+bezier
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143
lib/src/bezier.dart
Normal file
143
lib/src/bezier.dart
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import 'dart:math';
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import 'dart:ui';
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double bezierLength(Bezier bezier, [double steps = 10]) {
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assert(bezier != null && steps != 0);
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final step = 1 / steps;
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var c = bezier.point(0);
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var length = 0.0;
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for (var t = step; t <= 1; t += step) {
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final p = bezier.point(t);
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length += (p - c).distance;
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c = p;
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}
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return length;
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}
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abstract class Bezier {
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Offset point(double t);
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double get length => bezierLength(this);
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}
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class LinearBezier extends Bezier {
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Offset p0, p1;
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LinearBezier(this.p0, this.p1);
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Offset point(double t) {
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return p0 + (p1 - p0) * t;
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}
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double get length => (p1 - p0).distance;
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}
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class QuadraticBezier extends Bezier {
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double _quadraticBezier(double t, double p0, double p1, double p2) {
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//final lt = 1 - t;
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//return lt * (lt * p0 + t * p1) + t * (lt * p1 + t * p2);
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//return pow(1 - t, 2) * p0 + 2 * (1 - t) * t * p1 + pow(t, 2) * p2;
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return p1 + pow(1 - t, 2) * (p0 - p1) + pow(t, 2) * (p2 - p1);
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}
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Offset p0, p1, p2;
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QuadraticBezier(this.p0, this.p1, this.p2);
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Offset point(double t) {
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return Offset(
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_quadraticBezier(t, p0.dx, p1.dx, p2.dx),
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_quadraticBezier(t, p0.dy, p1.dy, p2.dy),
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);
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}
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}
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class CubicBezier extends Bezier {
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double _cubicBezier(double t, double p0, double p1, double p2, double p3) {
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return pow(1 - t, 3) * p0 +
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3 * t * pow(1 - t, 2) * p1 +
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3 * pow(t, 2) * (1 - t) * p2 +
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pow(t, 3) * p3;
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}
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Offset p0, p1, p2, p3;
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CubicBezier(this.p0, this.p1, this.p2, this.p3);
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Offset point(double t) => Offset(
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_cubicBezier(t, p0.dx, p1.dx, p2.dx, p3.dx),
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_cubicBezier(t, p0.dy, p1.dy, p2.dy, p3.dy),
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);
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}
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class PathBezier extends Bezier {
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double _length = 0;
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double get length => _length;
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List<Bezier> _curves = [];
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List<double> _lens = [];
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final Offset p0;
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Offset _p0;
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PathBezier(this.p0) : _p0 = p0;
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static PathBezier roundedRect(RRect rrect) {
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return PathBezier(Offset(rrect.left + rrect.tlRadiusX, rrect.top))
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..lineTo(Offset(rrect.right - rrect.trRadiusX, rrect.top))
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..quadTo(
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Offset(rrect.right, rrect.top), Offset(rrect.right, rrect.trRadiusY))
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..lineTo(Offset(rrect.right, rrect.bottom - rrect.brRadiusY))
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..quadTo(Offset(rrect.right, rrect.bottom),
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Offset(rrect.right - rrect.brRadiusX, rrect.bottom))
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..lineTo(Offset(rrect.left + rrect.brRadiusX, rrect.bottom))
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..quadTo(Offset(rrect.left, rrect.bottom),
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Offset(rrect.left, rrect.bottom - rrect.blRadiusY))
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..lineTo(Offset(rrect.left, rrect.top + rrect.tlRadiusX))
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..quadTo(Offset(rrect.left, rrect.top),
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Offset(rrect.left + rrect.tlRadiusX, rrect.top));
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}
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_add(Bezier bezier, Offset pn) {
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_curves.add(bezier);
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final bl = bezierLength(bezier);
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_lens.add(bl);
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_length += bl;
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_p0 = pn;
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}
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lineTo(Offset p1) => _add(LinearBezier(_p0, p1), p1);
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quadTo(Offset p1, Offset p2) => _add(QuadraticBezier(_p0, p1, p2), p2);
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cubeTo(Offset p1, Offset p2, Offset p3) =>
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_add(CubicBezier(_p0, p1, p2, p3), p3);
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relativeLineTo(Offset p1) => lineTo(
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p1 + _p0,
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);
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relativeQuadTo(Offset p1, Offset p2) => quadTo(
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p1 + p0,
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p1 + p2 + p0,
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);
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relativeCubeTo(Offset p1, Offset p2, Offset p3) => cubeTo(
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p0 + p1,
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p0 + p1 + p2,
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p0 + p1 + p2 + p3,
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);
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Offset point(double t) {
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if (_length == 0) return p0;
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var distance = _length * t;
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var index = 0;
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while (index < _lens.length && distance > _lens[index]) {
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distance -= _lens[index];
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index++;
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}
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if (index == _lens.length) return _p0;
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return _curves[index].point(distance / _lens[index]);
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}
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}
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