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, PerfectShape::Arc, PerfectShape::Ellipse, PerfectShape::Circle, PerfectShape::Rectangle, PerfectShape::Square]
- WINDING_RULES =
Available winding rules
[:wind_even_odd, :wind_non_zero]
Instance Attribute Summary collapse
-
#closed ⇒ Object
(also: #closed?)
Returns the value of attribute closed.
-
#line_to_complex_shapes ⇒ Object
(also: #line_to_complex_shapes?)
Returns the value of attribute line_to_complex_shapes.
-
#shapes ⇒ Object
Returns the value of attribute shapes.
-
#winding_rule ⇒ Object
Returns the value of attribute winding_rule.
Instance Method Summary collapse
-
#basic_shapes ⇒ Object
Returns basic shapes (i.e. Point, Line, QuadraticBezierCurve, and CubicBezierCurve), decomposed from complex shapes like Arc, Ellipse, and Circle by calling their ‘#to_path_shapes` method.
-
#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_even_odd, line_to_complex_shapes: false) ⇒ Path
constructor
Constructs Path with winding rule, closed status, line_to_complex_shapes option, 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, PerfectShape::CubicBezierCurve PerfectShape::Arc, PerfectShape::Ellipse, or PerfectShape::Circle Complex shapes, meaning Arc, Ellipse, and Circle, are decomposed into basic path shapes, meaning Point, Line, QuadraticBezierCurve, and CubicBezierCurve.
- #intersect?(rectangle) ⇒ Boolean
-
#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
- #rect_crossings(rxmin, rymin, rxmax, rymax) ⇒ Object
Methods included from MultiPoint
#first_point, #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_even_odd, line_to_complex_shapes: false) ⇒ Path
Constructs Path with winding rule, closed status, line_to_complex_shapes option, 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, PerfectShape::CubicBezierCurve PerfectShape::Arc, PerfectShape::Ellipse, or PerfectShape::Circle Complex shapes, meaning Arc, Ellipse, and Circle, are decomposed into basic path shapes, meaning Point, Line, QuadraticBezierCurve, and CubicBezierCurve. winding_rule can be any of WINDING_RULES: :wind_non_zero (default) or :wind_even_odd closed can be true or false (default) line_to_complex_shapes can be true or false (default), indicating whether to connect to complex shapes, meaning Arc, Ellipse, and Circle, with a line, or otherwise move to their start point instead.
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# File 'lib/perfect_shape/path.rb', line 58 def initialize(shapes: [], closed: false, winding_rule: :wind_even_odd, line_to_complex_shapes: false) self.closed = closed self.winding_rule = winding_rule self.shapes = shapes self.line_to_complex_shapes = line_to_complex_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 46 def closed @closed end |
#line_to_complex_shapes ⇒ Object Also known as: line_to_complex_shapes?
Returns the value of attribute line_to_complex_shapes.
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# File 'lib/perfect_shape/path.rb', line 46 def line_to_complex_shapes @line_to_complex_shapes end |
#shapes ⇒ Object
Returns the value of attribute shapes.
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# File 'lib/perfect_shape/path.rb', line 46 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 45 def winding_rule @winding_rule end |
Instance Method Details
#basic_shapes ⇒ Object
Returns basic shapes (i.e. Point, Line, QuadraticBezierCurve, and CubicBezierCurve), decomposed from complex shapes like Arc, Ellipse, and Circle by calling their ‘#to_path_shapes` method
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# File 'lib/perfect_shape/path.rb', line 401 def basic_shapes the_shapes = [] @shapes.each_with_index do |shape, i| if shape.respond_to?(:to_path_shapes) shape_basic_shapes = shape.to_path_shapes the_shapes << shape.first_point if i == 0 if @line_to_complex_shapes first_basic_shape = shape_basic_shapes.shift new_first_basic_shape = PerfectShape::Line.new(points: [first_basic_shape.to_a]) shape_basic_shapes.unshift(new_first_basic_shape) end the_shapes += shape_basic_shapes else the_shapes << shape end end the_shapes end |
#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 137 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 basic_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 256 def disconnected_shapes # TODO it seems basic_shapes.first should always return a point, but there is a case with CompositeShape that results in a line (shape) not point returned first_point = basic_shapes.first.is_a?(Array) ? basic_shapes.first : basic_shapes.first.first_point initial_point = start_point = first_point.map {|n| BigDecimal(n.to_s)} final_point = nil the_disconnected_shapes = basic_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 103 def drawing_types the_drawing_shapes = basic_shapes.each_with_index.flat_map do |shape, i| case shape when Point :move_to when Array :move_to when Line (i == 0) ? [:move_to, :line_to] : :line_to when QuadraticBezierCurve :quad_to when CubicBezierCurve :cubic_to end end the_drawing_shapes << :close if closed? the_drawing_shapes end |
