mirror of
https://github.com/zoriya/react-native-svg.git
synced 2026-05-25 12:03:27 +00:00
Fix arcTo
This commit is contained in:
+116
-115
@@ -8,20 +8,21 @@
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#import "RNSVGPathParser.h"
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#import <React/RCTLog.h>
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#import "math.h"
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@implementation RNSVGPathParser : NSObject
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@implementation RNSVGPathParser : NSObject
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{
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NSString* _d;
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NSString* _originD;
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NSRegularExpression* _pathRegularExpression;
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NSMutableArray<NSArray *>* _bezierCurves;
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NSValue *_lastStartPoint;
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double _penX;
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double _penY;
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double _penDownX;
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double _penDownY;
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double _pivotX;
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double _pivotY;
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float _penX;
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float _penY;
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float _penDownX;
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float _penDownY;
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float _pivotX;
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float _pivotY;
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BOOL _valid;
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BOOL _penDownSet;
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}
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@@ -43,53 +44,53 @@
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NSArray<NSTextCheckingResult *>* results = [_pathRegularExpression matchesInString:_d options:0 range:NSMakeRange(0, [_d length])];
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_bezierCurves = [[NSMutableArray alloc] init];
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int count = [results count];
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if (count) {
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NSUInteger i = 0;
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#define NEXT_VALUE [self getNextValue:results[i++]]
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#define NEXT_DOUBLE [self double:NEXT_VALUE]
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#define NEXT_FLOAT [self float:NEXT_VALUE]
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#define NEXT_BOOL [self bool:NEXT_VALUE]
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NSString* lastCommand;
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NSString* command = NEXT_VALUE;
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@try {
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while (command) {
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if ([command isEqualToString:@"m"]) { // moveTo command
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[self move:path x:NEXT_DOUBLE y:NEXT_DOUBLE];
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[self move:path x:NEXT_FLOAT y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"M"]) {
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[self moveTo:path x:NEXT_DOUBLE y:NEXT_DOUBLE];
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[self moveTo:path x:NEXT_FLOAT y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"l"]) { // lineTo command
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[self line:path x:NEXT_DOUBLE y:NEXT_DOUBLE];
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[self line:path x:NEXT_FLOAT y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"L"]) {
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[self lineTo:path x:NEXT_DOUBLE y:NEXT_DOUBLE];
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[self lineTo:path x:NEXT_FLOAT y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"h"]) { // horizontalTo command
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[self line:path x:NEXT_DOUBLE y:0];
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[self line:path x:NEXT_FLOAT y:0];
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} else if ([command isEqualToString:@"H"]) {
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[self lineTo:path x:NEXT_DOUBLE y:_penY];
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[self lineTo:path x:NEXT_FLOAT y:_penY];
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} else if ([command isEqualToString:@"v"]) { // verticalTo command
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[self line:path x:0 y:NEXT_DOUBLE];
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[self line:path x:0 y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"V"]) {
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[self lineTo:path x:_penX y:NEXT_DOUBLE];
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[self lineTo:path x:_penX y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"c"]) { // curveTo command
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[self curve:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE c2x:NEXT_DOUBLE c2y:NEXT_DOUBLE ex:NEXT_DOUBLE ey:NEXT_DOUBLE];
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[self curve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
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} else if ([command isEqualToString:@"C"]) {
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[self curveTo:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE c2x:NEXT_DOUBLE c2y:NEXT_DOUBLE ex:NEXT_DOUBLE ey:NEXT_DOUBLE];
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[self curveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
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} else if ([command isEqualToString:@"s"]) { // smoothCurveTo command
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[self smoothCurve:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE ex:NEXT_DOUBLE ey:NEXT_DOUBLE];
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[self smoothCurve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
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} else if ([command isEqualToString:@"S"]) {
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[self smoothCurveTo:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE ex:NEXT_DOUBLE ey:NEXT_DOUBLE];
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[self smoothCurveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
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} else if ([command isEqualToString:@"q"]) { // quadraticBezierCurveTo command
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[self quadraticBezierCurve:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE c2x:NEXT_DOUBLE c2y:NEXT_DOUBLE];
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[self quadraticBezierCurve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"Q"]) {
