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The tolerance that drops the sweep's slivers came from the whole path's bounding box, so a contour a million units wide welded away the real half-unit edges of a separate small contour. Each closed subpath now sets its own. Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com> Model-Effort: Opus 5.5 drove and wrote
315 lines
13 KiB
Rust
315 lines
13 KiB
Rust
//! A corner radius on a closed path: every vertex that is still sharp rounds with a circular arc,
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//! convex and concave alike, the way a boolean group draws its result.
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//!
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//! What a sweep hands back is noisy: straight edges split at collinear points, pieces a hair long,
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//! one real corner cut into two half turns. So each subpath is cleaned first ([`clean`]), then each
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//! vertex is judged by the turn it makes, and a corner that does not fit shrinks to what the edges
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//! beside it can hold ([`Ctx::corner`]).
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use figcraft_geom::kurbo::{BezPath, CubicBez, ParamCurve, ParamCurveArclen, ParamCurveDeriv, PathEl, PathSeg, Point, Shape, Vec2};
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use std::f64::consts::PI;
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/// The smallest turn (radians) that counts as a corner. The sweep moves end points by up to its
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/// own 1e-6 accuracy, which can tilt a short piece by more than 1e-6 rad.
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const SHARP_TURN: f64 = 1e-3;
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/// Accuracy of arc length measurements.
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const ACC: f64 = 1e-6;
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#[derive(Clone, Copy)]
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enum Seg {
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Line(Point, Point),
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Cubic(CubicBez),
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}
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impl Seg {
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fn start(&self) -> Point {
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match self {
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Self::Line(a, _) => *a,
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Self::Cubic(c) => c.p0,
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}
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}
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fn end(&self) -> Point {
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match self {
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Self::Line(_, b) => *b,
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Self::Cubic(c) => c.p3,
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}
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}
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fn set_start(&mut self, p: Point) {
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match self {
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Self::Line(a, _) => *a = p,
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Self::Cubic(c) => c.p0 = p,
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}
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}
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fn is_line(&self) -> bool {
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matches!(self, Self::Line(..))
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}
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/// As a cubic (a line gets its handles at the thirds).
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fn cubic(&self) -> CubicBez {
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match self {
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Self::Line(a, b) => CubicBez::new(*a, a.lerp(*b, 1.0 / 3.0), a.lerp(*b, 2.0 / 3.0), *b),
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Self::Cubic(c) => *c,
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}
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}
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fn len(&self) -> f64 {
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match self {
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Self::Line(a, b) => (*b - *a).hypot(),
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Self::Cubic(c) => c.arclen(ACC),
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}
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}
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/// The length of the control polygon: cheap, and zero only for a point.
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fn span(&self) -> f64 {
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let c = self.cubic();
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(c.p1 - c.p0).hypot() + (c.p2 - c.p1).hypot() + (c.p3 - c.p2).hypot()
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}
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/// The cubic leaving the start of the segment, or (`from_start` false) leaving its end.
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fn outward(&self, from_start: bool) -> CubicBez {
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let c = self.cubic();
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if from_start { c } else { CubicBez::new(c.p3, c.p2, c.p1, c.p0) }
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}
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}
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/// Unit direction in which `c` leaves its start (skipping coincident handles).
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fn start_dir(c: &CubicBez) -> Option<Vec2> {
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[c.p1, c.p2, c.p3].into_iter().map(|p| p - c.p0).find(|d| d.hypot() > 1e-9).map(|d| d / d.hypot())
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}
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/// The point `t` along `c` from its start, the unit direction back toward the start there, and the
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/// parameter reached.
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fn trim(c: &CubicBez, t: f64, line: bool, len: f64) -> Option<(Point, Vec2, f64)> {
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if line {
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if !len.is_finite() || len <= 0.0 {
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return None;
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}
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let u = (c.p3 - c.p0) / len;
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return Some((c.p0 + u * t, -u, t / len));
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}
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let k = c.inv_arclen(t, ACC).clamp(0.0, 1.0);
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let d = c.deriv().eval(k).to_vec2();
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let back = if d.hypot() > 1e-9 { -d / d.hypot() } else { -start_dir(c)? };
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Some((c.eval(k), back, k))
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}
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/// One rounded corner: the curves from the cut on the incoming segment to the cut on the outgoing
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/// one, and where those cuts sit on their segments (each segment's own parameter).
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struct Corner {
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curves: Vec<CubicBez>,
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t_in: f64,
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t_out: f64,
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}
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/// `path` with every corner still sharp rounded by `radius` (and corner `smoothing`, 0..=1, between
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/// straight edges). A corner shrinks to what its edges can hold: two corners wanting more than
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/// half an edge share it half and half, a corner whose far end is smooth may use all of it. A
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/// closed subpath with no sharp corner, an open one, and a path with a bad radius or coordinates
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/// come back as they are.
