xrvg 0.0.1 → 0.0.2
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- data/CHANGES +34 -0
- data/README +2 -2
- data/Rakefile +111 -29
- data/examples/bezierbasic.rb +7 -0
- data/examples/bezierbasicvector.rb +7 -0
- data/examples/foreach.rb +1 -1
- data/examples/geodash.rb +8 -0
- data/examples/geodash2.rb +8 -0
- data/examples/hellocrown.rb +1 -1
- data/examples/hellocrown2.rb +1 -1
- data/examples/hellocrownrecurse.rb +1 -1
- data/examples/multibezierbasic.rb +8 -0
- data/examples/randomdash.rb +8 -0
- data/examples/range_examples.rb +16 -0
- data/examples/range_examples2.rb +10 -0
- data/examples/sample.rb +4 -2
- data/examples/simpledash.rb +8 -0
- data/examples/uplets.rb +1 -1
- data/lib/bezier.rb +461 -0
- data/lib/bezierspline.rb +266 -0
- data/lib/color.rb +44 -5
- data/lib/geometry2D.rb +116 -90
- data/lib/interpolation.rb +4 -2
- data/lib/samplation.rb +16 -10
- data/lib/shape.rb +101 -53
- data/lib/style.rb +13 -12
- data/lib/utils.rb +4 -3
- data/lib/xrvg.rb +2 -3
- data/test/test_bezier.rb +151 -0
- data/test/test_geometry2D.rb +38 -25
- data/test/test_shape.rb +67 -0
- data/test/test_utils.rb +45 -0
- metadata +28 -14
- data/examples/helloworld.rb +0 -5
data/lib/bezier.rb
ADDED
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# +Bezier+ source
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#
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require 'bezierspline'
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require 'shape'
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# = Base class for cubic bezier curves
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# == Basics
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# See http://en.wikipedia.org/wiki/B%C3%A9zier_curve
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# == Examples
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# Basically, a Bezier curve is a multi-pieces cubic bezier curve. As a first example, you can create bezier curves as follows :
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# b = Bezier[ :pieces, [[:raw, p1, pc1, pc2, p2]] ]; # raw description, as SVG
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# b = Bezier[ :pieces, [[:vector, p1, v1, p2, v2]] ]; # more "symetrical" description.
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# For more extensive description, see http://xrvg.rubyforge.org/XRVGBezierCurve.html
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# == Discussion
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# In XRVG, bezier curves must be also viewed as a way to create smooth and non linear interpolation between values (see +Interpolation+)
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#
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# Other point : to run along a bezier curve, you can use two different parametrization :
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# - the curve generic one, that is "curviligne" abscissa, that is length
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# - the bezier parameter, as bezier curves are parametrized curves. For multi-pieces curve, by extension, parameter goes from one integer value to the next one
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# As Bezier class provides several methods with a parameter input, it is necessary to specify with parameter type you want to use ! For example,
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# to compute a point from a bezier curve, Bezier class defines the point method as follows :
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# def point( t, parametertype=:length )
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# This is a general declaration : every method with a parameter input will propose such a kind of interface :
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# - t as Float parameter value
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# - parametertype, by default :length, that can have two values, :length or :parameter. :parameter is kept because is far faster than other indexation.
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# == Attributes
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# attribute :pieces
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class Bezier < Curve
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attribute :pieces
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# -------------------------------------------------------------
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# builders
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# -------------------------------------------------------------
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# Initialize with the Attributable format
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#
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#
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# Licit formats :
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# b = Bezier.new( :pieces, [BezierSpline[:raw, p1, pc1, pc2, p2]] )
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# b = Bezier[ :pieces, [BezierSpline[:vector, p1, v1, p2, v2]] ]
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# However, prefer the use of the following builders
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# b = Bezier.vector( p1, v1, p2, v2 )
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# b = Bezier.raw( p1, pc1, pc2, p2 )
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# b = Bezier.single( :raw, p1, pc1, pc2, p2 )
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# b = Bezier.multi( [[:raw, p1, pc1, pc2, p2], [:raw, p1, pc1, pc2, p2]] )
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# The two last syntaxes are provided as shortcuts, as used quite frequently, and must be used instead of :pieces attributable builder
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def Bezier.[]( *args )
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self.new( *args )
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end
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def Bezier.single( type, p1, p2, p3, p4 )
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return Bezier.new( :pieces, [BezierSpline[type, p1, p2, p3, p4]] )
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end
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def Bezier.raw( p1, pc1, pc2, p2 )
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return Bezier.single( :raw, p1, pc1, pc2, p2 )
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end
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def Bezier.vector( p1, v1, p2, v2 )
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return Bezier.single( :vector, p1, v1, p2, v2 )
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end
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def Bezier.multi( rawpieces )
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return Bezier.new( :pieces, rawpieces.map {|piece| BezierSpline[*piece]} )
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end
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# bezier point, as
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# Bezier[:raw, V2D::O, V2D::O, V2D::O, V2D::O]
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O = Bezier.raw( V2D::O, V2D::O, V2D::O, V2D::O )
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# return piece of index "index",as BezierSpline object
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#
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# index can be
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# - integer : in that case, simple return @pieces[index]
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# - float : in that case, use second default argument
