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Improve the Bézier demo: drag control points and simplify code
Follow-up to https://github.com/emilk/egui/pull/1178
This commit is contained in:
@@ -6,9 +6,9 @@ use emath::*;
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// ----------------------------------------------------------------------------
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/// How to paint a cubic Bezier curve on screen.
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/// The definition: [Bezier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
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/// This implementation is only for cubic Bezier curve, or the Bezier curve of degree 3.
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/// A cubic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
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///
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/// See also [`QuadraticBezierShape`].
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct CubicBezierShape {
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@@ -22,30 +22,29 @@ pub struct CubicBezierShape {
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}
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impl CubicBezierShape {
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/// Creates a cubic Bezier curve based on 4 points and stroke.
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/// Creates a cubic Bézier curve based on 4 points and stroke.
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///
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/// The first point is the starting point and the last one is the ending point of the curve.
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/// The middle points are the control points.
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/// The number of points must be 4.
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pub fn from_points_stroke(
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points: Vec<Pos2>,
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points: [Pos2; 4],
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closed: bool,
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fill: Color32,
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stroke: impl Into<Stroke>,
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) -> Self {
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crate::epaint_assert!(points.len() == 4, "Cubic needs 4 points");
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Self {
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points: points.try_into().unwrap(),
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points,
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closed,
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fill,
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stroke: stroke.into(),
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}
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}
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/// Creates a cubic Bezier curve based on the screen coordinates for the 4 points.
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pub fn to_screen(&self, to_screen: &RectTransform) -> Self {
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/// Transform the curve with the given transform.
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pub fn transform(&self, transform: &RectTransform) -> Self {
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let mut points = [Pos2::default(); 4];
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for (i, origin_point) in self.points.iter().enumerate() {
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points[i] = to_screen * *origin_point;
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points[i] = transform * *origin_point;
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}
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CubicBezierShape {
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points,
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@@ -55,12 +54,12 @@ impl CubicBezierShape {
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}
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}
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/// Convert the cubic Bezier curve to one or two `PathShapes`.
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/// Convert the cubic Bézier curve to one or two `PathShapes`.
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/// When the curve is closed and it has to intersect with the base line, it will be converted into two shapes.
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/// Otherwise, it will be converted into one shape.
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/// The `tolerance` will be used to control the max distance between the curve and the base line.
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/// The `epsilon` is used when comparing two floats.
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pub fn to_pathshapes(&self, tolerance: Option<f32>, epsilon: Option<f32>) -> Vec<PathShape> {
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pub fn to_path_shapes(&self, tolerance: Option<f32>, epsilon: Option<f32>) -> Vec<PathShape> {
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let mut pathshapes = Vec::new();
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let mut points_vec = self.flatten_closed(tolerance, epsilon);
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for points in points_vec.drain(..) {
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@@ -74,6 +73,7 @@ impl CubicBezierShape {
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}
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pathshapes
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}
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/// Screen-space bounding rectangle.
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pub fn bounding_rect(&self) -> Rect {
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//temporary solution
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@@ -256,9 +256,9 @@ impl CubicBezierShape {
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None
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}
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/// Calculate the point (x,y) at t based on the cubic bezier curve equation.
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/// Calculate the point (x,y) at t based on the cubic Bézier curve equation.
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/// t is in [0.0,1.0]
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/// [Bezier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves)
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/// [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Cubic_B.C3.A9zier_curves)
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///
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pub fn sample(&self, t: f32) -> Pos2 {
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crate::epaint_assert!(
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@@ -278,7 +278,7 @@ impl CubicBezierShape {
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result.to_pos2()
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}
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/// find a set of points that approximate the cubic bezier curve.
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/// find a set of points that approximate the cubic Bézier curve.
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/// the number of points is determined by the tolerance.
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/// the points may not be evenly distributed in the range [0.0,1.0] (t value)
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pub fn flatten(&self, tolerance: Option<f32>) -> Vec<Pos2> {
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@@ -290,7 +290,7 @@ impl CubicBezierShape {
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result
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}
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/// find a set of points that approximate the cubic bezier curve.
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/// find a set of points that approximate the cubic Bézier curve.
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/// the number of points is determined by the tolerance.
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/// the points may not be evenly distributed in the range [0.0,1.0] (t value)
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/// this api will check whether the curve will cross the base line or not when closed = true.
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@@ -358,6 +358,11 @@ impl From<CubicBezierShape> for Shape {
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}
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}
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// ----------------------------------------------------------------------------
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/// A quadratic [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve).
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///
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/// See also [`CubicBezierShape`].
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#[derive(Copy, Clone, Debug, PartialEq)]
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#[cfg_attr(feature = "serde", derive(serde::Deserialize, serde::Serialize))]
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pub struct QuadraticBezierShape {
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@@ -371,32 +376,30 @@ pub struct QuadraticBezierShape {
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}
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impl QuadraticBezierShape {
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/// create a new quadratic bezier shape based on the 3 points and stroke.
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/// the first point is the starting point and the last one is the ending point of the curve.
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/// the middle point is the control points.
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/// the points should be in the order [start, control, end]
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/// Create a new quadratic Bézier shape based on the 3 points and stroke.