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[self quadraticBezierCurveTo:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE c2x:NEXT_DOUBLE c2y:NEXT_DOUBLE];
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[self quadraticBezierCurveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"t"]) {// smoothQuadraticBezierCurveTo command
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[self smoothQuadraticBezierCurve:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE];
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[self smoothQuadraticBezierCurve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"T"]) {
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[self smoothQuadraticBezierCurveTo:path c1x:NEXT_DOUBLE c1y:NEXT_DOUBLE];
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[self smoothQuadraticBezierCurveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"a"]) { // arcTo command
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[self arc:path rx:NEXT_DOUBLE ry:NEXT_DOUBLE rotation:NEXT_DOUBLE outer:NEXT_BOOL clockwise:NEXT_BOOL x:NEXT_DOUBLE y:NEXT_DOUBLE];
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[self arc:path rx:NEXT_FLOAT ry:NEXT_FLOAT rotation:NEXT_FLOAT outer:NEXT_BOOL clockwise:NEXT_BOOL x:NEXT_FLOAT y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"A"]) {
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[self arcTo:path rx:NEXT_DOUBLE ry:NEXT_DOUBLE rotation:NEXT_DOUBLE outer:NEXT_BOOL clockwise:NEXT_BOOL x:NEXT_DOUBLE y:NEXT_DOUBLE];
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[self arcTo:path rx:NEXT_FLOAT ry:NEXT_FLOAT rotation:NEXT_FLOAT outer:NEXT_BOOL clockwise:NEXT_BOOL x:NEXT_FLOAT y:NEXT_FLOAT];
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} else if ([command isEqualToString:@"z"]) { // close command
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[self close:path];
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} else if ([command isEqualToString:@"Z"]) {
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@@ -99,14 +100,14 @@
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i--;
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continue;
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}
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lastCommand = command;
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if ([lastCommand isEqualToString:@"m"]) {
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lastCommand = @"l";
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} else if ([lastCommand isEqualToString:@"M"]) {
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lastCommand = @"L";
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}
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command = i < count ? NEXT_VALUE : nil;
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}
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} @catch (NSException *exception) {
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@@ -116,7 +117,7 @@
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}
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}
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return (CGPathRef)CFAutorelease(path);
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}
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@@ -125,7 +126,7 @@
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if (!_bezierCurves) {
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CGPathRelease([self getPath]);
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}
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return [_bezierCurves copy];
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}
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@@ -137,9 +138,9 @@
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return [_d substringWithRange:NSMakeRange(result.range.location, result.range.length)];
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}
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- (double)double:(NSString *)value
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- (float)float:(NSString *)value
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{
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return [value doubleValue];
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return [value floatValue];
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}
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- (BOOL)bool:(NSString *)value
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@@ -147,39 +148,39 @@
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return ![value isEqualToString:@"0"];
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}
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- (void)move:(CGPathRef)path x:(double)x y:(double)y
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- (void)move:(CGPathRef)path x:(float)x y:(float)y
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{
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[self moveTo:path x:x + _penX y:y + _penY];
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}
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- (void)moveTo:(CGPathRef)path x:(double)x y:(double)y
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- (void)moveTo:(CGPathRef)path x:(float)x y:(float)y
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{
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_pivotX = _penX = x;
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_pivotY = _penY = y;
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CGPathMoveToPoint(path, nil, x, y);
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_lastStartPoint = [NSValue valueWithCGPoint: CGPointMake(x, y)];
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[_bezierCurves addObject: @[_lastStartPoint]];
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}
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- (void)line:(CGPathRef)path x:(double)x y:(double)y
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- (void)line:(CGPathRef)path x:(float)x y:(float)y
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{
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[self lineTo:path x:x + _penX y:y + _penY];
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}
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- (void)lineTo:(CGPathRef)path x:(double)x y:(double)y{
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- (void)lineTo:(CGPathRef)path x:(float)x y:(float)y{
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NSValue * source = [NSValue valueWithCGPoint:CGPointMake(_pivotX, _pivotY)];
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[self setPenDown];
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_pivotX = _penX = x;
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_pivotY = _penY = y;
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CGPathAddLineToPoint(path, nil, x, y);
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NSValue * destination = [NSValue valueWithCGPoint:CGPointMake(x, y)];
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[_bezierCurves addObject: @[destination, destination, destination]];
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}
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- (void)curve:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y ex:(double)ex ey:(double)ey
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- (void)curve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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{
