Class: PerfectShape::Path
- Includes:
- MultiPoint
- Defined in:
- lib/perfect_shape/path.rb
Constant Summary collapse
- SHAPE_TYPES =
Available class types for path shapes
[Array, PerfectShape::Point, PerfectShape::Line, PerfectShape::QuadraticBezierCurve, PerfectShape::CubicBezierCurve]
- WINDING_RULES =
Available winding rules
[:wind_non_zero, :wind_even_odd]
Instance Attribute Summary collapse
-
#closed ⇒ Object
(also: #closed?)
Returns the value of attribute closed.
-
#shapes ⇒ Object
Returns the value of attribute shapes.
-
#winding_rule ⇒ Object
Returns the value of attribute winding_rule.
Instance Method Summary collapse
-
#contain?(x_or_point, y = nil, outline: false, distance_tolerance: 0) ⇒ Boolean
Checks if path contains point (two-number Array or x, y args) using the Nonzero-Rule (aka Winding Number Algorithm): en.wikipedia.org/wiki/Nonzero-rule or using the Even-Odd Rule (aka Ray Casting Algorithm): en.wikipedia.org/wiki/Even%E2%80%93odd_rule.
-
#disconnected_shapes ⇒ Object
Disconnected shapes have their start point filled in so that each shape does not depend on the previous shape to determine its start point.
- #drawing_types ⇒ Object
-
#initialize(shapes: [], closed: false, winding_rule: :wind_non_zero) ⇒ Path
constructor
Constructs Path with winding rule, closed status, and shapes (must always start with PerfectShape::Point or Array of [x,y] coordinates) Shape class types can be any of SHAPE_TYPES: Array (x,y coordinates), PerfectShape::Point, PerfectShape::Line, PerfectShape::QuadraticBezierCurve, or PerfectShape::CubicBezierCurve winding_rule can be any of WINDING_RULES: :wind_non_zero (default) or :wind_even_odd closed can be true or false.
-
#point_crossings(x_or_point, y = nil) ⇒ Object
Calculates the number of times the given path crosses the ray extending to the right from (x,y).
- #points ⇒ Object
- #points=(some_points) ⇒ Object
Methods included from MultiPoint
#max_x, #max_y, #min_x, #min_y, normalize_point_array
Methods inherited from Shape
#==, #bounding_box, #center_point, #center_x, #center_y, #height, #max_x, #max_y, #min_x, #min_y, #width
Constructor Details
#initialize(shapes: [], closed: false, winding_rule: :wind_non_zero) ⇒ Path
Constructs Path with winding rule, closed status, and shapes (must always start with PerfectShape::Point or Array of [x,y] coordinates) Shape class types can be any of SHAPE_TYPES: Array (x,y coordinates), PerfectShape::Point, PerfectShape::Line, PerfectShape::QuadraticBezierCurve, or PerfectShape::CubicBezierCurve winding_rule can be any of WINDING_RULES: :wind_non_zero (default) or :wind_even_odd closed can be true or false
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# File 'lib/perfect_shape/path.rb', line 48 def initialize(shapes: [], closed: false, winding_rule: :wind_non_zero) self.closed = closed self.winding_rule = winding_rule self.shapes = shapes end |
Instance Attribute Details
#closed ⇒ Object Also known as: closed?
Returns the value of attribute closed.
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# File 'lib/perfect_shape/path.rb', line 41 def closed @closed end |
#shapes ⇒ Object
Returns the value of attribute shapes.
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# File 'lib/perfect_shape/path.rb', line 41 def shapes @shapes end |
#winding_rule ⇒ Object
Returns the value of attribute winding_rule.
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# File 'lib/perfect_shape/path.rb', line 40 def winding_rule @winding_rule end |
Instance Method Details
#contain?(x_or_point, y = nil, outline: false, distance_tolerance: 0) ⇒ Boolean
Checks if path contains point (two-number Array or x, y args) using the Nonzero-Rule (aka Winding Number Algorithm): en.wikipedia.org/wiki/Nonzero-rule or using the Even-Odd Rule (aka Ray Casting Algorithm): en.wikipedia.org/wiki/Even%E2%80%93odd_rule
the path or false if the point lies outside of the path’s bounds.
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# File 'lib/perfect_shape/path.rb', line 116 def contain?(x_or_point, y = nil, outline: false, distance_tolerance: 0) x, y = Point.normalize_point(x_or_point, y) return unless x && y if outline disconnected_shapes.any? {|shape| shape.contain?(x, y, outline: true, distance_tolerance: distance_tolerance) } else if (x * 0.0 + y * 0.0) == 0.0 # N * 0.0 is 0.0 only if N is finite. # Here we know that both x and y are finite. return false if shapes.count < 2 mask = winding_rule == :wind_non_zero ? -1 : 1 (point_crossings(x, y) & mask) != 0 else # Either x or y was infinite or NaN. # A NaN always produces a negative response to any test # and Infinity values cannot be "inside" any path so # they should return false as well. false end end end |
#disconnected_shapes ⇒ Object
Disconnected shapes have their start point filled in so that each shape does not depend on the previous shape to determine its start point.
Also, if a point is followed by a non-point shape, it is removed since it is augmented to the following shape as its start point.
