2022-01-01 01:21:03 +00:00
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/*
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* This program source code file is part of KICAD, a free EDA CAD application.
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*
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* Copyright (C) 2021 Ola Rinta-Koski <gitlab@rinta-koski.net>
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* Copyright (C) 2021 Kicad Developers, see AUTHORS.txt for contributors.
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*
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* Outline font class
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, you may find one here:
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* http://www.gnu.org/licenses/old-licenses/gpl-2.0.html
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* or you may search the http://www.gnu.org website for the version 2 license,
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* or you may write to the Free Software Foundation, Inc.,
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* 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA
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*/
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#include <font/outline_decomposer.h>
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#include <bezier_curves.h>
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using namespace KIFONT;
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OUTLINE_DECOMPOSER::OUTLINE_DECOMPOSER( FT_Outline& aOutline ) :
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2022-01-13 15:25:02 +00:00
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m_outline( aOutline ),
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m_contours( nullptr )
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2022-01-01 01:21:03 +00:00
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{
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}
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static VECTOR2D toVector2D( const FT_Vector* aFreeTypeVector )
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{
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2022-01-15 12:51:09 +00:00
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return VECTOR2D( aFreeTypeVector->x * GLYPH_SIZE_SCALER,
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aFreeTypeVector->y * GLYPH_SIZE_SCALER );
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2022-01-01 01:21:03 +00:00
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}
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void OUTLINE_DECOMPOSER::newContour()
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{
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CONTOUR contour;
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2022-07-31 16:35:37 +00:00
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contour.m_Orientation = FT_Outline_Get_Orientation( &m_outline );
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2022-01-01 01:21:03 +00:00
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m_contours->push_back( contour );
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}
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void OUTLINE_DECOMPOSER::addContourPoint( const VECTOR2D& p )
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{
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// don't add repeated points
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2022-07-31 16:35:37 +00:00
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if( m_contours->back().m_Points.empty() || m_contours->back().m_Points.back() != p )
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m_contours->back().m_Points.push_back( p );
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2022-01-01 01:21:03 +00:00
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}
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int OUTLINE_DECOMPOSER::moveTo( const FT_Vector* aEndPoint, void* aCallbackData )
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{
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OUTLINE_DECOMPOSER* decomposer = static_cast<OUTLINE_DECOMPOSER*>( aCallbackData );
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2022-01-15 12:51:09 +00:00
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decomposer->m_lastEndPoint = toVector2D( aEndPoint );
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2022-01-01 01:21:03 +00:00
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decomposer->newContour();
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decomposer->addContourPoint( decomposer->m_lastEndPoint );
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return 0;
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}
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int OUTLINE_DECOMPOSER::lineTo( const FT_Vector* aEndPoint, void* aCallbackData )
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{
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OUTLINE_DECOMPOSER* decomposer = static_cast<OUTLINE_DECOMPOSER*>( aCallbackData );
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2022-01-15 12:51:09 +00:00
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decomposer->m_lastEndPoint = toVector2D( aEndPoint );
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2022-01-01 01:21:03 +00:00
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decomposer->addContourPoint( decomposer->m_lastEndPoint );
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return 0;
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}
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int OUTLINE_DECOMPOSER::quadraticTo( const FT_Vector* aControlPoint, const FT_Vector* aEndPoint,
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void* aCallbackData )
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{
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return cubicTo( aControlPoint, nullptr, aEndPoint, aCallbackData );
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}
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int OUTLINE_DECOMPOSER::cubicTo( const FT_Vector* aFirstControlPoint,
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const FT_Vector* aSecondControlPoint, const FT_Vector* aEndPoint,
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void* aCallbackData )
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{
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OUTLINE_DECOMPOSER* decomposer = static_cast<OUTLINE_DECOMPOSER*>( aCallbackData );
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GLYPH_POINTS bezier;
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bezier.push_back( decomposer->m_lastEndPoint );
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bezier.push_back( toVector2D( aFirstControlPoint ) );
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if( aSecondControlPoint )
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{
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// aSecondControlPoint == nullptr for quadratic Beziers
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bezier.push_back( toVector2D( aSecondControlPoint ) );
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}
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bezier.push_back( toVector2D( aEndPoint ) );
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GLYPH_POINTS result;
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decomposer->approximateBezierCurve( result, bezier );
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for( const VECTOR2D& p : result )
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decomposer->addContourPoint( p );
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2022-01-15 12:51:09 +00:00
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decomposer->m_lastEndPoint = toVector2D( aEndPoint );
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2022-01-01 01:21:03 +00:00
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return 0;
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}
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void OUTLINE_DECOMPOSER::OutlineToSegments( CONTOURS* aContours )
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{
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m_contours = aContours;
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FT_Outline_Funcs callbacks;
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callbacks.move_to = moveTo;
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callbacks.line_to = lineTo;
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callbacks.conic_to = quadraticTo;
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callbacks.cubic_to = cubicTo;
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callbacks.shift = 0;
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callbacks.delta = 0;
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FT_Error e = FT_Outline_Decompose( &m_outline, &callbacks, this );
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if( e )
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{
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// TODO: handle error != 0
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}
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for( CONTOUR& c : *m_contours )
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c.m_Winding = winding( c.m_Points );
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2022-01-01 01:21:03 +00:00
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}
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// use converter in kimath
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2022-01-04 18:59:10 +00:00
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bool OUTLINE_DECOMPOSER::approximateQuadraticBezierCurve( GLYPH_POINTS& aResult,
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const GLYPH_POINTS& aBezier ) const
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{
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wxASSERT( aBezier.size() == 3 );
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2022-01-01 01:21:03 +00:00
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2022-01-04 18:59:10 +00:00
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// BEZIER_POLY only handles cubic Bezier curves, even though the
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// comments say otherwise...