#intersect?(rectangle) ⇒ Boolean
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# File 'lib/perfect_shape/path.rb', line 294 def intersect?(rectangle) x = rectangle.x y = rectangle.y w = rectangle.width h = rectangle.height # [xy]+[wh] is NaN if any of those values are NaN, # or if adding the two together would produce NaN # by virtue of adding opposing Infinte values. # Since we need to add them below, their sum must # not be NaN. # We return false because NaN always produces a # negative response to tests return false if (x+w).nan? || (y+h).nan? return false if w <= 0 || h <= 0 mask = winding_rule == :wind_non_zero ? -1 : 2 crossings = rect_crossings(x, y, x+w, y+h) crossings == PerfectShape::Rectangle::RECT_INTERSECTS || (crossings & mask) != 0 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 171 def point_crossings(x_or_point, y = nil) x, y = Point.normalize_point(x_or_point, y) return unless x && y return 0 if basic_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(basic_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 65 def points the_points = [] basic_shapes.each_with_index do |shape, i| case shape when Point the_points << shape.to_a when Array the_points << shape.map {|n| BigDecimal(n.to_s)} when Line if i == 0 shape.points.each do |point| the_points << point.to_a end else the_points << shape.points.last.to_a end 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 if closed? first_basic_shape = basic_shapes.first closing_point = first_basic_shape.is_a?(Array) ? first_basic_shape : first_basic_shape.first_point the_points << closing_point end the_points end |
#points=(some_points) ⇒ Object
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# File 'lib/perfect_shape/path.rb', line 99 def points=(some_points) raise "Cannot assign points directly! Must set shapes instead and points are calculated from them automatically." end |
#rect_crossings(rxmin, rymin, rxmax, rymax) ⇒ Object
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# File 'lib/perfect_shape/path.rb', line 314 def rect_crossings(rxmin, rymin, rxmax, rymax) numTypes = drawing_types.count return 0 if numTypes == 0 coords = points.flatten curx = cury = movx = movy = endx = endy = nil curx = movx = coords[0] cury = movy = coords[1] crossings = 0 ci = 2 i = 1 while crossings != PerfectShape::Rectangle::RECT_INTERSECTS && i < numTypes case drawing_types[i] when :move_to if curx != movx || cury != movy line = PerfectShape::Line.new(points: [curx, cury, movx, movy]) crossings = line.rect_crossings(rxmin, rymin, rxmax, rymax, crossings) end # Count should always be a multiple of 2 here. # assert((crossings & 1) != 0) 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.rect_crossings(rxmin, rymin, rxmax, rymax, crossings) curx = endx cury = endy when :quad_to cx = coords[ci] ci += 1 cy = coords[ci] ci += 1 endx = coords[ci] ci += 1 endy = coords[ci] ci += 1 quadratic_bezier_curve = PerfectShape::QuadraticBezierCurve.new(points: [curx, cury, cx, cy, endx, endy]) crossings = quadratic_bezier_curve.rect_crossings(rxmin, rymin, rxmax, rymax, 0, crossings) curx = endx cury = endy when :cubic_to c1x = coords[ci] ci += 1 c1y = coords[ci] ci += 1 c2x = coords[ci] ci += 1 c2y = coords[ci] ci += 1 endx = coords[ci] ci += 1 endy = coords[ci] ci += 1 cubic_bezier_curve = PerfectShape::CubicBezierCurve.new(points: [curx, cury, c1x, c1y, c2x, c2y, endx, endy]) crossings = cubic_bezier_curve.rect_crossings(rxmin, rymin, rxmax, rymax, 0, crossings) curx = endx cury = endy when :close if curx != movx || cury != movy line = PerfectShape::Line.new(points: [curx, cury, movx, movy]) crossings = line.rect_crossings(rxmin, rymin, rxmax, rymax, crossings) end curx = movx cury = movy # Count should always be a multiple of 2 here. # assert((crossings & 1) != 0) end i += 1 end if crossings != PerfectShape::Rectangle::RECT_INTERSECTS && (curx != movx || cury != movy) line = PerfectShape::Line.new(points: [curx, cury, movx, movy]) crossings = line.rect_crossings(rxmin, rymin, rxmax, rymax, crossings) end # Count should always be a multiple of 2 here. # assert((crossings & 1) != 0) crossings end |