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[self curveTo:path c1x:c1x + _penX
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c1y:c1y + _penY
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@@ -189,20 +190,20 @@
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ey:ey + _penY];
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}
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- (void)curveTo:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y ex:(double)ex ey:(double)ey
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- (void)curveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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{
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_pivotX = c2x;
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_pivotY = c2y;
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[self curveToPoint:path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y ex:(double)ex ey:(double)ey];
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_pivotX = ex;
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_pivotY = ey;
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[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
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}
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- (void)curveToPoint:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y ex:(double)ex ey:(double)ey
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- (void)curveToPoint:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
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{
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[self setPenDown];
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_penX = ex;
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_penY = ey;
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CGPathAddCurveToPoint(path, nil, c1x, c1y, c2x, c2y, ex, ey);
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[_bezierCurves addObject: @[
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[NSValue valueWithCGPoint:CGPointMake(c1x, c1y)],
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[NSValue valueWithCGPoint:CGPointMake(c2x, c2y)],
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@@ -210,76 +211,76 @@
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]];
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}
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- (void)smoothCurve:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y ex:(double)ex ey:(double)ey
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- (void)smoothCurve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
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{
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[self smoothCurveTo:path c1x:c1x + _penX c1y:c1y + _penY ex:ex + _penX ey:ey + _penY];
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}
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- (void)smoothCurveTo:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y ex:(double)ex ey:(double)ey
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- (void)smoothCurveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
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{
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double c2x = c1x;
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double c2y = c1y;
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float c2x = c1x;
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float c2y = c1y;
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c1x = (_penX * 2) - _pivotX;
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c1y = (_penY * 2) - _pivotY;
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_pivotX = c2x;
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_pivotY = c2y;
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[self curveToPoint:path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y ex:(double)ex ey:(double)ey];
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[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
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}
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- (void)quadraticBezierCurve:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y
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- (void)quadraticBezierCurve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
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{
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[self quadraticBezierCurveTo:path c1x:(double)c1x + _penX c1y:(double)c1y + _penY c2x:(double)c2x + _penX c2y:(double)c2y + _penY];
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[self quadraticBezierCurveTo:path c1x:(float)c1x + _penX c1y:(float)c1y + _penY c2x:(float)c2x + _penX c2y:(float)c2y + _penY];
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}
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- (void)quadraticBezierCurveTo:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y
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- (void)quadraticBezierCurveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
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{
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_pivotX = c1x;
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_pivotY = c1y;
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double ex = c2x;
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double ey = c2y;
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float ex = c2x;
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float ey = c2y;
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c2x = (ex + c1x * 2) / 3;
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c2y = (ey + c1y * 2) / 3;
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c1x = (_penX + c1x * 2) / 3;
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c1y = (_penY + c1y * 2) / 3;
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[self curveToPoint:path c1x:(double)c1x c1y:(double)c1y c2x:(double)c2x c2y:(double)c2y ex:(double)ex ey:(double)ey];
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[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
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}
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- (void)smoothQuadraticBezierCurve:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y
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- (void)smoothQuadraticBezierCurve:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y
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{
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[self smoothQuadraticBezierCurveTo:path c1x:c1x + _penX c1y:c1y + _penY];
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}
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- (void)smoothQuadraticBezierCurveTo:(CGPathRef)path c1x:(double)c1x c1y:(double)c1y
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- (void)smoothQuadraticBezierCurveTo:(CGPathRef)path c1x:(float)c1x c1y:(float)c1y
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{
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double c2x = c1x;
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double c2y = c1y;
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float c2x = c1x;
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float c2y = c1y;
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c1x = (_penX * 2) - _pivotX;
