Files
Graphite/graphene/src/layers/shape_layer.rs
0HyperCube c7e80180c2 Fix gradient transformation (#588)
* Fix with perfect circle

* Actually fix rotated gradient

* Gradient transform & fix on rotated canvas

* Cleanup & remove logging
2022-04-20 18:14:33 +01:00

266 lines
7.7 KiB
Rust

use super::layer_info::LayerData;
use super::style::{self, PathStyle, ViewMode};
use crate::intersection::{intersect_quad_bez_path, Quad};
use crate::LayerId;
use glam::{DAffine2, DMat2, DVec2};
use kurbo::{Affine, BezPath, Shape as KurboShape};
use serde::{Deserialize, Serialize};
use std::fmt::Write;
fn glam_to_kurbo(transform: DAffine2) -> Affine {
Affine::new(transform.to_cols_array())
}
/// A generic SVG element defined using Bezier paths.
/// Shapes are rendered as
/// [`<path>`](https://developer.mozilla.org/en-US/docs/Web/SVG/Element/path)
/// elements inside a
/// [`<g>`](https://developer.mozilla.org/en-US/docs/Web/SVG/Element/g)
/// group that the transformation matrix is applied to.
#[derive(Debug, Clone, PartialEq, Deserialize, Serialize)]
pub struct ShapeLayer {
/// A Bezier path.
pub path: BezPath,
/// The visual style of the shape.
pub style: style::PathStyle,
pub render_index: i32,
/// Whether or not the [path](ShapeLayer::path) connects to itself.
pub closed: bool,
}
impl LayerData for ShapeLayer {
fn render(&mut self, svg: &mut String, svg_defs: &mut String, transforms: &mut Vec<DAffine2>, view_mode: ViewMode) {
let mut path = self.path.clone();
let kurbo::Rect { x0, y0, x1, y1 } = path.bounding_box();
let layer_bounds = [(x0, y0).into(), (x1, y1).into()];
let transform = self.transform(transforms, view_mode);
let inverse = transform.inverse();
if !inverse.is_finite() {
let _ = write!(svg, "<!-- SVG shape has an invalid transform -->");
return;
}
path.apply_affine(glam_to_kurbo(transform));
let kurbo::Rect { x0, y0, x1, y1 } = path.bounding_box();
let transformed_bounds = [(x0, y0).into(), (x1, y1).into()];
let _ = writeln!(svg, r#"<g transform="matrix("#);
inverse.to_cols_array().iter().enumerate().for_each(|(i, entry)| {
let _ = svg.write_str(&(entry.to_string() + if i == 5 { "" } else { "," }));
});
let _ = svg.write_str(r#")">"#);
let _ = write!(
svg,
r#"<path d="{}" {} />"#,
path.to_svg(),
self.style.render(view_mode, svg_defs, transform, layer_bounds, transformed_bounds)
);
let _ = svg.write_str("</g>");
}
fn bounding_box(&self, transform: glam::DAffine2) -> Option<[DVec2; 2]> {
use kurbo::Shape;
let mut path = self.path.clone();
if transform.matrix2 == DMat2::ZERO {
return None;
}
path.apply_affine(glam_to_kurbo(transform));
let kurbo::Rect { x0, y0, x1, y1 } = path.bounding_box();
Some([(x0, y0).into(), (x1, y1).into()])
}
fn intersects_quad(&self, quad: Quad, path: &mut Vec<LayerId>, intersections: &mut Vec<Vec<LayerId>>) {
if intersect_quad_bez_path(quad, &self.path, self.style.fill().is_some()) {
intersections.push(path.clone());
}
}
}
impl ShapeLayer {
pub fn transform(&self, transforms: &[DAffine2], mode: ViewMode) -> DAffine2 {
let start = match (mode, self.render_index) {
(ViewMode::Outline, _) => 0,
(_, -1) => 0,
(_, x) => (transforms.len() as i32 - x).max(0) as usize,
};
transforms.iter().skip(start).cloned().reduce(|a, b| a * b).unwrap_or(DAffine2::IDENTITY)
}
pub fn from_bez_path(bez_path: BezPath, style: PathStyle, closed: bool) -> Self {
Self {
path: bez_path,
style,
render_index: 1,
closed,
}
}
/// Create an N-gon.
///
/// # Panics
/// This function panics if `sides` is zero.
pub fn ngon(sides: u8, style: PathStyle) -> Self {
use std::f64::consts::{FRAC_PI_2, TAU};
fn unit_rotation(theta: f64) -> DVec2 {
DVec2::new(theta.sin(), theta.cos())
}
let mut path = kurbo::BezPath::new();
let apothem_offset_angle = TAU / (sides as f64);
// Rotate odd sided shapes by 90 degrees
let offset = ((sides + 1) % 2) as f64 * FRAC_PI_2;