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# this method must actually be very rarely called, as usually
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# we want to compute something with index, and in that case we
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# want to delegate computation to a BezierSpline, with parameter
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# mapping parametermapping
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def piece( index, parametertype=:length )
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pieceindex = index
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if index.is_a? Float
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pieceindex, t = self.parametermapping( index, parametertype )
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end
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return @pieces[ pieceindex ]
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end
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# return number of pieces
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def piecenumber
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return @pieces.length
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end
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# -------------------------------------------------------------
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# curve interface
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# -------------------------------------------------------------
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# overload Curve::viewbox
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def viewbox
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return V2D.viewbox( self.pointlist() )
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end
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# -------------------------------------------------------------
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# piece shortcuts
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# -------------------------------------------------------------
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# generic method to return points list of a curve
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# b = Bezier[ :pieces, [[:raw, p1, pc1, pc2, p2], [:raw, p2, pc2b, pc3, p3]] ]
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# b.pointlist #=> equiv to b.pointlist(:raw)
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# b.pointlist(:raw) #=> [p1, pc1, pc2, p2, p2, pc2b, pc3, p3]
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# if you want to get a particular piece pointlist, do
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# b.piece( t ).pointlist(nil|:raw|:vector)
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# TODO : result must be cached by type
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def pointlist( type=:raw )
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result = []
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@pieces.each {|piece| result = result + piece.pointlist(type)}
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return result
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end
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# shortcut method to get curve first point
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def firstpoint
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return self.pointlist()[0]
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end
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# shortcut method to get curve last point
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def lastpoint
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return self.pointlist()[-1]
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end
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# shortcut method to build Bezier objects for each piece
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def beziers
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return self.pieces.map{ |piece| Bezier.single( *piece.data ) }
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end
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# -------------------------------------------------------------
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# piece delegation computation
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# -------------------------------------------------------------
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# with index (must be Float) and parametertype as inputs, must compute :
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# - the index of the piece on which the computation must take place
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# - the new parameter value corresponding to bezier computation input
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def parametermapping( index, parametertype=:length ) #:nodoc:
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check_parametertype( parametertype )
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result = []
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if parametertype == :length
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if index < 0.0
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index = 0.0
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elsif index > 1.0
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index = 1.0
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end
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result = length_parameter_mapping( index )
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else # no need to test parametertype value, as check_parametertype already do it
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if index < 0.0
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index = 0.0
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elsif index > self.piecenumber
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index = self.piecenumber.to_f
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end
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pieceindex = index < self.piecenumber ? index.to_i : (index-1).to_i
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t = index - pieceindex
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result = [pieceindex, t]
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end
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return result
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end
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# utilitary method to factorize abscissa parameter type value checking
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def check_parametertype( parametertype ) #:nodoc:
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if !(parametertype == :parameter or parametertype == :length )
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Kernel::raise("Invalid parametertype value #{parametertype}")
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end
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end
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# -------------------------------------------------------------
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# bezier computations
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# -------------------------------------------------------------
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# compute a point at curviligne abscissa or parameter t
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#
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# curve method redefinition
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def point( t, container=nil, parametertype=:length )
