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📄 splashxpath.cc

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//========================================================================//// SplashXPath.cc////========================================================================#include <aconf.h>#ifdef USE_GCC_PRAGMAS#pragma implementation#endif#include <stdlib.h>#include <string.h>#include "gmem.h"#include "SplashMath.h"#include "SplashPath.h"#include "SplashXPath.h"//------------------------------------------------------------------------#define maxCurveSplits (1 << 10)//------------------------------------------------------------------------// SplashXPath//------------------------------------------------------------------------SplashXPath::SplashXPath() {  segs = NULL;  length = size = 0;}SplashXPath::SplashXPath(SplashPath *path, SplashCoord flatness,			 GBool closeSubpaths) {  SplashCoord xc, yc, dx, dy, r, x0, y0, x1, y1;  int quad0, quad1, quad;  int curSubpath, n, i, j;  segs = NULL;  length = size = 0;  i = 0;  curSubpath = 0;  while (i < path->length) {    // first point in subpath - skip it    if (path->flags[i] & splashPathFirst) {      curSubpath = i;      ++i;    } else {      // curve segment      if (path->flags[i] & splashPathCurve) {	addCurve(path->pts[i-1].x, path->pts[i-1].y,		 path->pts[i  ].x, path->pts[i  ].y,		 path->pts[i+1].x, path->pts[i+1].y,		 path->pts[i+2].x, path->pts[i+2].y,		 flatness,		 (path->flags[i-1] & splashPathFirst),		 (path->flags[i+2] & splashPathLast),		 !closeSubpaths &&		   (path->flags[i-1] & splashPathFirst) &&		   !(path->flags[i-1] & splashPathClosed),		 !closeSubpaths &&		   (path->flags[i+2] & splashPathLast) &&		   !(path->flags[i+2] & splashPathClosed));	i += 3;      // clockwise circular arc      } else if (path->flags[i] & splashPathArcCW) {	xc = path->pts[i].x;	yc = path->pts[i].y;	dx = path->pts[i+1].x - xc;	dy = path->pts[i+1].y - yc;	r = splashSqrt(dx * dx + dy * dy);	if (path->pts[i-1].x < xc && path->pts[i-1].y <= yc) {	  quad0 = 0;	} else if (path->pts[i-1].x >= xc && path->pts[i-1].y < yc) {	  quad0 = 1;	} else if (path->pts[i-1].x > xc && path->pts[i-1].y >= yc) {	  quad0 = 2;	} else {	  quad0 = 3;	}	if (path->pts[i+1].x <= xc && path->pts[i+1].y < yc) {	  quad1 = 0;	} else if (path->pts[i+1].x > xc && path->pts[i+1].y <= yc) {	  quad1 = 1;	} else if (path->pts[i+1].x >= xc && path->pts[i+1].y > yc) {	  quad1 = 2;	} else {	  quad1 = 3;	}	n = 0; // make gcc happy	if (quad0 == quad1) {	  switch (quad0) {	  case 0:	  case 1: n = path->pts[i-1].x < path->pts[i+1].x ? 0 : 4; break;	  case 2:	  case 3: n = path->pts[i-1].x > path->pts[i+1].x ? 0 : 4; break;	  }	} else {	  n = (quad1 - quad0) & 3;	}	x0 = path->pts[i-1].x;	y0 = path->pts[i-1].y;	x1 = y1 = 0; // make gcc happy	quad = quad0;	for (j = 0; j < n; ++j) {	  switch (quad) {	  case 0: x1 = xc;     y1 = yc - r; break;	  case 1: x1 = xc + r; y1 = yc;     break;	  case 2: x1 = xc;     y1 = yc + r; break;	  case 3: x1 = xc - r; y1 = yc;     break;	  }	  addArc(x0, y0, x1, y1,		 xc, yc, r, quad, flatness,		 quad == quad0 && (path->flags[i-1] & splashPathFirst),		 gFalse,		 quad == quad0 && !closeSubpaths &&		   (path->flags[i-1] & splashPathFirst) &&		   !(path->flags[i-1] & splashPathClosed),		 gFalse);	  x0 = x1;	  y0 = y1;	  quad = (quad + 1) & 3;	}	addArc(x0, y0, path->pts[i+1].x, path->pts[i+1].y,	       xc, yc, r, quad, flatness,	       quad == quad0 && (path->flags[i-1] & splashPathFirst),	       (path->flags[i+1] & splashPathLast),	       quad == quad0 && !closeSubpaths &&	         (path->flags[i-1] & splashPathFirst) &&	         !