
}
return
true
;
case
SNAP_FALSE
:
return
false
;
case
SNAP_TRUE
:
return
true
;
}
return
false
;
}
public:
/*
snap_mode should be one of:
- SNAP_AUTO: Examine the path to determine if it should be snapped
- SNAP_TRUE: Force snapping
- SNAP_FALSE: No snapping
*/
PathSnapper
(VertexSource &source,
e_snap_mode snap_mode,
unsigned
total_vertices =
15
,
double
stroke_width =
0.0
)
: m_source(&source)
{
m_snap =
should_snap
(source, snap_mode, total_vertices);
if
(m_snap) {
int
is_odd =
mpl_round_to_int
(stroke_width) %
2
;
m_snap_value = (is_odd) ?
0.5
:
0.0
;
}
source.
rewind
(
0
);
}
inline
void
rewind
(
unsigned
path_id)
{
m_source->
rewind
(path_id);
}
inline
unsigned
vertex
(
double
*x,
double
*y)
{
unsigned
code;
code = m_source->
vertex
(x, y);
if
(m_snap &&
agg::is_vertex
(code)) {
*x =
floor
(*x +
0.5
) + m_snap_value;
*y =
floor
(*y +
0.5
) + m_snap_value;
}
return
code;
}
inline
bool
is_snapping
()
{
return
m_snap;
}
};
/*
***********************************************************
PathSimplifier reduces the number of vertices in a dense path without
changing its appearance.
*/
template
<
class
VertexSource
>
class
PathSimplifier
:
protected
EmbeddedQueue
<
9
>
{
public:
/*
Set simplify to true to perform simplification
*/
PathSimplifier
(VertexSource &source,
bool
do_simplify,
double
simplify_threshold)
: m_source(&source),
m_simplify
(do_simplify),
/*
we square simplify_threshold so that we can compute
norms without doing the square root every step.
*/
m_simplify_threshold(simplify_threshold * simplify_threshold),
m_moveto(
true
),
m_after_moveto(
false
),
m_clipped(
false
),
//
whether the most recent MOVETO vertex is valid
m_has_init(
false
),
//
the most recent MOVETO vertex
m_initX(
0.0
),
m_initY(
0.0
),
//
the x, y values from last iteration
m_lastx(
0.0
),
m_lasty(
0.0
),
//
the dx, dy comprising the original vector, used in conjunction
//
with m_currVecStart* to define the original vector.
m_origdx(
0.0
),
m_origdy(
0.0
),
//
the squared norm of the original vector
m_origdNorm2(
0.0
),
//
maximum squared norm of vector in forward (parallel) direction
m_dnorm2ForwardMax(
0.0
),
//
maximum squared norm of vector in backward (anti-parallel) direction
m_dnorm2BackwardMax(
0.0
),
//
was the last point the furthest from lastWritten in the
//
forward (parallel) direction?
m_lastForwardMax(
false
),
//
was the last point the furthest from lastWritten in the
//
backward (anti-parallel) direction?
m_lastBackwardMax(
false
),
//
added to queue when _push is called
m_nextX(
0.0
),
m_nextY(
0.0
),
//
added to queue when _push is called if any backwards
//
(anti-parallel) vectors were observed
m_nextBackwardX(
0.0
),
m_nextBackwardY(
0.0
),
//
start of the current vector that is being simplified
m_currVecStartX(
0.0
),
m_currVecStartY(
0.0
)
{
//
empty
}
inline
void
rewind
(
unsigned
path_id)
{
queue_clear
();
m_moveto =
true
;
m_source->
rewind
(path_id);
}
unsigned
vertex
(
double
*x,
double
*y)
{
unsigned
cmd;
/*
The simplification algorithm doesn't support curves or compound paths
so we just don't do it at all in that case...
*/
if
(!m_simplify) {
return
m_source->
vertex
(x, y);
}
/*
idea: we can skip drawing many lines: we can combine
sequential parallel lines into a
single line instead of redrawing lines over the same
points. The loop below works a bit like a state machine,
where what it does depends on what it did in the last
looping. To test whether sequential lines are close to
parallel, I calculate the distance moved perpendicular to
the last line. Once it gets too big, the lines cannot be
combined.