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pieceindex, t = parametermapping( t, parametertype )
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return self.piece( pieceindex ).point( t, container )
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end
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# compute tangent at curviligne abscissa or parameter t
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#
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# curve method redefinition
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def tangent ( t, container=nil, parametertype=:length )
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pieceindex, t = parametermapping( t, parametertype )
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return self.piece( pieceindex ).tangent( t, container )
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end
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# compute acceleration at curviligne abscissa or parameter t
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#
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# curve method redefinition
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def acc( t, container=nil, parametertype=:length )
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pieceindex, t = parametermapping( t, parametertype )
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return self.piece( pieceindex ).acc( t, container )
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end
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# curve method redefinition to factorize parametermapping
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def frame( t, parametertype=:length )
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pieceindex, t = parametermapping( t, parametertype )
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tangent = self.piece( pieceindex ).tangent( t )
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rotation = self.rotation( nil, tangent )
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scale = self.scale( nil, tangent )
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return Frame[ :center, self.piece( pieceindex ).point( t ), :vector, tangent, :rotation, rotation, :scale, scale ]
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end
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# -------------------------------------------------------------
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# subpiece computation
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# -------------------------------------------------------------
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# generalize Bezier method
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def subpieces (t1, t2) #:nodoc:
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pieceindex1, t1 = parametermapping( t1 )
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pieceindex2, t2 = parametermapping( t2 )
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result = []
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if pieceindex1 == pieceindex2
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result = [self.piece( pieceindex1 ).subpiece( t1, t2 )]
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else
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result << self.piece( pieceindex1 ).subpiece( t1, 1.0 )
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if pieceindex1 + 1 != pieceindex2
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result += self.pieces[pieceindex1+1..pieceindex2-1]
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end
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result << self.piece( pieceindex1 ).subpiece( 0, t2 )
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end
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return result
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end
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# compute the sub curve between abscissa t1 and t2
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#
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# may result in a multi-pieces Bezier
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def subbezier( t1, t2)
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return Bezier.new( :pieces, self.subpieces( t1, t2 ) )
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end
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# split method
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if nil
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def split(nchildren=2, type=:regular)
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return self.range.split(nchildren,type).map { |range| self.subbezier( range.begin, range.end ) }
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end
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def subdivise( samples )
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return samples.pairs.map { |t1, t2| self.subbezier( t1, t2 ) }
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end
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end
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# -------------------------------------------------------------
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# reverse
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# -------------------------------------------------------------
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# return a new Bezier curve reversed from current one
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#
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# simply reverse BezierSpline pieces, both internally and in the :pieces list
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def reverse
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newpieces = @pieces.map {|piece| piece.reverse()}
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return Bezier.new( :pieces, newpieces.reverse )
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end
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# -------------------------------------------------------------
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# translation
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# -------------------------------------------------------------
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# translate the Bezier curve, by translating its points
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def translate( v )
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return Bezier.new( :pieces, @pieces.map { |piece| piece.translate( v ) } )
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end
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# -------------------------------------------------------------
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# similar (transform is used for samplation)
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# see XRVG#33
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# -------------------------------------------------------------
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# "Similitude" geometric transformation
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#
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# See http://en.wikipedia.org/wiki/Similitude_%28geometry%29
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#
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# Similtude geometric transformation is (firspoint..lastpoint) -> pointrange
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#
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# TODO : method must be put in Curve interface
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def similar( pointrange )
