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// Copyright 2019 the Kurbo Authors
// SPDX-License-Identifier: Apache-2.0 OR MIT

//! An ellipse arc.

use crate::{Affine, Ellipse, PathEl, Point, Rect, Shape, Vec2};
use core::{
    f64::consts::{FRAC_PI_2, PI},
    iter,
    ops::Mul,
};

#[cfg(not(feature = "std"))]
use crate::common::FloatFuncs;

/// A single arc segment.
#[derive(Clone, Copy, Debug, PartialEq)]
#[cfg_attr(feature = "schemars", derive(schemars::JsonSchema))]
#[cfg_attr(feature = "serde", derive(serde::Serialize, serde::Deserialize))]
pub struct Arc {
    /// The arc's centre point.
    pub center: Point,
    /// The arc's radii, where the vector's x-component is the radius in the
    /// positive x direction after applying `x_rotation`.
    pub radii: Vec2,
    /// The start angle in radians.
    pub start_angle: f64,
    /// The angle between the start and end of the arc, in radians.
    pub sweep_angle: f64,
    /// How much the arc is rotated, in radians.
    pub x_rotation: f64,
}

impl Arc {
    /// Create a new `Arc`.
    pub fn new(
        center: impl Into<Point>,
        radii: impl Into<Vec2>,
        start_angle: f64,
        sweep_angle: f64,
        x_rotation: f64,
    ) -> Self {
        Self {
            center: center.into(),
            radii: radii.into(),
            start_angle,
            sweep_angle,
            x_rotation,
        }
    }

    /// Create an iterator generating Bezier path elements.
    ///
    /// The generated elements can be appended to an existing bezier path.
    pub fn append_iter(&self, tolerance: f64) -> ArcAppendIter {
        let sign = self.sweep_angle.signum();
        let scaled_err = self.radii.x.max(self.radii.y) / tolerance;
        // Number of subdivisions per ellipse based on error tolerance.
        // Note: this may slightly underestimate the error for quadrants.
        let n_err = (1.1163 * scaled_err).powf(1.0 / 6.0).max(3.999_999);
        let n = (n_err * self.sweep_angle.abs() * (1.0 / (2.0 * PI))).ceil();
        let angle_step = self.sweep_angle / n;
        let n = n as usize;
        let arm_len = (4.0 / 3.0) * (0.25 * angle_step).abs().tan() * sign;
        let angle0 = self.start_angle;
        let p0 = sample_ellipse(self.radii, self.x_rotation, angle0);

        ArcAppendIter {
            idx: 0,

            center: self.center,
            radii: self.radii,
            x_rotation: self.x_rotation,
            n,
            arm_len,
            angle_step,

            p0,
            angle0,
        }
    }

    /// Converts an Arc into a series of cubic bezier segments.
    ///
    /// Closure will be invoked for each segment.
    pub fn to_cubic_beziers<P>(self, tolerance: f64, mut p: P)
    where
        P: FnMut(Point, Point, Point),
    {
        let mut path = self.append_iter(tolerance);
        while let Some(PathEl::CurveTo(p1, p2, p3)) = path.next() {
            p(p1, p2, p3);
        }
    }
}

#[doc(hidden)]
pub struct ArcAppendIter {
    idx: usize,

    center: Point,
    radii: Vec2,
    x_rotation: f64,
    n: usize,
    arm_len: f64,
    angle_step: f64,

    p0: Vec2,
    angle0: f64,
}

impl Iterator for ArcAppendIter {
    type Item = PathEl;

    fn next(&mut self) -> Option<Self::Item> {
        if self.idx >= self.n {
            return None;
        }

        let angle1 = self.angle0 + self.angle_step;
        let p0 = self.p0;
        let p1 = p0
            + self.arm_len * sample_ellipse(self.radii, self.x_rotation, self.angle0 + FRAC_PI_2);
        let p3 = sample_ellipse(self.radii, self.x_rotation, angle1);
        let p2 =
            p3 - self.arm_len * sample_ellipse(self.radii, self.x_rotation, angle1 + FRAC_PI_2);

        self.angle0 = angle1;
        self.p0 = p3;
        self.idx += 1;

        Some(PathEl::CurveTo(
            self.center + p1,
            self.center + p2,
            self.center + p3,
        ))
    }
}

/// Take the ellipse radii, how the radii are rotated, and the sweep angle, and return a point on
/// the ellipse.
fn sample_ellipse(radii: Vec2, x_rotation: f64, angle: f64) -> Vec2 {
    let (angle_sin, angle_cos) = angle.sin_cos();
    let u = radii.x * angle_cos;
    let v = radii.y * angle_sin;
    rotate_pt(Vec2::new(u, v), x_rotation)
}

/// Rotate `pt` about the origin by `angle` radians.
fn rotate_pt(pt: Vec2, angle: f64) -> Vec2 {
    let (angle_sin, angle_cos) = angle.sin_cos();
    Vec2::new(
        pt.x * angle_cos - pt.y * angle_sin,
        pt.x * angle_sin + pt.y * angle_cos,
    )
}

impl Shape for Arc {
    type PathElementsIter<'iter> = iter::Chain<iter::Once<PathEl>, ArcAppendIter>;

    fn path_elements(&self, tolerance: f64) -> Self::PathElementsIter<'_> {
        let p0 = sample_ellipse(self.radii, self.x_rotation, self.start_angle);
        iter::once(PathEl::MoveTo(self.center + p0)).chain(self.append_iter(tolerance))
    }

    /// Note: shape isn't closed so area is not well defined.
    #[inline]
    fn area(&self) -> f64 {
        let Vec2 { x, y } = self.radii;
        PI * x * y
    }

    /// The perimeter of the ellipse.
    ///
    /// Note: Finding the perimeter of an ellipse is [fairly involved][wikipedia],
    /// so for now we just approximate by using the bezier curve representation.
    ///
    /// [wikipedia]: https://en.wikipedia.org/wiki/Ellipse#Circumference
    #[inline]
    fn perimeter(&self, accuracy: f64) -> f64 {
        self.path_segments(0.1).perimeter(accuracy)
    }

    /// Note: shape isn't closed, so a point's winding number is not well defined.
    #[inline]
    fn winding(&self, pt: Point) -> i32 {
        self.path_segments(0.1).winding(pt)
    }

    #[inline]
    fn bounding_box(&self) -> Rect {
        self.path_segments(0.1).bounding_box()
    }
}

impl Mul<Arc> for Affine {
    type Output = Arc;

    fn mul(self, arc: Arc) -> Self::Output {
        let ellipse = self * Ellipse::new(arc.center, arc.radii, arc.x_rotation);
        let center = ellipse.center();
        let (radii, rotation) = ellipse.radii_and_rotation();
        Arc {
            center,
            radii,
            x_rotation: rotation,
            start_angle: arc.start_angle,
            sweep_angle: arc.sweep_angle,
        }
    }
}