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2022-01-01 01:21:03 +00:00
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//
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// Quadratic to cubic Bezier conversion:
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// cpn = Cubic Bezier control points (n = 0..3, 4 in total)
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// qpn = Quadratic Bezier control points (n = 0..2, 3 in total)
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// cp0 = qp0, cp1 = qp0 + 2/3 * (qp1 - qp0), cp2 = qp2 + 2/3 * (qp1 - qp2), cp3 = qp2
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GLYPH_POINTS cubic;
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cubic.reserve( 4 );
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2022-01-04 18:59:10 +00:00
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cubic.push_back( aBezier[0] ); // cp0
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cubic.push_back( aBezier[0] + ( ( aBezier[1] - aBezier[0] ) * 2 / 3 ) ); // cp1
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cubic.push_back( aBezier[2] + ( ( aBezier[1] - aBezier[2] ) * 2 / 3 ) ); // cp2
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cubic.push_back( aBezier[2] ); // cp3
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return approximateCubicBezierCurve( aResult, cubic );
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}
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2022-01-04 18:59:10 +00:00
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bool OUTLINE_DECOMPOSER::approximateCubicBezierCurve( GLYPH_POINTS& aResult,
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const GLYPH_POINTS& aCubicBezier ) const
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{
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wxASSERT( aCubicBezier.size() == 4 );
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2022-01-15 12:51:09 +00:00
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// minimumSegmentLength defines the "smoothness" of the
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// curve-to-straight-segments conversion: the larger, the coarser
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// TODO: find out what the minimum segment length should really be!
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constexpr int minimumSegmentLength = 10;
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BEZIER_POLY converter( aCubicBezier );
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converter.GetPoly( aResult, minimumSegmentLength );
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return true;
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}
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2022-01-04 18:59:10 +00:00
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bool OUTLINE_DECOMPOSER::approximateBezierCurve( GLYPH_POINTS& aResult,
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const GLYPH_POINTS& aBezier ) const
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{
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switch( aBezier.size() )
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{
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case 4: // cubic
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return approximateCubicBezierCurve( aResult, aBezier );
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break;
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case 3: // quadratic
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return approximateQuadraticBezierCurve( aResult, aBezier );
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break;
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default:
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// error, only 3 and 4 are acceptable values
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return false;
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}
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2022-01-01 01:21:03 +00:00
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}
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int OUTLINE_DECOMPOSER::winding( const GLYPH_POINTS& aContour ) const
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{
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// -1 == counterclockwise, 1 == clockwise
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const int cw = 1;
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const int ccw = -1;
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if( aContour.size() < 2 )
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{
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// zero or one points, so not a clockwise contour - in fact not a contour at all
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//
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// It could also be argued that a contour needs 3 extremum points at a minimum to be
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// considered a proper contour (ie. a glyph (subpart) outline, or a hole)
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return 0;
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}
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2022-01-12 14:57:41 +00:00
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unsigned int i_lowest_vertex = 0;
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double lowest_y = std::numeric_limits<double>::max();
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for( unsigned int i = 0; i < aContour.size(); i++ )
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{
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VECTOR2D p = aContour[i];
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if( p.y < lowest_y )
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{
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i_lowest_vertex = i;
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lowest_y = p.y;
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// note: we should also check for p.y == lowest_y and then choose the point with
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// leftmost.x, but as p.x is a double, equality is a dubious concept; however
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// this should suffice in the general case
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}
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}
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2022-01-15 12:51:09 +00:00
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unsigned int i_prev_vertex = ( i_lowest_vertex + aContour.size() - 1 ) % aContour.size();
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unsigned int i_next_vertex = ( i_lowest_vertex + 1 ) % aContour.size();
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const VECTOR2D& lowest = aContour[i_lowest_vertex];
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VECTOR2D prev( aContour[i_prev_vertex] );
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while( prev == lowest )
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{
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if( i_prev_vertex == 0 )
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i_prev_vertex = aContour.size() - 1;
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else
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i_prev_vertex--;
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if( i_prev_vertex == i_lowest_vertex )
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{
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2022-01-15 12:51:09 +00:00
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// ERROR: degenerate contour (all points are colinear with equal Y coordinate)
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// TODO: signal error
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// for now let's just return something at random
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return cw;
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}
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prev = aContour[i_prev_vertex];
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}
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VECTOR2D next( aContour[i_next_vertex] );
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while( next == lowest )
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{
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if( i_next_vertex == aContour.size() - 1 )
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i_next_vertex = 0;
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else
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i_next_vertex++;
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if( i_next_vertex == i_lowest_vertex )
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{
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// ERROR: degenerate contour (all points are equal)
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// TODO: signal error
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// for now let's just return something at random
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return cw;
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}
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next = aContour[i_next_vertex];
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}
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// winding is figured out based on the angle between the lowest
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// vertex and its neighbours
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//
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// prev.x < lowest.x && next.x > lowest.x -> ccw
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//
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// prev.x > lowest.x && next.x < lowest.x -> cw
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//
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// prev.x < lowest.x && next.x < lowest.x:
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// ?
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//
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// prev.x > lowest.x && next.x > lowest.x:
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// ?
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//
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if( prev.x < lowest.x && next.x > lowest.x )
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return ccw;
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if( prev.x > lowest.x && next.x < lowest.x )
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return cw;
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double prev_deltaX = prev.x - lowest.x;
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double prev_deltaY = prev.y - lowest.y;
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double next_deltaX = next.x - lowest.x;
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double next_deltaY = next.y - lowest.y;
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double prev_atan = atan2( prev_deltaY, prev_deltaX );
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double next_atan = atan2( next_deltaY, next_deltaX );
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if( prev_atan > next_atan )
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return ccw;
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else
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return cw;
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}
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