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///
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/// The first point is the starting point and the last one is the ending point of the curve.
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/// The middle point is the control points.
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/// The points should be in the order [start, control, end]
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pub fn from_points_stroke(
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points: Vec<Pos2>,
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points: [Pos2; 3],
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closed: bool,
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fill: Color32,
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stroke: impl Into<Stroke>,
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) -> Self {
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crate::epaint_assert!(points.len() == 3, "Quadratic needs 3 points");
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QuadraticBezierShape {
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points: points.try_into().unwrap(), // it's safe to unwrap because we just checked
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points,
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closed,
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fill,
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stroke: stroke.into(),
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}
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}
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/// create a new quadratic bezier shape based on the screen coordination for the 3 points.
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pub fn to_screen(&self, to_screen: &RectTransform) -> Self {
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/// Transform the curve with the given transform.
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pub fn transform(&self, transform: &RectTransform) -> Self {
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let mut points = [Pos2::default(); 3];
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for (i, origin_point) in self.points.iter().enumerate() {
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points[i] = to_screen * *origin_point;
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points[i] = transform * *origin_point;
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}
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QuadraticBezierShape {
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points,
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@@ -406,9 +409,9 @@ impl QuadraticBezierShape {
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}
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}
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/// Convert the quadratic Bezier curve to one `PathShape`.
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/// Convert the quadratic Bézier curve to one `PathShape`.
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/// The `tolerance` will be used to control the max distance between the curve and the base line.
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pub fn to_pathshape(&self, tolerance: Option<f32>) -> PathShape {
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pub fn to_path_shape(&self, tolerance: Option<f32>) -> PathShape {
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let points = self.flatten(tolerance);
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PathShape {
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points,
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@@ -417,7 +420,8 @@ impl QuadraticBezierShape {
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stroke: self.stroke,
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}
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}
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/// bounding box of the quadratic bezier shape
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/// bounding box of the quadratic Bézier shape
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pub fn bounding_rect(&self) -> Rect {
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let (mut min_x, mut max_x) = if self.points[0].x < self.points[2].x {
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(self.points[0].x, self.points[2].x)
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@@ -466,9 +470,9 @@ impl QuadraticBezierShape {
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}
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}
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/// Calculate the point (x,y) at t based on the quadratic bezier curve equation.
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/// Calculate the point (x,y) at t based on the quadratic Bézier curve equation.
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/// t is in [0.0,1.0]
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/// [Bezier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Quadratic_B.C3.A9zier_curves)
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/// [Bézier Curve](https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Quadratic_B.C3.A9zier_curves)
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///
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pub fn sample(&self, t: f32) -> Pos2 {
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crate::epaint_assert!(
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@@ -486,7 +490,7 @@ impl QuadraticBezierShape {
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result.to_pos2()
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}
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/// find a set of points that approximate the quadratic bezier curve.
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/// find a set of points that approximate the quadratic Bézier curve.
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/// the number of points is determined by the tolerance.
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/// the points may not be evenly distributed in the range [0.0,1.0] (t value)
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pub fn flatten(&self, tolerance: Option<f32>) -> Vec<Pos2> {
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@@ -533,6 +537,8 @@ impl From<QuadraticBezierShape> for Shape {
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}
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}
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// ----------------------------------------------------------------------------
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// lyon_geom::flatten_cubic.rs
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// copied from https://docs.rs/lyon_geom/latest/lyon_geom/
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fn flatten_cubic_bezier_with_t<F: FnMut(Pos2, f32)>(
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@@ -567,6 +573,7 @@ fn flatten_cubic_bezier_with_t<F: FnMut(Pos2, f32)>(
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callback(point, t);
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});
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}
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// from lyon_geom::quadratic_bezier.rs
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// copied from https://docs.rs/lyon_geom/latest/lyon_geom/
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struct FlatteningParameters {
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@@ -665,7 +672,7 @@ fn single_curve_approximation(curve: &CubicBezierShape) -> QuadraticBezierShape
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}
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fn quadratic_for_each_local_extremum<F: FnMut(f32)>(p0: f32, p1: f32, p2: f32, cb: &mut F) {
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// A quadratic bezier curve can be derived by a linear function:
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// A quadratic Bézier curve can be derived by a linear function:
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// p(t) = p0 + t(p1 - p0) + t^2(p2 - 2p1 + p0)
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// The derivative is:
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// p'(t) = (p1 - p0) + 2(p2 - 2p1 + p0)t or:
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@@ -685,7 +692,7 @@ fn quadratic_for_each_local_extremum<F: FnMut(f32)>(p0: f32, p1: f32, p2: f32, c
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fn cubic_for_each_local_extremum<F: FnMut(f32)>(p0: f32, p1: f32, p2: f32, p3: f32, cb: &mut F) {
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// See www.faculty.idc.ac.il/arik/quality/appendixa.html for an explanation
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// A cubic bezier curve can be derivated by the following equation:
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// A cubic Bézier curve can be derivated by the following equation:
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// B'(t) = 3(1-t)^2(p1-p0) + 6(1-t)t(p2-p1) + 3t^2(p3-p2) or
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// f(x) = a * x² + b * x + c
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let a = 3.0 * (p3 + 3.0 * (p1 - p2) - p0);
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