Exemple #1
0
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);
}
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); 
}
Exemple #3
0
static void quadBez(struct SVGParser* p,
					float x1, float y1, float cx, float cy, float x2, float y2)
{
	quadBezRec(p, x1,y1, cx,cy, x2,y2, 0);
	svgPathPoint(p, x2, y2);
}
void ofxSVGPathParser::quadBez(float x1, float y1, float cx, float cy, float x2, float y2)
{
	quadBezRec(x1,y1, cx,cy, x2,y2, 0); 
}