Careful, you may have to shade your eyes
[ipdf/code.git] / src / path.cpp
index 050453b..e0eca4a 100644 (file)
@@ -44,6 +44,49 @@ Path::Path(const Objects & objects, unsigned start, unsigned end, const Colour &
                        ymax = (objb.y+objb.h);
                        bottom = i;
                }
+               
+               // find fill points
+               Vec2 pt;
+               // left
+               pt = Vec2(objb.x, objb.y+objb.h/Real(2));
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               // right
+               pt = Vec2(objb.x+objb.w, objb.y+objb.h/Real(2));
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               // bottom
+               pt = Vec2(objb.x+objb.w/Real(2), objb.y+objb.h);
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               // top
+               pt = Vec2(objb.x+objb.w/Real(2), objb.y);
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+                       
+               // topleft
+               pt = Vec2(objb.x, objb.y);
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               // topright
+               pt = Vec2(objb.x+objb.w, objb.y);
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               // bottom left
+               pt = Vec2(objb.x, objb.y+objb.h);
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               // bottom right
+               pt = Vec2(objb.x+objb.w, objb.y);
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+                       
+               // mid
+               pt = Vec2(objb.x+objb.w/Real(2), objb.y+objb.h/Real(2));
+               if (PointInside(objects, pt))
+                       m_fill_points.push_back(pt);
+               
+               
        }
        
        // Get actual turning point coords of the 4 edge case beziers
@@ -51,18 +94,81 @@ Path::Path(const Objects & objects, unsigned start, unsigned end, const Colour &
        m_bottom = objects.beziers[objects.data_indices[bottom]].ToAbsolute(objects.bounds[bottom]).GetBottom();
        m_left = objects.beziers[objects.data_indices[left]].ToAbsolute(objects.bounds[left]).GetLeft();
        m_right = objects.beziers[objects.data_indices[right]].ToAbsolute(objects.bounds[right]).GetRight();
-       /*Debug("Top: %f, %f", m_top.first, m_top.second);
-       Debug("Bottom: %f, %f", m_bottom.first, m_bottom.second);
-       Debug("Left: %f, %f", m_left.first, m_left.second);
-       Debug("Right: %f, %f", m_right.first, m_right.second);
-       Debug("Left - Right: %f, %f", m_right.first - m_left.first, m_right.second - m_left.second);
-       Debug("Top - Bottom: %f, %f", m_top.first - m_bottom.first, m_top.second - m_bottom.second);
-       */
+       
+       Vec2 pt = (m_top + m_bottom)/2;
+       if (PointInside(objects, pt))
+               m_fill_points.push_back(pt);
+       pt = (m_left + m_right)/2;
+       if (PointInside(objects, pt))
+               m_fill_points.push_back(pt);
+       pt = (m_left + m_right + m_top + m_bottom)/4;
+       if (PointInside(objects, pt))
+               m_fill_points.push_back(pt);
+               
+}
+
+
+bool Path::PointInside(const Objects & objects, const Vec2 & pt, bool debug) const
+{
+       vector<Vec2> x_ints;
+       vector<Vec2> y_ints;
+       for (unsigned i = m_start; i <= m_end; ++i)
+       {
+               Bezier bez(objects.beziers[objects.data_indices[i]].ToAbsolute(objects.bounds[i]));
+               vector<Vec2> xi(bez.SolveX(pt.x));
+               vector<Vec2> yi(bez.SolveY(pt.y));
+               x_ints.insert(x_ints.end(), xi.begin(), xi.end());
+               y_ints.insert(y_ints.end(), yi.begin(), yi.end());
+       }
+       //Debug("Solved for intersections");
+       unsigned bigger = 0;
+       unsigned smaller = 0;
+       for (unsigned i = 0; i < x_ints.size(); ++i)
+       {
+               if (debug)
+                               Debug("X Intersection %u at %f,%f vs %f,%f", i,x_ints[i].x, x_ints[i].y, pt.x, pt.y);
+               if (x_ints[i].y >= pt.y)
+               {
+                       
+                       ++bigger;
+               }
+       }
+       smaller = x_ints.size() - bigger;
+       if (debug)
+       {
+               Debug("%u horizontal, %u bigger, %u smaller", x_ints.size(), bigger, smaller);
+       }
+       if (smaller % 2 == 0 || bigger % 2 == 0)
+               return false;
+               
+       bigger = 0;
+       smaller = 0;
+
+       for (unsigned i = 0; i < y_ints.size(); ++i)
+       {
+               if (debug)
+                               Debug("Y Intersection %u at %f,%f vs %f,%f", i,x_ints[i].x, x_ints[i].y, pt.x, pt.y);
+               if (y_ints[i].x >= pt.x)
+               {
+                       
+                       ++bigger;
+               }
+       }
+       smaller = y_ints.size() - bigger;
+       if (debug)
+       {
+               Debug("%u vertical, %u bigger, %u smaller", y_ints.size(), bigger, smaller);
+       }
+       if (smaller % 2 == 0 || bigger % 2 == 0)
+               return false;
+               
+               
+       return true;
 }
 
 Rect Path::SolveBounds(const Objects & objects) const
 {
-               return Rect(m_left.first, m_top.second, m_right.first-m_left.first, m_bottom.second-m_top.second);
+               return Rect(m_left.x, m_top.y, m_right.x-m_left.x, m_bottom.y-m_top.y);
 }
 
 }

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