*/
/*
This code was originally written by Allan Haldane and I
have modified to work in-place -- meaning not creating an
entirely new path list each time. In order to do that
without too much additional code complexity, it keeps a
small queue around so that multiple points can be emitted
in a single call, and those points will be popped from the
queue in subsequent calls. The following block will empty
the queue before proceeding to the main loop below.
-- Michael Droettboom
*/
/*
This code was originally written by Allan Haldane and
updated by Michael Droettboom. I have modified it to
handle anti-parallel vectors. This is done essentially
the same way as parallel vectors, but requires a little
additional book-keeping to track whether or not we have
observed an anti-parallel vector during the current run.
-- Kevin Rose
*/
if
(
queue_pop
(&cmd, x, y)) {
return
cmd;
}
/*
The main simplification loop. The point is to consume only
as many points as necessary until something has been added
to the outbound queue, not to run through the entire path
in one go. This eliminates the need to allocate and fill
an entire additional path array on each draw.
*/
while
((cmd = m_source->
vertex
(x, y)) != agg::path_cmd_stop) {
/*
if we are starting a new path segment, move to the first point
+ init
*/
if
(m_moveto || cmd == agg::path_cmd_move_to) {
/*
m_moveto check is not generally needed because
m_source generates an initial moveto; but it is
retained for safety in case circumstances arise
where this is not true.
*/
if
(m_origdNorm2 !=
0.0
&& !m_after_moveto) {
/*
m_origdNorm2 is nonzero only if we have a
vector; the m_after_moveto check ensures we
push this vector to the queue only once.
*/
_push
(x, y);
}
m_after_moveto =
true
;
if
(
std::isfinite
(*x) &&
std::isfinite
(*y)) {
m_has_init =
true
;
m_initX = *x;
m_initY = *y;
}
else
{
m_has_init =
false
;
}
m_lastx = *x;
m_lasty = *y;
m_moveto =
false
;
m_origdNorm2 =
0.0
;
m_dnorm2BackwardMax =
0.0
;
m_clipped =
true
;
if
(
queue_nonempty
()) {
/*
If we did a push, empty the queue now.
*/
break
;
}
continue
;
}
m_after_moveto =
false
;
if
(
agg::is_close
(cmd)) {
if
(m_has_init) {
/*
If we have a valid initial vertex, then
replace the current vertex with the initial vertex
*/
*x = m_initX;
*y = m_initY;
}
else
{
/*
If we don't have a valid initial vertex, then
we can't close the path, so we skip the vertex
*/
continue
;
}
}
/*
NOTE: We used to skip this very short segments, but if
you have a lot of them cumulatively, you can miss
maxima or minima in the data.
*/
/*
Don't render line segments less than one pixel long
*/
/*
if (fabs(*x - m_lastx) < 1.0 && fabs(*y - m_lasty) < 1.0)
*/
/*
{
*/
/*
continue;
*/
/*
}
*/
/*
if we have no orig vector, set it to this vector and
continue. this orig vector is the reference vector we
will build up the line to
*/
if
(m_origdNorm2 ==
0.0
) {
if
(m_clipped) {
queue_push
(agg::path_cmd_move_to, m_lastx, m_lasty);
m_clipped =
false
;
}
m_origdx = *x - m_lastx;
m_origdy = *y - m_lasty;
m_origdNorm2 = m_origdx * m_origdx + m_origdy * m_origdy;
//
set all the variables to reflect this new orig vector
m_dnorm2ForwardMax = m_origdNorm2;
m_dnorm2BackwardMax =
0.0
;
m_lastForwardMax =
true
;
m_lastBackwardMax =
false
;
m_currVecStartX = m_lastx;
m_currVecStartY = m_lasty;
m_nextX = m_lastx = *x;
m_nextY = m_lasty = *y;
continue
;
}
/*
If got to here, then we have an orig vector and we just got
a vector in the sequence.
*/
/*
Check that the perpendicular distance we have moved
from the last written point compared to the line we are
building is not too much. If o is the orig vector (we
are building on), and v is the vector from the last
written point to the current point, then the
perpendicular vector is p = v - (o.v)o/(o.o)
(here, a.b indicates the dot product of a and b).