Lastly, if the path is closed, an extra shape is added to represent the line connecting the last point to the first
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# File 'lib/perfect_shape/path.rb', line 235 def disconnected_shapes initial_point = start_point = @shapes.first.to_a.map {|n| BigDecimal(n.to_s)} final_point = nil the_disconnected_shapes = @shapes.drop(1).map do |shape| case shape when Point disconnected_shape = Point.new(*shape.to_a) start_point = shape.to_a final_point = disconnected_shape.to_a nil when Array disconnected_shape = Point.new(*shape.map {|n| BigDecimal(n.to_s)}) start_point = shape.map {|n| BigDecimal(n.to_s)} final_point = disconnected_shape.to_a nil when Line disconnected_shape = Line.new(points: [start_point.to_a, shape.points.last]) start_point = shape.points.last.to_a final_point = disconnected_shape.points.last.to_a disconnected_shape when QuadraticBezierCurve disconnected_shape = QuadraticBezierCurve.new(points: [start_point.to_a] + shape.points) start_point = shape.points.last.to_a final_point = disconnected_shape.points.last.to_a disconnected_shape when CubicBezierCurve disconnected_shape = CubicBezierCurve.new(points: [start_point.to_a] + shape.points) start_point = shape.points.last.to_a final_point = disconnected_shape.points.last.to_a disconnected_shape end end the_disconnected_shapes << Line.new(points: [final_point, initial_point]) if closed? the_disconnected_shapes.compact end |
#drawing_types ⇒ Object
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# File 'lib/perfect_shape/path.rb', line 82 def drawing_types the_drawing_shapes = @shapes.map do |shape| case shape when Point :move_to when Array :move_to when Line :line_to when QuadraticBezierCurve :quad_to when CubicBezierCurve :cubic_to end end the_drawing_shapes << :close if closed? the_drawing_shapes end |
#point_crossings(x_or_point, y = nil) ⇒ Object
Calculates the number of times the given path crosses the ray extending to the right from (x,y). If the point lies on a part of the path, then no crossings are counted for that intersection. +1 is added for each crossing where the Y coordinate is increasing -1 is added for each crossing where the Y coordinate is decreasing The return value is the sum of all crossings for every segment in the path. The path must start with a PerfectShape::Point (initial location) The caller must check for NaN values. The caller may also reject infinite values as well.
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# File 'lib/perfect_shape/path.rb', line 150 def point_crossings(x_or_point, y = nil) x, y = Point.normalize_point(x_or_point, y) return unless x && y return 0 if shapes.count == 0 movx = movy = curx = cury = endx = endy = 0 coords = points.flatten curx = movx = coords[0] cury = movy = coords[1] crossings = 0 ci = 2 1.upto(shapes.count - 1).each do |i| case drawing_types[i] when :move_to if cury != movy line = PerfectShape::Line.new(points: [[curx, cury], [movx, movy]]) crossings += line.point_crossings(x, y) end movx = curx = coords[ci] ci += 1 movy = cury = coords[ci] ci += 1 when :line_to endx = coords[ci] ci += 1 endy = coords[ci] ci += 1 line = PerfectShape::Line.new(points: [[curx, cury], [endx, endy]]) crossings += line.point_crossings(x, y) curx = endx; cury = endy; when :quad_to quad_ctrlx = coords[ci] ci += 1 quad_ctrly = coords[ci] ci += 1 endx = coords[ci] ci += 1 endy = coords[ci] ci += 1 quad = PerfectShape::QuadraticBezierCurve.new(points: [[curx, cury], [quad_ctrlx, quad_ctrly], [endx, endy]]) crossings += quad.point_crossings(x, y) curx = endx; cury = endy; when :cubic_to cubic_ctrl1x = coords[ci] ci += 1 cubic_ctrl1y = coords[ci] ci += 1 cubic_ctrl2x = coords[ci] ci += 1 cubic_ctrl2y = coords[ci] ci += 1 endx = coords[ci] ci += 1 endy = coords[ci] ci += 1 cubic = PerfectShape::CubicBezierCurve.new(points: [[curx, cury], [cubic_ctrl1x, cubic_ctrl1y], [cubic_ctrl2x, cubic_ctrl2y], [endx, endy]]) crossings += cubic.point_crossings(x, y) curx = endx; cury = endy; when :close if cury != movy line = PerfectShape::Line.new(points: [[curx, cury], [movx, movy]]) crossings += line.point_crossings(x, y) end curx = movx cury = movy end end if cury != movy line = PerfectShape::Line.new(points: [[curx, cury], [movx, movy]]) crossings += line.point_crossings(x, y) end crossings end |
#points ⇒ Object
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# File 'lib/perfect_shape/path.rb', line 54 def points the_points = [] @shapes.each do |shape| case shape when Point the_points << shape.to_a when Array the_points << shape.map {|n| BigDecimal(n.to_s)} when Line the_points << shape.points.last.to_a when QuadraticBezierCurve shape.points.each do |point| the_points << point.to_a end when CubicBezierCurve shape.points.each do |point| the_points << point.to_a end end end the_points << @shapes.first.to_a if closed? the_points end |
#points=(some_points) ⇒ Object
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# File 'lib/perfect_shape/path.rb', line 78 def points=(some_points) raise "Cannot assign points directly! Must set shapes instead and points are calculated from them automatically." end |