(path->flags[i-1] & splashPathClosed),	       !closeSubpaths &&	         (path->flags[i+1] & splashPathLast) &&	         !(path->flags[i+1] & splashPathClosed));	i += 2;      // line segment      } else {	addSegment(path->pts[i-1].x, path->pts[i-1].y,		   path->pts[i].x, path->pts[i].y,		   path->flags[i-1] & splashPathFirst,		   path->flags[i] & splashPathLast,		   !closeSubpaths &&		     (path->flags[i-1] & splashPathFirst) &&		     !(path->flags[i-1] & splashPathClosed),		   !closeSubpaths &&		     (path->flags[i] & splashPathLast) &&		     !(path->flags[i] & splashPathClosed));	++i;      }      // close a subpath      if (closeSubpaths &&	  (path->flags[i-1] & splashPathLast) &&	  (path->pts[i-1].x != path->pts[curSubpath].x ||	   path->pts[i-1].y != path->pts[curSubpath]. y)) {	addSegment(path->pts[i-1].x, path->pts[i-1].y,		   path->pts[curSubpath].x, path->pts[curSubpath].y,		   gFalse, gTrue, gFalse, gFalse);      }    }  }}SplashXPath::SplashXPath(SplashXPath *xPath) {  length = xPath->length;  size = xPath->size;  segs = (SplashXPathSeg *)gmallocn(size, sizeof(SplashXPathSeg));  memcpy(segs, xPath->segs, length * sizeof(SplashXPathSeg));}SplashXPath::~SplashXPath() {  gfree(segs);}// Add space for <nSegs> more segmentsvoid SplashXPath::grow(int nSegs) {  if (length + nSegs > size) {    if (size == 0) {      size = 32;    }    while (size < length + nSegs) {      size *= 2;    }    segs = (SplashXPathSeg *)greallocn(segs, size, sizeof(SplashXPathSeg));  }}void SplashXPath::addCurve(SplashCoord x0, SplashCoord y0,			   SplashCoord x1, SplashCoord y1,			   SplashCoord x2, SplashCoord y2,			   SplashCoord x3, SplashCoord y3,			   SplashCoord flatness,			   GBool first, GBool last, GBool end0, GBool end1) {  SplashCoord cx[maxCurveSplits + 1][3];  SplashCoord cy[maxCurveSplits + 1][3];  int cNext[maxCurveSplits + 1];  SplashCoord xl0, xl1, xl2, xr0, xr1, xr2, xr3, xx1, xx2, xh;  SplashCoord yl0, yl1, yl2, yr0, yr1, yr2, yr3, yy1, yy2, yh;  SplashCoord dx, dy, mx, my, d1, d2, flatness2;  int p1, p2, p3;  flatness2 = flatness * flatness;  // initial segment  p1 = 0;  p2 = maxCurveSplits;  cx[p1][0] = x0;  cy[p1][0] = y0;  cx[p1][1] = x1;  cy[p1][1] = y1;  cx[p1][2] = x2;  cy[p1][2] = y2;  cx[p2][0] = x3;  cy[p2][0] = y3;  cNext[p1] = p2;  while (p1 < maxCurveSplits) {    // get the next segment    xl0 = cx[p1][0];  yl0 = cy[p1][0];    xx1 = cx[p1][1];  yy1 = cy[p1][1];    xx2 = cx[p1][2];  yy2 = cy[p1][2];    p2 = cNext[p1];    xr3 = cx[p2][0];  yr3 = cy[p2][0];    // compute the distances from the control points to the    // midpoint of the straight line (this is a bit of a hack, but    // it's much faster than computing the actual distances to the    // line)    mx = (xl0 + xr3) * 0.5;    my = (yl0 + yr3) * 0.5;    dx = xx1 - mx;    dy = yy1 - my;    d1 = dx*dx + dy*dy;    dx = xx2 - mx;    dy = yy2 - my;    d2 = dx*dx + dy*dy;    // if the curve is flat enough, or no more subdivisions are    // allowed, add the straight line segment    if (p2 - p1 == 1 || (d1 <= flatness2 && d2 <= flatness2)) {      addSegment(xl0, yl0, xr3, yr3,		 p1 == 0 && first,		 p2 == maxCurveSplits && last,		 p1 == 0 && end0,		 p2 == maxCurveSplits && end1);      p1 = p2;    // otherwise, subdivide the curve    } else {      xl1 = (xl0 + xx1) * 0.5;      yl1 = (yl0 + yy1) * 0.5;      xh = (xx1 + xx2) * 0.5;      yh = (yy1 + yy2) * 0.5;      xl2 = (xl1 + xh) * 0.5;      yl2 = (yl1 + yh) * 0.5;      xr2 = (xx2 + xr3) * 0.5;      yr2 = (yy2 + yr3) * 0.5;      xr1 = (xh + xr2) * 0.5;      yr1 = (yh + yr2) * 0.5;      xr0 = (xl2 + xr1) * 0.5;      yr0 = (yl2 + yr1) * 0.5;      // add the new subdivision points      p3 = (p1 + p2) / 2;      cx[p1][1] = xl1;  cy[p1][1] = yl1;      