Files
ux/lib/src/bezier.dart
2020-05-25 09:45:52 +01:00

144 lines
3.6 KiB
Dart

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