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c1y = (_penY * 2) - _pivotY;
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[self quadraticBezierCurveTo:path c1x:c1x c1y:c1y c2x:c2x c2y:c2y];
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}
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- (void)arc:(CGPathRef)path rx:(double)rx ry:(double)ry rotation:(double)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(double)x y:(double)y
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- (void)arc:(CGPathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
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{
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[self arcTo:path rx:rx ry:ry rotation:rotation outer:outer clockwise:clockwise x:x + _penX y:y + _penY];
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}
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- (void)arcTo:(CGPathRef)path rx:(double)rx ry:(double)ry rotation:(double)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(double)x y:(double)y
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- (void)arcTo:(CGPathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
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{
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double tX = _penX;
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double tY = _penY;
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ry = fabs(ry == 0 ? (rx == 0 ? (y - tY) : rx) : ry);
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rx = fabs(rx == 0 ? (x - tX) : rx);
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float tX = _penX;
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float tY = _penY;
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ry = fabsf(ry == 0 ? (rx == 0 ? (y - tY) : rx) : ry);
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rx = fabsf(rx == 0 ? (x - tX) : rx);
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if (rx == 0 || ry == 0 || (x == tX && y == tY)) {
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[self lineTo:path x:x y:y];
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return;
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}
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double rad = rotation * M_PI / 180;
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double cosed = cos(rad);
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double sined = sin(rad);
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float rad = rotation * M_PI / 180;
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float cosed = cosf(rad);
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float sined = sinf(rad);
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x -= tX;
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y -= tY;
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// Ellipse Center
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@@ -289,16 +290,16 @@
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float rycx = ry * ry * cx * cx;
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float rxcy = rx * rx * cy * cy;
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float a = rxry - rxcy - rycx;
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if (a < 0){
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a = sqrt(1 - a / rxry);
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a = sqrtf(1 - a / rxry);
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rx *= a;
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ry *= a;
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cx = x / 2;
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cy = y / 2;
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} else {
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a = sqrt(a / (rxcy + rycx));
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a = sqrtf(a / (rxcy + rycx));
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if (outer == clockwise) {
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a = -a;
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}
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@@ -307,67 +308,67 @@
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cx = cosed * cxd - sined * cyd + x / 2;
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cy = sined * cxd + cosed * cyd + y / 2;
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}
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// Rotation + Scale Transform
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float xx = cosed / rx;
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float yx = sined / rx;
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float xy = -sined / ry;
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float yy = cosed / ry;
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// Start and End Angle
|
||||
float sa = atan2(xy * -cx + yy * -cy, xx * -cx + yx * -cy);
|
||||
float ea = atan2(xy * (x - cx) + yy * (y - cy), xx * (x - cx) + yx * (y - cy));
|
||||
|
||||
float sa = atan2f(xy * -cx + yy * -cy, xx * -cx + yx * -cy);
|
||||
float ea = atan2f(xy * (x - cx) + yy * (y - cy), xx * (x - cx) + yx * (y - cy));
|
||||
|
||||
cx += tX;
|
||||
cy += tY;
|
||||
x += tX;
|
||||
y += tY;
|
||||
|
||||
|
||||
[self setPenDown];
|
||||
|
||||
|
||||
_penX = _pivotX = x;
|
||||
_penY = _pivotY = y;
|
||||
|
||||
|
||||
[self arcToBezier:path cx:cx cy:cy rx:rx ry:ry sa:sa ea:ea clockwise:clockwise rad:rad];
|
||||
}
|
||||
|
||||
- (void)arcToBezier:(CGPathRef)path cx:(double)cx cy:(double)cy rx:(double)rx ry:(double)ry sa:(double)sa ea:(double)ea clockwise:(BOOL)clockwise rad:(double)rad
|
||||
- (void)arcToBezier:(CGPathRef)path cx:(float)cx cy:(float)cy rx:(float)rx ry:(float)ry sa:(float)sa ea:(float)ea clockwise:(BOOL)clockwise rad:(float)rad
|
||||
{
|
||||
// Inverse Rotation + Scale Transform
|
||||
double cosed = cos(rad);
|
||||
double sined = sin(rad);
|
||||
double xx = cosed * rx;
|
||||
double yx = -sined * ry;
|
||||
double xy = sined * rx;
|
||||
double yy = cosed * ry;
|
||||
|
||||
float cosed = cosf(rad);
|
||||
float sined = sinf(rad);
|
||||
float xx = cosed * rx;
|
||||
float yx = -sined * ry;
|
||||
float xy = sined * rx;
|
||||
float yy = cosed * ry;
|
||||
|
||||
// Bezier Curve Approximation
|
||||
double arc = ea - sa;
|
||||
float arc = ea - sa;
|
||||
if (arc < 0 && clockwise) {
|
||||
arc += M_PI * 2;
|
||||
} else if (arc > 0 && !clockwise) {
|
||||
arc -= M_PI * 2;
|
||||
}
|
||||
|
||||
int n = ceil(fabs(arc / (M_PI / 2)));
|
||||
|
||||
double step = arc / n;
|
||||
double k = (4 / 3) * tan(step / 4);
|
||||
|
||||
double x = cos(sa);
|
||||
double y = sin(sa);
|
||||
|
||||
|
||||
int n = ceilf(fabsf(arc / (M_PI / 2)));
|
||||
|
||||
float step = arc / n;
|
||||
float k = (4.0f / 3.0f) * tanf(step / 4);
|
||||
|
||||
float x = cosf(sa);
|
||||
float y = sinf(sa);
|
||||
|
||||
for (int i = 0; i < n; i++){
|
||||
double cp1x = x - k * y;
|
||||
double cp1y = y + k * x;
|
||||
|
||||
float cp1x = x - k * y;
|
||||
float cp1y = y + k * x;
|
||||
|
||||
sa += step;
|
||||
x = cos(sa);
|
||||
y = sin(sa);
|
||||
|
||||
double cp2x = x + k * y;
|
||||
double cp2y = y - k * x;
|
||||
|
||||
x = cosf(sa);
|
||||
y = sinf(sa);
|
||||
|
||||
float cp2x = x + k * y;
|
||||
float cp2y = y - k * x;
|
||||
|
||||
CGPathAddCurveToPoint(path,
|
||||
nil,
|
||||
cx + xx * cp1x + yx * cp1y,
|
||||
|
||||
Reference in New Issue
Block a user