cx[p1][2] = xl2;  cy[p1][2] = yl2;      cNext[p1] = p3;      cx[p3][0] = xr0;  cy[p3][0] = yr0;      cx[p3][1] = xr1;  cy[p3][1] = yr1;      cx[p3][2] = xr2;  cy[p3][2] = yr2;      cNext[p3] = p2;    }  }}void SplashXPath::addArc(SplashCoord x0, SplashCoord y0,			 SplashCoord x1, SplashCoord y1,			 SplashCoord xc, SplashCoord yc,			 SplashCoord r, int quad,			 SplashCoord flatness,			 GBool first, GBool last, GBool end0, GBool end1) {  SplashCoord px[maxCurveSplits + 1];  SplashCoord py[maxCurveSplits + 1];  int pNext[maxCurveSplits + 1];  SplashCoord r2, flatness2;  SplashCoord xx0, yy0, xx1, yy1, xm, ym, t, dx, dy;  int p1, p2, p3;  r2 = r * r;  flatness2 = flatness * flatness;  // initial segment  p1 = 0;  p2 = maxCurveSplits;  px[p1] = x0;  py[p1] = y0;  px[p2] = x1;  py[p2] = y1;  pNext[p1] = p2;  while (p1 < maxCurveSplits) {    // get the next segment    xx0 = px[p1];  yy0 = py[p1];    p2 = pNext[p1];    xx1 = px[p2];  yy1 = py[p2];    // compute the arc midpoint    t = (xx0 - xc) * (xx1 - xc) - (yy0 - yc) * (yy1 - yc);    xm = splashSqrt((SplashCoord)0.5 * (r2 + t));    ym = splashSqrt((SplashCoord)0.5 * (r2 - t));    switch (quad) {    case 0: xm = xc - xm;  ym = yc - ym;  break;    case 1: xm = xc + xm;  ym = yc - ym;  break;    case 2: xm = xc + xm;  ym = yc + ym;  break;    case 3: xm = xc - xm;  ym = yc + ym;  break;    }    // compute distance from midpoint of straight segment to midpoint    // of arc    dx = (SplashCoord)0.5 * (xx0 + xx1) - xm;    dy = (SplashCoord)0.5 * (yy0 + yy1) - ym;    // if the arc is flat enough, or no more subdivisions are allowed,    // add the straight line segment    if (p2 - p1 == 1 || dx * dx + dy * dy <= flatness2) {      addSegment(xx0, yy0, xx1, yy1,		 p1 == 0 && first,		 p2 == maxCurveSplits && last,		 p1 == 0 && end0,		 p2 == maxCurveSplits && end1);      p1 = p2;    // otherwise, subdivide the arc    } else {      p3 = (p1 + p2) / 2;      px[p3] = xm;      py[p3] = ym;      pNext[p1] = p3;      pNext[p3] = p2;    }  }}void SplashXPath::addSegment(SplashCoord x0, SplashCoord y0,			     SplashCoord x1, SplashCoord y1,			     GBool first, GBool last, GBool end0, GBool end1) {  grow(1);  segs[length].x0 = x0;  segs[length].y0 = y0;  segs[length].x1 = x1;  segs[length].y1 = y1;  segs[length].flags = 0;  if (first) {    segs[length].flags |= splashXPathFirst;  }  if (last) {    segs[length].flags |= splashXPathLast;  }  if (end0) {    segs[length].flags |= splashXPathEnd0;  }  if (end1) {    segs[length].flags |= splashXPathEnd1;  }  if (y1 == y0) {    segs[length].dxdy = segs[length].dydx = 0;    segs[length].flags |= splashXPathHoriz;    if (x1 == x0) {      segs[length].flags |= splashXPathVert;    }  } else if (x1 == x0) {    segs[length].dxdy = segs[length].dydx = 0;    segs[length].flags |= splashXPathVert;  } else {    segs[length].dxdy = (x1 - x0) / (y1 - y0);    segs[length].dydx = (SplashCoord)1 / segs[length].dxdy;  }  if (y0 > y1) {    segs[length].flags |= splashXPathFlip;  }  ++length;}static int cmpXPathSegs(const void *arg0, const void *arg1) {  SplashXPathSeg *seg0 = (SplashXPathSeg *)arg0;  SplashXPathSeg *seg1 = (SplashXPathSeg *)arg1;  SplashCoord x0, y0, x1, y1;  if (seg0->flags & splashXPathFlip) {    x0 = seg0->x1;    y0 = seg0->y1;  } else {    x0 = seg0->x0;    y0 = seg0->y0;  }  if (seg1->flags & splashXPathFlip) {    x1 = seg1->x1;    y1 = seg1->y1;  } else {    x1 = seg1->x0;    y1 = seg1->y0;  }  if (y0 != y1) {    return (y0 > y1) ? 1 : -1;  }  if (x0 != x1) {    return (x0 > x1) ? 1 : -1;  }  return 0;}void SplashXPath::sort() {  qsort(segs, length, sizeof(SplashXPathSeg), &cmpXPathSegs);}

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