# Copyright (c) 2021 Andy Maleh # # Permission is hereby granted, free of charge, to any person obtaining # a copy of this software and associated documentation files (the # "Software"), to deal in the Software without restriction, including # without limitation the rights to use, copy, modify, merge, publish, # distribute, sublicense, and/or sell copies of the Software, and to # permit persons to whom the Software is furnished to do so, subject to # the following conditions: # # The above copyright notice and this permission notice shall be # included in all copies or substantial portions of the Software. # # THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, # EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF # MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND # NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE # LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION # OF CONTRACT, TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION # WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. require 'perfect_shape/shape' require 'perfect_shape/multi_point' module PerfectShape # Mostly ported from java.awt.geom: https://docs.oracle.com/javase/8/docs/api/java/awt/geom/QuadCurve2D.html class CubicBezierCurve < Shape class << self # Calculates the number of times the cubic bézier curve from (x1,y1) to (x2,y2) # crosses the ray extending to the right from (x,y). # If the point lies on a part of the curve, # then no crossings are counted for that intersection. # the level parameter should be 0 at the top-level call and will count # up for each recursion level to prevent infinite recursion # +1 is added for each crossing where the Y coordinate is increasing # -1 is added for each crossing where the Y coordinate is decreasing def point_crossings(x1, y1, xc1, yc1, xc2, yc2, x2, y2, px, py, level = 0) return 0 if (py < y1 && py < yc1 && py < yc2 && py < y2) return 0 if (py >= y1 && py >= yc1 && py >= yc2 && py >= y2) # Note y1 could equal yc1... return 0 if (px >= x1 && px >= xc1 && px >= xc2 && px >= x2) if (px < x1 && px < xc1 && px < xc2 && px < x2) if (py >= y1) return 1 if (py < y2) else # py < y1 return -1 if (py >= y2) end # py outside of y12 range, and/or y1==yc1 return 0 end # double precision only has 52 bits of mantissa return PerfectShape::Line.point_crossings(x1, y1, x2, y2, px, py) if (level > 52) xmid = BigDecimal((xc1 + xc2).to_s) / 2; ymid = BigDecimal((yc1 + yc2).to_s) / 2; xc1 = BigDecimal((x1 + xc1).to_s) / 2; yc1 = BigDecimal((y1 + yc1).to_s) / 2; xc2 = BigDecimal((xc2 + x2).to_s) / 2; yc2 = BigDecimal((yc2 + y2).to_s) / 2; xc1m = BigDecimal((xc1 + xmid).to_s) / 2; yc1m = BigDecimal((yc1 + ymid).to_s) / 2; xmc1 = BigDecimal((xmid + xc2).to_s) / 2; ymc1 = BigDecimal((ymid + yc2).to_s) / 2; xmid = BigDecimal((xc1m + xmc1).to_s) / 2; ymid = BigDecimal((yc1m + ymc1).to_s) / 2; # [xy]mid are NaN if any of [xy]c0m or [xy]mc1 are NaN # [xy]c0m or [xy]mc1 are NaN if any of [xy][c][01] are NaN # These values are also NaN if opposing infinities are added return 0 if (xmid.nan? || ymid.nan?) point_crossings(x1, y1, xc1, yc1, xc1m, yc1m, xmid, ymid, px, py, level+1) + point_crossings(xmid, ymid, xmc1, ymc1, xc2, yc2, x2, y2, px, py, level+1) end end include MultiPoint include Equalizer.new(:points) OUTLINE_MINIMUM_DISTANCE_THRESHOLD = BigDecimal('0.001') # Checks if cubic bézier curve contains point (two-number Array or x, y args) # # @param x The X coordinate of the point to test. # @param y The Y coordinate of the point to test. # # @return {@code true} if the point lies within the bound of # the cubic bézier curve, {@code false} if the point lies outside of the # cubic bézier curve's bounds. def contain?