*/
/*
get the v vector
*/
double
totdx = *x - m_currVecStartX;
double
totdy = *y - m_currVecStartY;
/*
get the dot product o.v
*/
double
totdot = m_origdx * totdx + m_origdy * totdy;
/*
get the para vector ( = (o.v)o/(o.o))
*/
double
paradx = totdot * m_origdx / m_origdNorm2;
double
parady = totdot * m_origdy / m_origdNorm2;
/*
get the perp vector ( = v - para)
*/
double
perpdx = totdx - paradx;
double
perpdy = totdy - parady;
/*
get the squared norm of perp vector ( = p.p)
*/
double
perpdNorm2 = perpdx * perpdx + perpdy * perpdy;
/*
If the perpendicular vector is less than
m_simplify_threshold pixels in size, then merge
current x,y with the current vector
*/
if
(perpdNorm2 < m_simplify_threshold) {
/*
check if the current vector is parallel or
anti-parallel to the orig vector. In either case,
test if it is the longest of the vectors
we are merging in that direction. If it is, then
update the current vector in that direction.
*/
double
paradNorm2 = paradx * paradx + parady * parady;
m_lastForwardMax =
false
;
m_lastBackwardMax =
false
;
if
(totdot >
0.0
) {
if
(paradNorm2 > m_dnorm2ForwardMax) {
m_lastForwardMax =
true
;
m_dnorm2ForwardMax = paradNorm2;
m_nextX = *x;
m_nextY = *y;
}
}
else
{
if
(paradNorm2 > m_dnorm2BackwardMax) {
m_lastBackwardMax =
true
;
m_dnorm2BackwardMax = paradNorm2;
m_nextBackwardX = *x;
m_nextBackwardY = *y;
}
}
m_lastx = *x;
m_lasty = *y;
continue
;
}
/*
If we get here, then this vector was not similar enough to the
line we are building, so we need to draw that line and start the
next one.
*/
/*
If the line needs to extend in the opposite direction from the
direction we are drawing in, move back to we start drawing from
back there.
*/
_push
(x, y);
break
;
}
/*
Fill the queue with the remaining vertices if we've finished the
path in the above loop.
*/
if
(cmd == agg::path_cmd_stop) {
if
(m_origdNorm2 !=
0.0
) {
queue_push
((m_moveto || m_after_moveto) ? agg::path_cmd_move_to
: agg::path_cmd_line_to,
m_nextX,
m_nextY);
if
(m_dnorm2BackwardMax >
0.0
) {
queue_push
((m_moveto || m_after_moveto) ? agg::path_cmd_move_to
: agg::path_cmd_line_to,
m_nextBackwardX,
m_nextBackwardY);
}
m_moveto =
false
;
}
queue_push
((m_moveto || m_after_moveto) ? agg::path_cmd_move_to : agg::path_cmd_line_to,
m_lastx,
m_lasty);
m_moveto =
false
;
queue_push
(agg::path_cmd_stop,
0.0
,
0.0
);
}
/*
Return the first item in the queue, if any, otherwise
indicate that we're done.
*/
if
(
queue_pop
(&cmd, x, y)) {
return
cmd;
}
else
{
return
agg::path_cmd_stop;
}
}
private:
VertexSource *m_source;
bool
m_simplify;
double
m_simplify_threshold;
bool
m_moveto;
bool
m_after_moveto;
bool
m_clipped;
bool
m_has_init;
double
m_initX, m_initY;
double
m_lastx, m_lasty;
double
m_origdx;
double
m_origdy;
double
m_origdNorm2;
double
m_dnorm2ForwardMax;
double
m_dnorm2BackwardMax;
bool
m_lastForwardMax;
bool
m_lastBackwardMax;
double
m_nextX;
double
m_nextY;
double
m_nextBackwardX;
double
m_nextBackwardY;
double
m_currVecStartX;
double
m_currVecStartY;
inline
void
_push
(
double
*x,
double
*y)
{
bool
needToPushBack = (m_dnorm2BackwardMax >
0.0
);
/*
If we observed any backward (anti-parallel) vectors, then
we need to push both forward and backward vectors.
*/
if
(needToPushBack) {
/*
If the last vector seen was the maximum in the forward direction,
then we need to push the forward after the backward. Otherwise,
the last vector seen was the maximum in the backward direction,
or somewhere in between, either way we are safe pushing forward
before backward.
*/
if
(m_lastForwardMax) {
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