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oldRepere = [self.firstpoint, self.lastpoint - self.firstpoint]
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newRepere = [pointrange.begin, pointrange.end - pointrange.begin]
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rotation = V2D.angle( newRepere[1], oldRepere[1] )
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if oldRepere[1].r == 0.0
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Kernel::raise("similar error : bezier is length 0")
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end
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scale = newRepere[1].r / oldRepere[1].r
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newpoints = []
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self.pointlist.each do |oldpoint|
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oldvector = oldpoint - oldRepere[0]
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newvector = oldvector.rotate( rotation ) * scale
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newpoints.push( newRepere[0] + newvector )
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end
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splines = []
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newpoints.foreach do |p1, p2, p3, p4|
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splines.push( BezierSpline[:raw, p1, p2, p3, p4] )
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end
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return Bezier[ :pieces, splines ]
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end
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# -------------------------------------------------------------
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# concatenation
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# -------------------------------------------------------------
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# Bezier curve concatenation
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def +( other )
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return Bezier.new( :pieces, self.pieces + other.pieces )
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end
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# -------------------------------------------------------------
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# range
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# -------------------------------------------------------------
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# TODO
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def ranges #:nodoc:
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(0..self.piecenumber).to_a.pairs.map {|start,stop| Range.new( start, stop )}
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end
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# TODO
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def range #:nodoc:
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return (0..self.piecenumber)
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end
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# -------------------------------------------------------------
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# svg
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# -------------------------------------------------------------
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# return the svg description of the curve
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#
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# if firstpoint == lastpoint, curve is considered as closed
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def svg()
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# Trace("Bezier::svg #{self.inspect}")
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path = ""
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previous = nil
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self.pieces().each do |piece|
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p1, pc1, pc2, p2 = piece.pointlist
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+
# Trace("previous #{previous.inspect} p1 #{p1.inspect}")
|
345
|
+
if previous == nil or not (previous - p1).r <= 0.0000001
|
346
|
+
# Trace("svg bezier not equal => M")
|
347
|
+
path += "M #{p1.x},#{p1.y}"
|
348
|
+
end
|
349
|
+
previous = p2
|
350
|
+
path += "C #{pc1.x},#{pc1.y} #{pc2.x},#{pc2.y} #{p2.x},#{p2.y}"
|
351
|
+
end
|
352
|
+
|
353
|
+
if self.firstpoint == self.lastpoint
|
354
|
+
path += " z"
|
355
|
+
end
|
356
|
+
|
357
|
+
result = "<path d=\"#{path}\"/>"
|
358
|
+
return result
|
359
|
+
end
|
360
|
+
|
361
|
+
# -------------------------------------------------------------
|
362
|
+
# gdebug
|
363
|
+
# -------------------------------------------------------------
|
364
|
+
|
365
|
+
# Display Bezier curve decorated with points and control points
|
366
|
+
def gdebug(render)
|
367
|
+
self.pieces.each {|piece| piece.gdebug(render)}
|
368
|
+
end
|
369
|
+
|
370
|
+
|
371
|
+
# -------------------------------------------------------------
|
372
|
+
# length computation
|
373
|
+
# -------------------------------------------------------------
|
374
|
+
|
375
|
+
# return the length of the bezier curve
|
376
|
+
#
|
377
|
+
# simply add pieces lengths
|
378
|
+
def length
|
379
|
+
if not @length
|
380
|
+
@length = compute_length
|
381
|
+
end
|
382
|
+
return @length
|
383
|
+
end
|
384
|
+
|
385
|
+
# Note : lengthranges building should be more functional ...
|
386
|
+
# must use an interpolator ?
|
387
|
+
def compute_length #:nodoc:
|
388
|
+
lengths = self.pieces.map {|piece| piece.length}
|
389
|
+
result = lengths.sum
|
390
|
+
if result == 0.0
|
391
|
+
lengths = [1.0]
|
392
|
+
else
|
393
|
+
psum = 0.0
|
394
|
+
lengths = lengths.map {|v| psum += v/result}
|
395
|
+
end
|
396
|
+
lmin = 0.0
|
397
|
+
@lengthranges = []
|
398
|
+
lengths.each do |llength|
|
399
|
+
@lengthranges << (lmin..llength)
|
400
|
+
lmin = llength
|
401
|
+
end
|
402
|
+
return result
|
403
|
+
end
|
404
|
+
|
405
|
+
def length_parameter_mapping( t ) #:nodoc:
|
406
|
+
if not @lengthranges
|
407
|
+
compute_length
|
408
|
+
end
|
409
|
+
pieceindex = -1
|
410
|
+
@lengthranges.each_with_index do |lrange,i|
|
411
|
+
if lrange.include?( t )
|
412
|
+
pieceindex = i
|
413
|
+
t = lrange.abscissa( t )
|
414
|
+
t = self.piece( i ).parameterfromlength( t )
|
415
|
+
break
|
416
|
+
end
|
417
|
+
end
|
418
|
+
if pieceindex == -1
|
419
|
+
Kernel::raise("length_parameter_mapping error : t #{t} is not in length range #{@lengthranges.inspect}")
|
420
|
+
end
|
421
|
+
return [pieceindex, t]
|
422
|
+
end
|
423
|
+
|
424
|
+
|
425
|
+
|
426
|
+
# -------------------------------------------------------------
|
427
|
+
# sampler computation
|
428
|
+
# -------------------------------------------------------------
|
429
|
+
include Samplable
|
430
|
+
include Splittable
|
431
|
+
|
432
|
+
# filter, sampler methods
|
433
|
+
#
|
434
|
+
# just a shortcut to define easily specific sampler on bezier curve
|
435
|
+
#
|
436
|
+
# TODO : must be defined on Curve interface !!
|
437
|
+
def filter(type=:point, &block)
|
438
|
+
if type == :length
|
439
|
+
return super(:pointbylength, &block )
|
440
|
+
else
|
441
|
+
return super(type, &block).addfilter( self.range )
|
442
|
+
end
|
443
|
+
end
|
444
|
+
|
445
|
+
def apply_split( t1, t2 ) #:nodoc:
|
446
|
+
return self.subbezier( t1, t2 )
|
447
|
+
end
|
448
|
+
|
449
|
+
alias apply_sample point
|
450
|
+
# alias apply_split subbezier
|
451
|
+
alias sampler filter
|
452
|
+
|
453
|
+
# TODO : add generic bezier builder from points : must be adaptative !! (use Fitting)
|
454
|
+
end
|
455
|
+
|
456
|
+
|
457
|
+
|
458
|
+
|
459
|
+
|
460
|
+
|
461
|
+
|