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pub fn round_corners(path: &BezPath, radius: f64, smoothing: f64) -> BezPath {
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if !(radius.is_finite() && radius > 0.0) || path.elements().is_empty() || !crate::finite(path) {
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return path.clone();
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}
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let smoothing = if smoothing.is_finite() { smoothing.clamp(0.0, 1.0) } else { 0.0 };
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let mut out = BezPath::new();
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for sub in figcraft_geom::split_subpaths(path) {
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// Each contour's own size sets its cleanup tolerance, so a large contour can't weld away
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// the real short edges of a small island or hole beside it.
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let bb = sub.bounding_box();
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let weld = (bb.width().max(bb.height()) * 1e-6).max(1e-9);
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let closed = matches!(sub.elements().last(), Some(PathEl::ClosePath));
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match closed.then(|| round_subpath(&sub, radius, smoothing, weld)).flatten() {
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Some(p) => out.extend(p.elements().iter().copied()),
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None => out.extend(sub.elements().iter().copied()),
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}
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}
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out
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}
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/// The segments of a closed subpath without the sweep's noise: pieces shorter than `weld` dropped,
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/// each segment starting where the one before ends, and straight runs merged into one line.
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fn clean(sub: &BezPath, weld: f64) -> Vec<Seg> {
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let mut segs: Vec<Seg> = sub
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.segments()
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.map(|s| match s {
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PathSeg::Line(l) => Seg::Line(l.p0, l.p1),
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other => Seg::Cubic(other.to_cubic()),
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})
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.filter(|s| s.span() >= weld)
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.collect();
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let n = segs.len();
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for i in 0..n {
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let prev_end = segs.get((i + n - 1) % n).map(Seg::end);
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if let (Some(p), Some(s)) = (prev_end, segs.get_mut(i)) {
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s.set_start(p);
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}
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}
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merge_runs(segs, weld)
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}
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/// Two lines A-B and B-C become A-C when B lies within `weld` of that line and between A and C
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/// (a distance test, so a long edge with a real slight kink is not straightened). Cyclic.
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fn merge_runs(segs: Vec<Seg>, weld: f64) -> Vec<Seg> {
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let mergeable = |a: &Seg, b: &Seg| match (a, b) {
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(Seg::Line(p, q), Seg::Line(_, r)) => {
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let (d, e) = (*r - *p, *q - *p);
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let l = d.hypot();
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l > 1e-12 && (d.cross(e) / l).abs() <= weld && e.dot(*r - *q) > 0.0
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}
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_ => false,
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};
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let mut merged: Vec<Seg> = Vec::with_capacity(segs.len());
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for s in segs {
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match merged.last_mut() {
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Some(last) if mergeable(last, &s) => *last = Seg::Line(last.start(), s.end()),
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_ => merged.push(s),
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}
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}
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while merged.len() > 2 {
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let (Some(first), Some(last)) = (merged.first().copied(), merged.last().copied()) else { break };
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if !mergeable(&last, &first) {
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break;
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}
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if let Some(f) = merged.first_mut() {
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*f = Seg::Line(last.start(), first.end());
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}
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merged.pop();
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}
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merged
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}
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/// Everything the corner of one vertex needs. Vertex `i` is where segment `i - 1` ends and
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/// segment `i` starts.
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struct Ctx<'a> {
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segs: &'a [Seg],
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/// Segment lengths, measured only for segments with a corner at one end.
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lens: &'a [Option<f64>],
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/// Per vertex: the turn between its segments and the length it wants along each of them.
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wants: &'a [Option<(f64, f64)>],
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radius: f64,
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smoothing: f64,
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weld: f64,
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}
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/// The angle between the segments at each vertex (pi is straight on, 0 folded back) and the
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/// length a corner there wants along each; `None` where the vertex is not a corner.
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fn wants(segs: &[Seg], radius: f64, smoothing: f64) -> Vec<Option<(f64, f64)>> {
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let n = segs.len();
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(0..n)
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.map(|i| {
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let (a, b) = (segs.get((i + n - 1) % n)?, segs.get(i)?);
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let (u1, u2) = (start_dir(&a.outward(false))?, start_dir(&b.outward(true))?);
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let angle = u1.dot(u2).clamp(-1.0, 1.0).acos();
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if angle < 1e-6 || PI - angle < SHARP_TURN {
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return None;
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}
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let t = radius / (angle / 2.0).tan();
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let want = if a.is_line() && b.is_line() { (1.0 + smoothing) * t } else { t };
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want.is_finite().then_some((angle, want))
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})
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.collect()
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}
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impl Ctx<'_> {
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fn want(&self, i: usize) -> f64 {
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self.wants.get(i % self.segs.len().max(1)).copied().flatten().map_or(0.0, |(_, w)| w)
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}
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/// What a corner may use of a segment of `len`: half of it, or what the corner at its other
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/// end leaves, whichever is more.
