ImageSharp/ImageSharp.Drawing/CubicBezierLineSegment.cs
2026-08-03 22:31:27 +02:00

264 lines
9.6 KiB
C#

// Copyright (c) Six Labors.
// Licensed under the Six Labors Split License.
using System;
using System.Collections.Generic;
using System.Numerics;
using System.Threading;
using SixLabors.ImageSharp.Drawing.Helpers;
namespace SixLabors.ImageSharp.Drawing {
/// <summary>
/// Represents a line segment that contains a lists of control points that will be rendered as a cubic bezier curve
/// </summary>
/// <seealso cref="ILineSegment" />
public sealed class CubicBezierLineSegment : ILineSegment
{
// Code for this taken from <see href="http://devmag.org.za/2011/04/05/bzier-curves-a-tutorial/"/>
private const float MinimumSqrDistance = 1.75f;
private const float DivisionThreshold = -.9995f;
private readonly PointF[] controlPoints;
private FlattenedCache? flattenedCache;
/// <summary>
/// Initializes a new instance of the <see cref="CubicBezierLineSegment"/> class.
/// </summary>
/// <param name="points">The points.</param>
public CubicBezierLineSegment(PointF[] points)
{
Guard.NotNull(points, nameof(points));
Guard.MustBeGreaterThanOrEqualTo(points.Length, 4, nameof(points));
Guard.IsTrue((points.Length - 1) % 3 == 0, nameof(points), "points must be a multiple of 3 plus 1 long.");
this.controlPoints = points;
}
/// <summary>
/// Initializes a new instance of the <see cref="CubicBezierLineSegment"/> class.
/// </summary>
/// <param name="start">The start.</param>
/// <param name="controlPoint1">The control point1.</param>
/// <param name="controlPoint2">The control point2.</param>
/// <param name="end">The end.</param>
/// <param name="additionalPoints">The additional points.</param>
public CubicBezierLineSegment(PointF start, PointF controlPoint1, PointF controlPoint2, PointF end, params PointF[] additionalPoints)
: this(new[] { start, controlPoint1, controlPoint2, end }.Concat(additionalPoints))
{
}
/// <inheritdoc cref="CubicBezierLineSegment(PointF, PointF, PointF, PointF, PointF[])" />
public CubicBezierLineSegment(PointF start, PointF controlPoint1, PointF controlPoint2, PointF end)
: this([start, controlPoint1, controlPoint2, end])
{
}
/// <summary>
/// Gets the control points.
/// </summary>
public IReadOnlyList<PointF> ControlPoints => this.controlPoints;
/// <inheritdoc/>
public PointF StartPoint => this.controlPoints[0];
/// <inheritdoc/>
public PointF EndPoint => this.controlPoints[^1];
/// <inheritdoc />
public RectangleF Bounds => CalculateBounds(this.GetFlattenedPoints(Vector2.One));
/// <inheritdoc />
public int LinearVertexCount(Vector2 scale) => this.GetFlattenedPoints(scale).Length;
/// <inheritdoc />
public void CopyTo(Span<PointF> destination, bool skipFirstPoint, Vector2 scale)
{
PointF[] flattened = this.GetFlattenedPoints(scale);
int startIndex = skipFirstPoint ? 1 : 0;
flattened.AsSpan(startIndex).CopyTo(destination);
}
/// <summary>
/// Returns the flattened point run for this curve under <paramref name="scale"/>, computing it on first
/// request and reusing the cached result for subsequent calls at the same scale.
/// </summary>
/// <remarks>
/// Publication uses <see cref="Volatile.Write{T}(ref T, T)"/> so a concurrent reader either observes
/// <see langword="null"/> or a fully-constructed entry.
/// </remarks>
private PointF[] GetFlattenedPoints(Vector2 scale)
{
FlattenedCache? hit = Volatile.Read(ref this.flattenedCache);
if (hit is not null && hit.Scale == scale)
{
return hit.Points;
}
PointF[] baked = FlattenCurve(this.controlPoints, scale);
Volatile.Write(ref this.flattenedCache, new FlattenedCache(scale, baked));
return baked;
}
/// <summary>
/// Gets the control points of this curve.
/// </summary>
/// <returns>The control points of this curve.</returns>
public ReadOnlyMemory<PointF> GetControlPoints() => this.controlPoints;
/// <summary>
/// Transforms this line segment using the specified matrix.