let relative_points = (0..sides).map(|i| apothem_offset_angle * i as f64 + offset).map(unit_rotation);
let min = relative_points.clone().reduce(|a, b| a.min(b)).unwrap_or_default();
let transform = DAffine2::from_scale_angle_translation(DVec2::ONE / 2., 0., -min / 2.);
let point = |vec: DVec2| kurbo::Point::new(vec.x, vec.y);
let mut relative_points = relative_points.map(|p| point(transform.transform_point2(p)));
path.move_to(relative_points.next().expect("Tried to create an ngon with 0 sides"));
relative_points.for_each(|p| path.line_to(p));
path.close_path();
Self {
path,
style,
render_index: 1,
closed: true,
}
}
/// Create a rectangular shape.
pub fn rectangle(style: PathStyle) -> Self {
Self {
path: kurbo::Rect::new(0., 0., 1., 1.).to_path(0.01),
style,
render_index: 1,
closed: true,
}
}
/// Create an elliptical shape.
pub fn ellipse(style: PathStyle) -> Self {
Self {
path: kurbo::Ellipse::from_rect(kurbo::Rect::new(0., 0., 1., 1.)).to_path(0.01),
style,
render_index: 1,
closed: true,
}
}
/// Create a straight line from (0, 0) to (1, 0).
pub fn line(style: PathStyle) -> Self {
Self {
path: kurbo::Line::new((0., 0.), (1., 0.)).to_path(0.01),
style,
render_index: 1,
closed: false,
}
}
/// Create a polygonal line that visits each provided point.
pub fn poly_line(points: Vec<impl Into<glam::DVec2>>, style: PathStyle) -> Self {
let mut path = kurbo::BezPath::new();
points
.into_iter()
.map(|v| v.into())
.map(|v: DVec2| kurbo::Point { x: v.x, y: v.y })
.enumerate()
.for_each(|(i, p)| if i == 0 { path.move_to(p) } else { path.line_to(p) });
Self {
path,
style,
render_index: 0,
closed: false,
}
}
/// Creates a smooth bezier spline that passes through all given points.
/// The algorithm used in this implementation is described here: <https://www.particleincell.com/2012/bezier-splines/>
pub fn spline(points: Vec<impl Into<glam::DVec2>>, style: PathStyle) -> Self {
let mut path = kurbo::BezPath::new();
// Creating a bezier spline is only necessary for 3 or more points.
// For 2 given points a line segment is created instead.
if points.len() > 2 {
let points: Vec<_> = points.into_iter().map(|v| v.into()).map(|v: DVec2| kurbo::Vec2 { x: v.x, y: v.y }).collect();
// Number of bezier segments
let n = points.len() - 1;
// Control points for each bezier segment
let mut p1 = vec![kurbo::Vec2::ZERO; n];
let mut p2 = vec![kurbo::Vec2::ZERO; n];
// Tri-diagonal matrix coefficients a, b and c (see https://en.wikipedia.org/wiki/Tridiagonal_matrix_algorithm)
let mut a = vec![1.0; n];
a[0] = 0.0;
a[n - 1] = 2.0;
let mut b = vec![4.0; n];
b[0] = 2.0;
b[n - 1] = 7.0;
let mut c = vec![1.0; n];
c[n - 1] = 0.0;
let mut r: Vec<_> = (0..n).map(|i| 4.0 * points[i] + 2.0 * points[i + 1]).collect();
r[0] = points[0] + (2.0 * points[1]);
r[n - 1] = 8.0 * points[n - 1] + points[n];
// Solve with Thomas algorithm (see https://en.wikipedia.org/wiki/Tridiagonal_matrix_algorithm)
for i in 1..n {
let m = a[i] / b[i - 1];
b[i] -= m * c[i - 1];
let last_iteration_r = r[i - 1];
r[i] -= m * last_iteration_r;
}
// Determine first control point for each segment
p1[n - 1] = r[n - 1] / b[n - 1];
for i in (0..n - 1).rev() {
p1[i] = (r[i] - c[i] * p1[i + 1]) / b[i];
}
// Determine second control point per segment from first
for i in 0..n - 1 {
p2[i] = 2.0 * points[i + 1] - p1[i + 1];
}
p2[n - 1] = 0.5 * (points[n] + p1[n - 1]);
// Create bezier path from given points and computed control points
points.into_iter().enumerate().for_each(|(i, p)| {
if i == 0 {
path.move_to(p.to_point())
} else {
path.curve_to(p1[i - 1].to_point(), p2[i - 1].to_point(), p.to_point())
}
});
} else {
points
.into_iter()
.map(|v| v.into())
.map(|v: DVec2| kurbo::Point { x: v.x, y: v.y })
.enumerate()
.for_each(|(i, p)| if i == 0 { path.move_to(p) } else { path.line_to(p) });
}
Self {
path,
style,
render_index: 0,
closed: false,
}
}
}