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open StdLabels
module Path = Brr_canvas.C2d.Path
module Point = Point
module Path_Builder = Builder.Make(Point)
module Builder = Builder
(*
(** Translate the point in the canva area *)
let translate_point
: area:Gg.v2 -> Gg.v2 -> (float * float)
= fun ~area point ->
let x, y = Gg.V2.(to_tuple @@ mul area point) in
x, ((Gg.V2.y area) -. y)
*)
let translate_point
: area:Gg.v2 -> Gg.v2 -> (float * float)
= fun ~area point ->
let _ = area in
let x, y = Gg.V2.(to_tuple @@ point) in
x, y
let translate_point'
: area:Gg.v2 -> Gg.v2 -> Gg.v2 -> (float * float)
= fun ~area vect point ->
let open Gg.V2 in
translate_point ~area
(point + vect)
(* Draw a straight line between two points *)
let line
: Gg.v2 -> p1:Point.t -> Path.t -> unit
= fun area ~p1 path ->
let x, y = translate_point ~area (Point.get_coord p1) in
Path.line_to path ~x ~y
(* Draw a simple bezier curve from the three given points *)
let three_points
: Gg.v2 -> p0:Point.t -> p1:Point.t -> p2:Point.t -> Path.t -> unit
= fun area ~p0 ~p1 ~p2 path ->
let p0 = Point.get_coord p0
and p1 = Point.get_coord p1
and p2 = Point.get_coord p2 in
let bezier = Shapes.Bezier.three_points_quadratic p0 p1 p2
|> Shapes.Bezier.quadratic_to_cubic in
let cx, cy = translate_point ~area bezier.Shapes.Bezier.ctrl0
and cx', cy' = translate_point ~area bezier.Shapes.Bezier.ctrl1
and x, y = translate_point ~area bezier.Shapes.Bezier.p1 in
Path.ccurve_to path
~cx ~cy
~cx' ~cy'
~x ~y
let multi_points
: ?connexion:Gg.v2 -> Gg.v2 -> Point.t list -> Path.t -> unit
= fun ?connexion area points path ->
let (let*) v f =
match v with
| Ok beziers -> f beziers
| _ -> () in
let points = List.map ~f:Point.get_coord points in
let* beziers = Shapes.Bspline.to_bezier ?connexion1:connexion points in
Array.iter beziers
~f:(fun bezier ->
let cx, cy = translate_point ~area bezier.Shapes.Bezier.ctrl0
and cx', cy' = translate_point ~area bezier.Shapes.Bezier.ctrl1
and x, y = translate_point ~area bezier.Shapes.Bezier.p1 in
Path.ccurve_to path
~cx ~cy
~cx' ~cy'
~x ~y
)
let circle
: Gg.v2 -> center:Gg.v2 -> float -> Path.t -> Path.t
= fun area ~center r path ->
let cx, cy = translate_point ~area center in
Path.arc
path
~cx ~cy
~r
~start:0.
~stop:Gg.Float.two_pi;
path
type bezier = Path_Builder.bezier
type path =
| Empty
| Line of Point.t * Point.t
| Three_point of Point.t * Point.t * Point.t
| Curve of bezier array
type t =
{ id : int
; path : path }
let move_to
: area:Gg.v2 -> Brr_canvas.C2d.Path.t -> path -> unit
= fun ~area canvaPath path ->
match path with
| Empty -> ()
| Line (p0, _)
| Three_point (p0, _, _) ->
let x, y = translate_point ~area (Point.get_coord p0) in
Path.move_to canvaPath ~x ~y
| Curve beziers ->
try
let bezier = Array.get beziers 0 in
let x, y = translate_point ~area (Point.get_coord bezier.p0) in
Path.move_to canvaPath ~x ~y
with _ -> ()
let draw
: ?connexion:Point.t -> area:Gg.v2 -> Brr_canvas.C2d.Path.t -> path -> unit
= fun ?connexion ~area canvaPath path ->
match connexion, path with
| _, Empty -> ()
| None, Line (_, p1) ->
ignore @@ line area ~p1 canvaPath
| Some p0, Line (p1, p2)
| None, Three_point (p0, p1, p2)
| Some _, Three_point (p0, p1, p2) ->
ignore @@ three_points area ~p0 ~p1 ~p2 canvaPath
| _, Curve beziers ->
Array.iter beziers
~f:(fun bezier ->
let cx, cy = translate_point ~area bezier.Path_Builder.ctrl0
and cx', cy' = translate_point ~area bezier.Path_Builder.ctrl1
and x, y = translate_point ~area (Point.get_coord bezier.Path_Builder.p1) in
Path.ccurve_to canvaPath
~cx ~cy
~cx' ~cy'
~x ~y
)
let go_back
: ?connexion:Point.t -> area:Gg.v2 -> Brr_canvas.C2d.Path.t -> path -> unit
= fun ?connexion ~area canvaPath path ->
let vect = Gg.V2.of_polar @@ Gg.V2.v
20.
(Float.neg Gg.Float.pi_div_4)
in
match connexion, path with
| _, Empty -> ()
| _, Three_point (p0, p1, p2) ->
let open Point in
let p0' = p0 + vect
and p1' = p1 + vect
and p2' = p2 + vect in
let x, y = translate_point' ~area vect @@ Point.get_coord p2 in
Path.line_to canvaPath ~x ~y;
ignore @@ three_points area ~p0:p2' ~p1:p1' ~p2:p0' canvaPath
| _, Curve beziers ->
let last = Array.get beziers ((Array.length beziers) -1) in
let x, y =
(Point.get_coord last.p1)
|> translate_point' vect ~area in
Path.line_to canvaPath ~x ~y;
for i = 1 to Array.length beziers do
let i = (Array.length beziers) - i in
let bezier = Array.get beziers i in
let cx, cy = translate_point' vect ~area bezier.ctrl1
and cx', cy' = translate_point' vect ~area bezier.ctrl0
and x, y = translate_point' vect ~area (Point.get_coord bezier.p0) in
Path.ccurve_to canvaPath
~cx ~cy
~cx' ~cy'
~x ~y
done;
| _ -> ()
type quick_path = Point.t list * bezier list
let id = ref 0
let to_path
: quick_path -> t
= fun (points, beziers) ->
incr id;
let id = !id in
match beziers, points with
| [], [] -> {id; path = Empty}
| [], p0::p1::[] -> {id; path=Line (p0, p1)}
| [], p0::p1::p2::[] -> {id; path=Three_point (p0, p1, p2)}
| [], points ->
let (let*) v f =
match v with
| Ok beziers -> f beziers
| _ -> {id; path=Empty} in
let points' = List.map ~f:Point.get_coord points in
let* beziers = Shapes.Bspline.to_bezier points' in
let curves = Path_Builder.points_to_beziers points beziers in
{id; path=Curve curves}
| _, _ ->
let (let*) v f =
match v with
| Ok beziers -> f beziers
| _ -> {id; path=Curve (Array.of_list beziers)} in
let connexion = match beziers with
| hd::_ -> Some (Point.get_coord hd.p1)
| _ -> None in
let* beziers' = Shapes.Bspline.to_bezier
?connexion1:connexion
(List.map points ~f:Point.get_coord) in
let curves = Path_Builder.points_to_beziers points beziers' in
(* Create a new array with both lenght *)
let t = Array.append
curves
(Array.of_list beziers)
in
{id; path = Curve t}
|