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- using System;
- using System.Collections.Generic;
- using System.Text;
- using System.Drawing.Drawing2D;
- using System.Drawing;
- #pragma warning disable
- namespace Svg.Pathing
- {
- public sealed class SvgArcSegment : SvgPathSegment
- {
- private const double RadiansPerDegree = Math.PI / 180.0;
- private const double DoublePI = Math.PI * 2;
- public float RadiusX
- {
- get;
- set;
- }
- public float RadiusY
- {
- get;
- set;
- }
- public float Angle
- {
- get;
- set;
- }
- public SvgArcSweep Sweep
- {
- get;
- set;
- }
- public SvgArcSize Size
- {
- get;
- set;
- }
- public SvgArcSegment(PointF start, float radiusX, float radiusY, float angle, SvgArcSize size, SvgArcSweep sweep, PointF end)
- : base(start, end)
- {
- this.RadiusX = Math.Abs(radiusX);
- this.RadiusY = Math.Abs(radiusY);
- this.Angle = angle;
- this.Sweep = sweep;
- this.Size = size;
- }
- private static double CalculateVectorAngle(double ux, double uy, double vx, double vy)
- {
- double ta = Math.Atan2(uy, ux);
- double tb = Math.Atan2(vy, vx);
- if (tb >= ta)
- {
- return tb - ta;
- }
- return SvgArcSegment.DoublePI - (ta - tb);
- }
- public override void AddToPath(GraphicsPath graphicsPath)
- {
- if (this.Start == this.End)
- {
- return;
- }
- if (this.RadiusX == 0.0f && this.RadiusY == 0.0f)
- {
- graphicsPath.AddLine(this.Start, this.End);
- return;
- }
- double sinPhi = Math.Sin(this.Angle * SvgArcSegment.RadiansPerDegree);
- double cosPhi = Math.Cos(this.Angle * SvgArcSegment.RadiansPerDegree);
- double x1dash = cosPhi * (this.Start.X - this.End.X) / 2.0 + sinPhi * (this.Start.Y - this.End.Y) / 2.0;
- double y1dash = -sinPhi * (this.Start.X - this.End.X) / 2.0 + cosPhi * (this.Start.Y - this.End.Y) / 2.0;
- double root;
- double numerator = this.RadiusX * this.RadiusX * this.RadiusY * this.RadiusY - this.RadiusX * this.RadiusX * y1dash * y1dash - this.RadiusY * this.RadiusY * x1dash * x1dash;
- float rx = this.RadiusX;
- float ry = this.RadiusY;
- if (numerator < 0.0)
- {
- float s = (float)Math.Sqrt(1.0 - numerator / (this.RadiusX * this.RadiusX * this.RadiusY * this.RadiusY));
- rx *= s;
- ry *= s;
- root = 0.0;
- }
- else
- {
- root = ((this.Size == SvgArcSize.Large && this.Sweep == SvgArcSweep.Positive) || (this.Size == SvgArcSize.Small && this.Sweep == SvgArcSweep.Negative) ? -1.0 : 1.0) * Math.Sqrt(numerator / (this.RadiusX * this.RadiusX * y1dash * y1dash + this.RadiusY * this.RadiusY * x1dash * x1dash));
- }
- double cxdash = root * rx * y1dash / ry;
- double cydash = -root * ry * x1dash / rx;
- double cx = cosPhi * cxdash - sinPhi * cydash + (this.Start.X + this.End.X) / 2.0;
- double cy = sinPhi * cxdash + cosPhi * cydash + (this.Start.Y + this.End.Y) / 2.0;
- double theta1 = SvgArcSegment.CalculateVectorAngle(1.0, 0.0, (x1dash - cxdash) / rx, (y1dash - cydash) / ry);
- double dtheta = SvgArcSegment.CalculateVectorAngle((x1dash - cxdash) / rx, (y1dash - cydash) / ry, (-x1dash - cxdash) / rx, (-y1dash - cydash) / ry);
- if (this.Sweep == SvgArcSweep.Negative && dtheta > 0)
- {
- dtheta -= 2.0 * Math.PI;
- }
- else if (this.Sweep == SvgArcSweep.Positive && dtheta < 0)
- {
- dtheta += 2.0 * Math.PI;
- }
- int segments = (int)Math.Ceiling((double)Math.Abs(dtheta / (Math.PI / 2.0)));
- double delta = dtheta / segments;
- double t = 8.0 / 3.0 * Math.Sin(delta / 4.0) * Math.Sin(delta / 4.0) / Math.Sin(delta / 2.0);
- double startX = this.Start.X;
- double startY = this.Start.Y;
- for (int i = 0; i < segments; ++i)
- {
- double cosTheta1 = Math.Cos(theta1);
- double sinTheta1 = Math.Sin(theta1);
- double theta2 = theta1 + delta;
- double cosTheta2 = Math.Cos(theta2);
- double sinTheta2 = Math.Sin(theta2);
- double endpointX = cosPhi * rx * cosTheta2 - sinPhi * ry * sinTheta2 + cx;
- double endpointY = sinPhi * rx * cosTheta2 + cosPhi * ry * sinTheta2 + cy;
- double dx1 = t * (-cosPhi * rx * sinTheta1 - sinPhi * ry * cosTheta1);
- double dy1 = t * (-sinPhi * rx * sinTheta1 + cosPhi * ry * cosTheta1);
- double dxe = t * (cosPhi * rx * sinTheta2 + sinPhi * ry * cosTheta2);
- double dye = t * (sinPhi * rx * sinTheta2 - cosPhi * ry * cosTheta2);
- graphicsPath.AddBezier((float)startX, (float)startY, (float)(startX + dx1), (float)(startY + dy1),
- (float)(endpointX + dxe), (float)(endpointY + dye), (float)endpointX, (float)endpointY);
- theta1 = theta2;
- startX = (float)endpointX;
- startY = (float)endpointY;
- }
- }
- public override string ToString()
- {
- var arcFlag = this.Size == SvgArcSize.Large ? "1" : "0";
- var sweepFlag = this.Sweep == SvgArcSweep.Positive ? "1" : "0";
- return "A" + this.RadiusX.ToString() + " " + this.RadiusY.ToString() + " " + this.Angle.ToString() + " " + arcFlag + " " + sweepFlag + " " + this.End.ToSvgString();
- }
- }
- [Flags]
- public enum SvgArcSweep
- {
- Negative = 0,
- Positive = 1
- }
- [Flags]
- public enum SvgArcSize
- {
- Small = 0,
- Large = 1
- }
- }
- #pragma warning restore
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