/// </summary>
/// <param name="matrix">The matrix.</param>
/// <returns>A line segment with the matrix applied to it.</returns>
public CubicBezierLineSegment Transform(Matrix4x4 matrix)
{
if (matrix.IsIdentity)
{
// no transform to apply skip it
return this;
}
PointF[] transformedPoints = new PointF[this.controlPoints.Length];
for (int i = 0; i < this.controlPoints.Length; i++)
{
transformedPoints[i] = PointF.Transform(this.controlPoints[i], matrix);
}
return new CubicBezierLineSegment(transformedPoints);
}
/// <inheritdoc/>
ILineSegment ILineSegment.Transform(Matrix4x4 matrix) => this.Transform(matrix);
/// <summary>
/// Flattens every cubic in <paramref name="controlPoints"/> under the supplied device-space
/// <paramref name="scale"/> into a single contiguous point run. Subdivision density is evaluated
/// against the scaled control points so the polyline adapts to rendering scale.
/// </summary>
private static PointF[] FlattenCurve(PointF[] controlPoints, Vector2 scale)
{
int curveCount = (controlPoints.Length - 1) / 3;
// Flattened points are cached as a retained array, so use the builder to avoid
// the intermediate collection and copy a list would generate.
FlattenedPointBuilder output = new(curveCount * 4);
for (int curveIndex = 0; curveIndex < curveCount; curveIndex++)
{
int nodeIndex = curveIndex * 3;
Vector2 p0 = new(controlPoints[nodeIndex].X * scale.X, controlPoints[nodeIndex].Y * scale.Y);
Vector2 p1 = new(controlPoints[nodeIndex + 1].X * scale.X, controlPoints[nodeIndex + 1].Y * scale.Y);
Vector2 p2 = new(controlPoints[nodeIndex + 2].X * scale.X, controlPoints[nodeIndex + 2].Y * scale.Y);
Vector2 p3 = new(controlPoints[nodeIndex + 3].X * scale.X, controlPoints[nodeIndex + 3].Y * scale.Y);
if (curveIndex == 0)
{
output.Add((PointF)p0);
}
SubdivideAndAppend(0F, 1F, p0, p1, p2, p3, ref output, 0);
output.Add((PointF)p3);
}
return output.Detach();
}
/// <summary>
/// Recursively subdivides the scaled cubic segment, appending midpoints in left-to-right order.
/// </summary>
private static void SubdivideAndAppend(
float t0,
float t1,
Vector2 p0,
Vector2 p1,
Vector2 p2,
Vector2 p3,
ref FlattenedPointBuilder output,
int depth)
{
if (depth > 999)
{
return;
}
Vector2 left = CalculateBezierPoint(t0, p0, p1, p2, p3);
Vector2 right = CalculateBezierPoint(t1, p0, p1, p2, p3);
if ((left - right).LengthSquared() < MinimumSqrDistance)
{
return;
}
float midT = (t0 + t1) / 2;
Vector2 mid = CalculateBezierPoint(midT, p0, p1, p2, p3);
Vector2 leftDirection = Vector2.Normalize(left - mid);
Vector2 rightDirection = Vector2.Normalize(right - mid);
if (Vector2.Dot(leftDirection, rightDirection) > DivisionThreshold || Math.Abs(midT - 0.5f) < 0.0001f)
{
SubdivideAndAppend(t0, midT, p0, p1, p2, p3, ref output, depth + 1);
output.Add((PointF)mid);
SubdivideAndAppend(midT, t1, p0, p1, p2, p3, ref output, depth + 1);
}
}
/// <summary>
/// Calculates the bezier point along the line.
/// </summary>
/// <param name="t">The position within the line.</param>
/// <param name="p0">The p 0.</param>
/// <param name="p1">The p 1.</param>
/// <param name="p2">The p 2.</param>
/// <param name="p3">The p 3.</param>
/// <returns>
/// The <see cref="Vector2"/>.
/// </returns>
private static Vector2 CalculateBezierPoint(float t, Vector2 p0, Vector2 p1, Vector2 p2, Vector2 p3)
{
float u = 1 - t;
float tt = t * t;
float uu = u * u;
float uuu = uu * u;
float ttt = tt * t;
Vector2 p = uuu * p0; // first term
p += 3 * uu * t * p1; // second term
p += 3 * u * tt * p2; // third term
p += ttt * p3; // fourth term
return p;
}
/// <summary>
/// Computes the bounds for the cached linearized bezier points.
/// </summary>
private static RectangleF CalculateBounds(ReadOnlySpan<PointF> points)
{
float minX = float.MaxValue;
float minY = float.MaxValue;
float maxX = float.MinValue;
float maxY = float.MinValue;
for (int i = 0; i < points.Length; i++)
{
PointF point = points[i];
minX = MathF.Min(minX, point.X);
minY = MathF.Min(minY, point.Y);
maxX = MathF.Max(maxX, point.X);
maxY = MathF.Max(maxY, point.Y);
}
return RectangleF.FromLTRB(minX, minY, maxX, maxY);
}
private sealed class FlattenedCache(Vector2 scale, PointF[] points)
{
public Vector2 Scale { get; } = scale;
public PointF[] Points { get; } = points;
}
}
}