flo_curves/bezier/path/arithmetic/add.rs
1use super::ray_cast::*;
2use super::super::path::*;
3use super::super::graph_path::*;
4use super::super::super::super::geo::*;
5
6//
7// This uses a simple ray casting algorithm to perform the addition
8//
9// Basic idea is to cast a ray at an edge which is currently uncategorised, and mark the edges it crosses as interior or
10// exterior depending on whether or not we consider it as crossing into or out of the final shape.
11//
12
13impl<Point: Coordinate+Coordinate2D> GraphPath<Point, PathLabel> {
14 ///
15 /// Given a labelled graph path, marks exterior edges by adding `PathSource::Path1` and `PathSource::Path2`
16 ///
17 /// This is used to implement the `path_add()` arithmetic function, and is generally called after using `collide()`
18 /// to combine the two input paths.
19 ///
20 pub fn set_exterior_by_adding(&mut self) {
21 // Use an even-odd winding rule (all edges are considered 'external')
22 self.set_edge_kinds_by_ray_casting(|path_crossings| (path_crossings[0]&1) != 0 || (path_crossings[1]&1) != 0);
23 }
24
25 ///
26 /// Given a path that intersects itself (ie, only contains SourcePath::Path1), discovers the 'true' exterior edge.
27 ///
28 pub fn set_exterior_by_removing_interior_points(&mut self) {
29 // All points inside the path are considered 'interior' (non-zero winding rule)
30 self.set_edge_kinds_by_ray_casting(|path_crossings| path_crossings[0] != 0 || path_crossings[1] != 0);
31 }
32}
33
34///
35/// Generates the path formed by adding two sets of paths
36///
37/// Each of the two paths passed into this function is assumed not to overlap themselves. IE, this does not perform self-intersection
38/// on either `path1` or `path2`. This provides both a performance optimisation and finer control over how self-intersecting paths are
39/// handled. See `path_remove_interior_points()` and `path_remove_overlapped_points()` for a way to eliminate overlaps.
40///
41/// The input vectors represent the external edges of the path to add (a single BezierPath cannot have any holes in it, so a set of them
42/// effectively represents a path intended to be rendered with an even-odd winding rule)
43///
44pub fn path_add<POut>(path1: &Vec<impl BezierPath<Point=POut::Point>>, path2: &Vec<impl BezierPath<Point=POut::Point>>, accuracy: f64) -> Vec<POut>
45where
46 POut: BezierPathFactory,
47 POut::Point: Coordinate+Coordinate2D,
48{
49 // If either path is empty, short-circuit by returning the other
50 if path1.is_empty() {
51 return path2.iter()
52 .map(|path| POut::from_path(path))
53 .collect();
54 } else if path2.is_empty() {
55 return path1.iter()
56 .map(|path| POut::from_path(path))
57 .collect();
58 }
59
60 // Create the graph path from the source side
61 let mut merged_path = GraphPath::new();
62 merged_path = merged_path.merge(GraphPath::from_merged_paths(path1.iter().map(|path| (path, PathLabel(0)))));
63
64 // Collide with the target side to generate a full path
65 merged_path = merged_path.collide(GraphPath::from_merged_paths(path2.iter().map(|path| (path, PathLabel(1)))), accuracy);
66 merged_path.round(accuracy);
67
68 // Set the exterior edges using the 'add' algorithm
69 merged_path.set_exterior_by_adding();
70 merged_path.heal_exterior_gaps();
71
72 // Produce the final result
73 merged_path.exterior_paths()
74}
75
76///
77/// Generates the path formed by removing any interior points from an existing path. This considers only the outermost edges of the
78/// path to be the true edges, so if there are sub-paths inside an outer path, they will be removed.
79///
80/// This is a strict version of the 'non-zero' winding rule. It's useful for things like a path that was generated from a brush stroke
81/// and might self-overlap: this can be passed a drawing of a loop made by overlapping the ends and it will output two non-overlapping
82/// subpaths.
83///
84/// See `path_remove_overlapped_points()` for a version that considers all edges within the path to be exterior edges.
85///
86pub fn path_remove_interior_points<P1: BezierPath, POut: BezierPathFactory>(path: &Vec<P1>, accuracy: f64) -> Vec<POut>
87where
88 P1::Point: Coordinate+Coordinate2D,
89 POut: BezierPathFactory<Point=P1::Point>,
90{
91 // Create the graph path from the source side
92 let mut merged_path = GraphPath::new();
93 merged_path = merged_path.merge(GraphPath::from_merged_paths(path.iter().map(|path| (path, PathLabel(0)))));
94
95 // Collide the path with itself to find the intersections
96 merged_path.self_collide(accuracy);
97 merged_path.round(accuracy);
98
99 // Set the exterior edges by considering all points inside an edge as 'interior'
100 merged_path.set_exterior_by_removing_interior_points();
101 merged_path.heal_exterior_gaps();
102
103 // Produce the final result
104 let result = merged_path.exterior_paths();
105 test_assert!(result.len() != 0 || path.is_empty());
106
107 result
108}
109
110///
111/// Generates the path formed by removing any interior points from an existing path. This considers all edges to be exterior edges
112/// and will remove those that are obscured by another part of the path.
113///
114/// This works like the 'even-odd' winding rule.
115///
116/// If a path self-intersects, this will leave a hole behind. See `path_remove_interior_points()` for a way to remove the interior
117/// parts of a path so that all points inside the boundary are filled. This function is useful for cleaning up paths from other
118/// sources, then the other arithmetic operations can be used to reshape the resulting path.
119///
120/// Note that calling 'subtract' is a more reliable way to cut a hole in an existing path than relying on a winding rule, as
121/// winding rules presuppose you can tell if a subpath is inside or outside of an existing path.
122///
123pub fn path_remove_overlapped_points<P1: BezierPath, POut: BezierPathFactory>(path: &Vec<P1>, accuracy: f64) -> Vec<POut>
124where
125 P1::Point: Coordinate+Coordinate2D,
126 POut: BezierPathFactory<Point=P1::Point>,
127{
128 // Create the graph path from the source side
129 let mut merged_path = GraphPath::new();
130 merged_path = merged_path.merge(GraphPath::from_merged_paths(path.iter().map(|path| (path, PathLabel(0)))));
131
132 // Collide the path with itself to find the intersections
133 merged_path.self_collide(accuracy);
134 merged_path.round(accuracy);
135
136 // Set the exterior edges using the 'add' algorithm
137 merged_path.set_exterior_by_adding();
138 merged_path.heal_exterior_gaps();
139
140 // Produce the final result
141 let result = merged_path.exterior_paths();
142 test_assert!(result.len() != 0 || path.is_empty());
143
144 result
145}