(x_or_point, y = nil, outline: false, distance_tolerance: 0) x, y = normalize_point(x_or_point, y) return unless x && y if outline minimum_distance_threshold = OUTLINE_MINIMUM_DISTANCE_THRESHOLD + distance_tolerance point_segment_distance(x, y, minimum_distance_threshold: minimum_distance_threshold) < minimum_distance_threshold else # Either x or y was infinite or NaN. # A NaN always produces a negative response to any test # and Infinity values cannot be "inside" any path so # they should return false as well. return false if (!(x * 0.0 + y * 0.0 == 0.0)) # We count the "Y" crossings to determine if the point is # inside the curve bounded by its closing line. x1 = points[0][0] y1 = points[0][1] x2 = points[3][0] y2 = points[3][1] line = PerfectShape::Line.new(points: [[x1, y1], [x2, y2]]) crossings = line.point_crossings(x, y) + point_crossings(x, y); (crossings & 1) == 1 end end # Calculates the number of times the cubic bézier curve # crosses the ray extending to the right from (x,y). # If the point lies on a part of the curve, # then no crossings are counted for that intersection. # the level parameter should be 0 at the top-level call and will count # up for each recursion level to prevent infinite recursion # +1 is added for each crossing where the Y coordinate is increasing # -1 is added for each crossing where the Y coordinate is decreasing def point_crossings(x_or_point, y = nil, level = 0) x, y = normalize_point(x_or_point, y) return unless x && y CubicBezierCurve.point_crossings(points[0][0], points[0][1], points[1][0], points[1][1], points[2][0], points[2][1], points[3][0], points[3][1], x, y, level) end # The center point on the outline of the curve def curve_center_point subdivisions.last.points[0] end # The center point x on the outline of the curve def curve_center_x subdivisions.last.points[0][0] end # The center point y on the outline of the curve def curve_center_y subdivisions.last.points[0][1] end # Subdivides CubicBezierCurve exactly at its curve center # returning 2 CubicBezierCurve's as a two-element Array by default # `number` parameter may be specified as an even number in case more # subdivisions are needed. If an odd number is given, it is rounded # up to the closest even number above it (e.g. 3 becomes 4). def subdivisions(number = 2) number = (number.to_i / 2.0).ceil*2 x1 = points[0][0] y1 = points[0][1] ctrlx1 = points[1][0] ctrly1 = points[1][1] ctrlx2 = points[2][0] ctrly2 = points[2][1] x2 = points[3][0] y2 = points[3][1] centerx = (ctrlx1 + ctrlx2) / 2.0 centery = (ctrly1 + ctrly2) / 2.0 ctrlx1 = (x1 + ctrlx1) / 2.0 ctrly1 = (y1 + ctrly1) / 2.0 ctrlx2 = (x2 + ctrlx2) / 2.0 ctrly2 = (y2 + ctrly2) / 2.0 ctrlx12 = (ctrlx1 + centerx) / 2.0 ctrly12 = (ctrly1 + centery) / 2.0 ctrlx21 = (ctrlx2 + centerx) / 2.0 ctrly21 = (ctrly2 + centery) / 2.0 centerx = (ctrlx12 + ctrlx21) / 2.0 centery = (ctrly12 + ctrly21) / 2.0 default_subdivisions = [ CubicBezierCurve.new(points: [x1, y1, ctrlx1, ctrly1, ctrlx12, ctrly12, centerx, centery]), CubicBezierCurve.new(points: [centerx, centery, ctrlx21, ctrly21, ctrlx2, ctrly2, x2, y2]) ] if number > 2 default_subdivisions.map { |curve| curve.subdivisions(number - 2) }.flatten else default_subdivisions end end def point_segment_distance(x_or_point, y = nil, minimum_distance_threshold: OUTLINE_MINIMUM_DISTANCE_THRESHOLD) x, y = normalize_point(x_or_point, y) return unless x && y point = Point.new(x, y) current_curve = self minimum_distance = point.point_distance(curve_center_point) last_minimum_distance = minimum_distance + 1 # start bigger to ensure going through loop once at least while minimum_distance >= minimum_distance_threshold && minimum_distance < last_minimum_distance curve1, curve2 = current_curve.subdivisions distance1 = point.point_distance(curve1.curve_center_point) distance2 = point.point_distance(curve2.curve_center_point) last_minimum_distance = minimum_distance if distance1 < distance2 minimum_distance = distance1 current_curve = curve1 else minimum_distance = distance2 current_curve = curve2 end end if minimum_distance < minimum_distance_threshold minimum_distance else last_minimum_distance end end end end