static void quadBezRec(struct SVGParser* p, float x1, float y1, float x2, float y2, float x3, float y3, int level) { float x12,y12,x23,y23,x123,y123,d; if (level > 12) return; x12 = (x1+x2)*0.5f; y12 = (y1+y2)*0.5f; x23 = (x2+x3)*0.5f; y23 = (y2+y3)*0.5f; x123 = (x12+x23)*0.5f; y123 = (y12+y23)*0.5f; d = distPtSeg(x123, y123, x1,y1, x3,y3); if (level > 0 && d < p->tol*p->tol) { svgPathPoint(p, x123, y123); return; } quadBezRec(p, x1,y1, x12,y12, x123,y123, level+1); quadBezRec(p, x123,y123, x23,y23, x3,y3, level+1); }
static void cubicBezRec(struct SVGParser* p, float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, int level) { float x12,y12,x23,y23,x34,y34,x123,y123,x234,y234,x1234,y1234; float d; if (level > 12) return; x12 = (x1+x2)*0.5f; y12 = (y1+y2)*0.5f; x23 = (x2+x3)*0.5f; y23 = (y2+y3)*0.5f; x34 = (x3+x4)*0.5f; y34 = (y3+y4)*0.5f; x123 = (x12+x23)*0.5f; y123 = (y12+y23)*0.5f; x234 = (x23+x34)*0.5f; y234 = (y23+y34)*0.5f; x1234 = (x123+x234)*0.5f; y1234 = (y123+y234)*0.5f; d = distPtSeg(x1234, y1234, x1,y1, x4,y4); if (level > 0 && d < p->tol*p->tol) { svgPathPoint(p, x1234, y1234); return; } cubicBezRec(p, x1,y1, x12,y12, x123,y123, x1234,y1234, level+1); cubicBezRec(p, x1234,y1234, x234,y234, x34,y34, x4,y4, level+1); }
void ofxSVGPathParser::cubicBezRec(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, int level) { float x12,y12,x23,y23,x34,y34,x123,y123,x234,y234,x1234,y1234; float d; if (level > 12) return; x12 = (x1+x2)*0.5f; y12 = (y1+y2)*0.5f; x23 = (x2+x3)*0.5f; y23 = (y2+y3)*0.5f; x34 = (x3+x4)*0.5f; y34 = (y3+y4)*0.5f; x123 = (x12+x23)*0.5f; y123 = (y12+y23)*0.5f; x234 = (x23+x34)*0.5f; y234 = (y23+y34)*0.5f; x1234 = (x123+x234)*0.5f; y1234 = (y123+y234)*0.5f; d = distPtSeg(x1234, y1234, x1,y1, x4,y4); if (level > 0 && d < 1000)//tol*tol) { pathInstance->quadBezierTo( ofPoint(x4, y4), ofPoint(x2, y2), ofPoint(x3, y3) );//svgPathPoint(x1234, y1234); return; } cubicBezRec(x1,y1, x12,y12, x123,y123, x1234,y1234, level+1); cubicBezRec(x1234,y1234, x234,y234, x34,y34, x4,y4, level+1); }
static void cubicBez(float x1, float y1, float x2, float y2, float x3, float y3, float x4, float y4, float tol, int level) { float x12,y12,x23,y23,x34,y34,x123,y123,x234,y234,x1234,y1234; float d; if (level > 12) return; x12 = (x1+x2)*0.5f; y12 = (y1+y2)*0.5f; x23 = (x2+x3)*0.5f; y23 = (y2+y3)*0.5f; x34 = (x3+x4)*0.5f; y34 = (y3+y4)*0.5f; x123 = (x12+x23)*0.5f; y123 = (y12+y23)*0.5f; x234 = (x23+x34)*0.5f; y234 = (y23+y34)*0.5f; x1234 = (x123+x234)*0.5f; y1234 = (y123+y234)*0.5f; d = distPtSeg(x1234, y1234, x1,y1, x4,y4); if (d > tol*tol) { cubicBez(x1,y1, x12,y12, x123,y123, x1234,y1234, tol, level+1); cubicBez(x1234,y1234, x234,y234, x34,y34, x4,y4, tol, level+1); } else { glVertex2f(x4, y4); } }
void ofxSVGPathParser::quadBezRec( float x1, float y1, float x2, float y2, float x3, float y3, int level) { float x12,y12,x23,y23,x123,y123,d; if (level > 12) return; // don't go too deep x12 = (x1+x2)*0.5f; y12 = (y1+y2)*0.5f; x23 = (x2+x3)*0.5f; y23 = (y2+y3)*0.5f; x123 = (x12+x23)*0.5f; y123 = (y12+y23)*0.5f; d = distPtSeg(x123, y123, x1,y1, x3,y3); if (level > 0 && d < 1000) // tol*tol) { pathInstance->quadBezierTo(ofPoint(x1, x2), ofPoint(y2, y3), ofPoint( x123, y123 )); return; } quadBezRec(x1,y1, x12,y12, x123,y123, level+1); quadBezRec(x123,y123, x23,y23, x3,y3, level+1); }