#import "RNSVGPathMeasure.h" #import "RNSVGBezierElement.h" /* Some Bezier logic from PerformanceBezier */ /* ## License Creative Commons License
This work is licensed under a Creative Commons Attribution 3.0 United States License. For attribution, please include: 1. Mention original author "Adam Wulf for Loose Leaf app" 2. Link to https://getlooseleaf.com/opensource/ 3. Link to https://github.com/adamwulf/PerformanceBezier */ static CGFloat idealFlatness = (CGFloat).01; /** * returns the distance between two points */ static CGFloat distance(CGPoint p1, CGPoint p2) { CGFloat dx = p2.x - p1.x; CGFloat dy = p2.y - p1.y; return hypot(dx, dy); } // Subdivide a Bézier (specific division) /* * (c) 2004 Alastair J. Houghton * All Rights Reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions are met: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * 3. The name of the author of this software may not be used to endorse * or promote products derived from the software without specific prior * written permission. * * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDER "AS IS" AND ANY EXPRESS * OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES * OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. * IN NO EVENT SHALL THE COPYRIGHT OWNER BE LIABLE FOR ANY DIRECT, INDIRECT, * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA OR PROFITS; * OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, * WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR * OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF * ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. * */ static void subdivideBezierAtT(const CGPoint bez[4], CGPoint bez1[4], CGPoint bez2[4], CGFloat t) { CGPoint q; CGFloat mt = 1 - t; bez1[0].x = bez[0].x; bez1[0].y = bez[0].y; bez2[3].x = bez[3].x; bez2[3].y = bez[3].y; q.x = mt * bez[1].x + t * bez[2].x; q.y = mt * bez[1].y + t * bez[2].y; bez1[1].x = mt * bez[0].x + t * bez[1].x; bez1[1].y = mt * bez[0].y + t * bez[1].y; bez2[2].x = mt * bez[2].x + t * bez[3].x; bez2[2].y = mt * bez[2].y + t * bez[3].y; bez1[2].x = mt * bez1[1].x + t * q.x; bez1[2].y = mt * bez1[1].y + t * q.y; bez2[1].x = mt * q.x + t * bez2[2].x; bez2[1].y = mt * q.y + t * bez2[2].y; bez1[3].x = bez2[0].x = mt * bez1[2].x + t * bez2[1].x; bez1[3].y = bez2[0].y = mt * bez1[2].y + t * bez2[1].y; } @implementation RNSVGPathMeasure - (void)addLine:(CGPoint *)last next:(const CGPoint *)next { NSArray *line = @[ [NSValue valueWithCGPoint:*last], [NSValue valueWithCGPoint:*next] ]; _pathLength += distance(*last, *next); [_lengths addObject:[NSNumber numberWithDouble:_pathLength]]; [_lines addObject:line]; *last = *next; } - (void)reset { _lengths = nil; _lines = nil; _isClosed = NO; _lineCount = 0; _pathLength = 0; _path = nil; } - (void)extractPathData:(CGPathRef)path { if (path == _path) { return; } _path = path; CGPoint origin = CGPointMake(0.0, 0.0); CGPoint last = CGPointMake(0.0, 0.0); _lengths = [NSMutableArray array]; _lines = [NSMutableArray array]; _isClosed = NO; _lineCount = 0; _pathLength = 0; NSArray *elements = [RNSVGBezierElement elementsFromCGPath:path]; for (RNSVGBezierElement *element in elements) { switch (element.elementType) { case kCGPathElementMoveToPoint: origin = last = element.point; break; case kCGPathElementAddLineToPoint: { CGPoint next = element.point; [self addLine:&last next:&next]; _lineCount++; break; } case kCGPathElementAddQuadCurveToPoint: case kCGPathElementAddCurveToPoint: { // handle both curve types gracefully CGPoint curveTo = element.point; CGPoint ctrl1 = element.controlPoint1; CGPoint ctrl2 = element.elementType == kCGPathElementAddQuadCurveToPoint ? ctrl1 : element.controlPoint2; // this is the bezier for our current element CGPoint bezier[4] = {last, ctrl1, ctrl2, curveTo}; NSValue *arr = [NSValue valueWithBytes:&bezier objCType:@encode(CGPoint[4])]; NSMutableArray *curves = [NSMutableArray arrayWithObjects:arr, nil]; for (NSInteger curveIndex = 0; curveIndex >= 0; curveIndex--) { CGPoint bez[4]; [curves[curveIndex] getValue:&bez]; [curves removeLastObject]; // calculate the error rate of the curve vs // a line segment between the start and end points CGPoint ctrl1 = bez[1]; CGPoint ctrl2 = bez[2]; CGPoint next = bez[3]; CGFloat polyLen = distance(last, ctrl1) + distance(ctrl1, ctrl2) + distance(ctrl2, next); CGFloat chordLen = distance(last, next); CGFloat error = polyLen - chordLen; // if the error is less than our accepted level of error // then add a line, else, split the curve in half if (error <= idealFlatness) { [self addLine:&last next:&next]; _lineCount++; } else { CGPoint bez1[4], bez2[4]; subdivideBezierAtT(bez, bez1, bez2, .5); [curves addObject:[NSValue valueWithBytes:&bez2 objCType:@encode(CGPoint[4])]]; [curves addObject:[NSValue valueWithBytes:&bez1 objCType:@encode(CGPoint[4])]]; curveIndex += 2; } } break; } case kCGPathElementCloseSubpath: { CGPoint next = origin; [self addLine:&last next:&next]; _lineCount++; _isClosed = YES; break; } default: break; } } } - (void)getPosAndTan:(CGFloat *)angle midPoint:(CGFloat)midPoint x:(CGFloat *)x y:(CGFloat *)y { // Investigation suggests binary search is faster at lineCount >= 16 // https://gist.github.com/msand/4c7993319425f9d7933be58ad9ada1a4 NSUInteger i = _lineCount < 16 ? [_lengths indexOfObjectPassingTest:^(NSNumber *length, NSUInteger index, BOOL *_Nonnull stop) { BOOL contains = midPoint <= [length doubleValue]; return contains; }] : [_lengths indexOfObject:[NSNumber numberWithDouble:midPoint] inSortedRange:NSMakeRange(0, _lineCount) options:NSBinarySearchingInsertionIndex usingComparator:^(NSNumber *obj1, NSNumber *obj2) { return [obj1 compare:obj2]; }]; CGFloat totalLength = (CGFloat)[_lengths[i] doubleValue]; CGFloat prevLength = i == 0 ? 0 : (CGFloat)[_lengths[i - 1] doubleValue]; CGFloat length = totalLength - prevLength; CGFloat percent = (midPoint - prevLength) / length; NSArray *points = [_lines objectAtIndex:i]; CGPoint p1 = [[points objectAtIndex:0] CGPointValue]; CGPoint p2 = [[points objectAtIndex:1] CGPointValue]; CGFloat ldx = p2.x - p1.x; CGFloat ldy = p2.y - p1.y; *angle = atan2(ldy, ldx); *x = p1.x + ldx * percent; *y = p1.y + ldy * percent; } @end