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fn room(len: f64, other: f64) -> f64 {
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(len / 2.0).max(len - other)
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}
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fn corner(&self, i: usize) -> Option<Corner> {
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let n = self.segs.len();
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let (angle, _) = self.wants.get(i).copied().flatten()?;
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let prev = (i + n - 1) % n;
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let (a, b) = (self.segs.get(prev)?, self.segs.get(i)?);
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let (la, lb) = (self.lens.get(prev).copied().flatten()?, self.lens.get(i).copied().flatten()?);
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let room = Self::room(la, self.want(prev)).min(Self::room(lb, self.want(i + 1)));
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if !room.is_finite() || room <= self.weld {
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return None;
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}
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let (c1, c2) = (a.outward(false), b.outward(true));
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if a.is_line() && b.is_line() {
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self.between_lines(&c1, &c2, room, (la, lb))
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} else {
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self.beside_curve((&c1, a.is_line(), la), (&c2, b.is_line(), lb), room, angle)
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}
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}
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fn between_lines(&self, c1: &CubicBez, c2: &CubicBez, room: f64, (la, lb): (f64, f64)) -> Option<Corner> {
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let (u1, u2) = (start_dir(c1)?, start_dir(c2)?);
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let curves = figcraft_geom::smoothed_corner(c1.p0, u1, u2, room, self.radius, self.smoothing)?;
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let (first, last) = (curves.first()?, curves.last()?);
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let (t_in, t_out) = (1.0 - (first.p0 - c1.p0).hypot() / la, (last.p3 - c1.p0).hypot() / lb);
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(t_in.is_finite() && t_out.is_finite() && curves.iter().all(|c| [c.p0, c.p1, c.p2, c.p3].iter().all(|p| p.x.is_finite() && p.y.is_finite())))
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.then_some(Corner { curves, t_in, t_out })
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}
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/// One cubic between the cuts on both sides, its handles along each side's direction at its cut.
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fn beside_curve(
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&self,
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(c1, line1, la): (&CubicBez, bool, f64),
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(c2, line2, lb): (&CubicBez, bool, f64),
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room: f64,
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angle: f64,
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) -> Option<Corner> {
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let t = (self.radius / (angle / 2.0).tan()).min(room);
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let ((p, d1, k1), (q, d2, k2)) = (trim(c1, t, line1, la)?, trim(c2, t, line2, lb)?);
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let turn = (-d1.dot(d2)).clamp(-1.0, 1.0).acos();
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let chord = (q - p).hypot();
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let k = if turn < 1e-9 { chord / 3.0 } else { 4.0 / 3.0 * (turn / 4.0).tan() * chord / (2.0 * (turn / 2.0).sin()) };
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let ok = k.is_finite() && [p, q].iter().all(|x| x.x.is_finite() && x.y.is_finite());
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ok.then(|| Corner { curves: vec![CubicBez::new(p, p + d1 * k, q + d2 * k, q)], t_in: 1.0 - k1, t_out: k2 })
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}
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}
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/// The subpath with its corners rounded, or `None` when no vertex of it is a corner that rounds
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/// (the caller keeps the subpath exactly as it came in).
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fn round_subpath(sub: &BezPath, radius: f64, smoothing: f64, weld: f64) -> Option<BezPath> {
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let segs = clean(sub, weld);
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let n = segs.len();
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if n < 2 {
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return None;
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}
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let wants = wants(&segs, radius, smoothing);
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let touches = |i: usize| wants.get(i).is_some_and(Option::is_some) || wants.get((i + 1) % n).is_some_and(Option::is_some);
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let lens: Vec<Option<f64>> = segs.iter().enumerate().map(|(i, s)| touches(i).then(|| s.len())).collect();
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let ctx = Ctx { segs: &segs, lens: &lens, wants: &wants, radius, smoothing, weld };
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let corners: Vec<Option<Corner>> = (0..n).map(|i| ctx.corner(i)).collect();
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corners.iter().any(Option::is_some).then(|| emit(&segs, &corners))?
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}
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/// Walk the segments: what is left of each between the corner at its start and the one at its
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/// end, then the next corner's curves.
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fn emit(segs: &[Seg], corners: &[Option<Corner>]) -> Option<BezPath> {
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let n = segs.len();
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let mut out = BezPath::new();
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let first = segs.first()?;
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out.move_to(corners.first().and_then(Option::as_ref).and_then(|c| c.curves.last()).map_or(first.start(), |c| c.p3));
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for (i, seg) in segs.iter().enumerate() {
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let next = corners.get((i + 1) % n).and_then(Option::as_ref);
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let t0 = corners.get(i).and_then(Option::as_ref).map_or(0.0, |c| c.t_out);
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let t1 = next.map_or(1.0, |c| c.t_in);
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if t1 - t0 > 1e-9 {
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match seg {
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Seg::Line(a, b) => out.line_to(a.lerp(*b, t1)),
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Seg::Cubic(c) => {
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let q = c.subsegment(t0..t1);
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out.curve_to(q.p1, q.p2, q.p3);
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}
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}
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}
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for c in next.iter().flat_map(|c| c.curves.iter()) {
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out.curve_to(c.p1, c.p2, c.p3);
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}
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}
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out.close_path();
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crate::finite(&out).then_some(out)
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}
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