blob: 795955f5db78c765b7e6a08d610ef731c73bfc5f [file] [edit]
#include "rive/artboard.hpp"
#include "rive/shapes/points_path.hpp"
#include "rive/shapes/cubic_vertex.hpp"
#include "rive/shapes/vertex.hpp"
#include "rive/shapes/path_vertex.hpp"
#include "rive/shapes/shape.hpp"
#include "rive/bones/skin.hpp"
#include "rive/span.hpp"
#include "rive/shapes/shape_path_flags.hpp"
#include <algorithm>
#include <cmath>
using namespace rive;
void PointsPath::buildDependencies()
{
Super::buildDependencies();
if (skin() != nullptr)
{
skin()->addDependent(this);
}
}
const Mat2D& PointsPath::pathTransform() const
{
if (skin() != nullptr)
{
static Mat2D identity;
return identity;
}
return worldTransform();
}
void PointsPath::update(ComponentDirt value)
{
if (hasDirt(value, ComponentDirt::Path) && skin() != nullptr)
{
// Path tracks re-adding ComponentDirt::Path if we deferred due to to
// shape being invisible.
skin()->deform(
Span<Vertex*>((Vertex**)m_Vertices.data(), m_Vertices.size()));
}
Super::update(value);
}
void PointsPath::markPathDirty(bool sendToLayout)
{
// The vertices changed, so the measured winding no longer holds.
m_windingReference = 0;
if (skin() != nullptr)
{
skin()->addDirt(ComponentDirt::Skin);
}
Super::markPathDirty();
}
void PointsPath::markSkinDirty() { Super::markPathDirty(); }
int PointsPath::measureWinding(bool deformed)
{
const auto& points = m_Vertices;
size_t count = points.size();
if (count < 2)
{
return 0;
}
auto at = [deformed](PathVertex* vertex) {
return deformed ? vertex->renderTranslation()
: Vec2D(vertex->x(), vertex->y());
};
// Measured from the first point, so an open path closes on it for free.
Vec2D origin = at(points[0]);
Vec2D p0(0, 0);
float area = 0, minX = 0, minY = 0, maxX = 0, maxY = 0;
size_t segments = isPathClosed() ? count : count - 1;
for (size_t i = 0; i < segments; i++)
{
auto from = points[i];
auto to = points[(i + 1) % count];
Vec2D p3 = at(to) - origin;
Vec2D p1 = p0, p2 = p3;
if (from->is<CubicVertex>())
{
auto cubic = from->as<CubicVertex>();
p1 = (deformed ? cubic->renderOut() : cubic->outPoint()) - origin;
}
if (to->is<CubicVertex>())
{
auto cubic = to->as<CubicVertex>();
p2 = (deformed ? cubic->renderIn() : cubic->inPoint()) - origin;
}
// Exact area of a cubic, a line being one with its handles on its ends.
area += 6 * Vec2D::cross(p0, p1) + 3 * Vec2D::cross(p0, p2) +
Vec2D::cross(p0, p3) + 3 * Vec2D::cross(p1, p2) +
3 * Vec2D::cross(p1, p3) + 6 * Vec2D::cross(p2, p3);
for (Vec2D p : {p1, p2, p3})
{
minX = std::min(minX, p.x);
minY = std::min(minY, p.y);
maxX = std::max(maxX, p.x);
maxY = std::max(maxY, p.y);
}
p0 = p3;
}
area /= 20;
float extent = std::max(maxX - minX, maxY - minY);
// The area sums products of the path's extent, so that is the scale of
// its rounding. A collapsed path has no winding worth caching.
if (std::abs(area) <= 1e-5f * extent * extent)
{
return 0;
}
return area < 0 ? -1 : 1;
}
// Taken from the path as bound, then follows the bones' mirroring. Bones that
// fold the path inside out without mirroring keep that answer, as the flag did,
// so whatever pose a rig loads in can't change what its unfolded path draws.
int PointsPath::winding()
{
int authored = isClockwise() ? 1 : -1;
if (skin() == nullptr)
{
return authored;
}
if (m_windingReference == 0)
{
// With every bone at its bind transform the inverse binds cancel,
// leaving the local points under an affine map that only flips their
// winding when it mirrors.
const Mat2D& bind = skin()->bindTransform();
m_windingReference =
measureWinding(false) *
Skin::orientation(bind.xx(), bind.xy(), bind.yx(), bind.yy());
}
int sign = skin()->windingSign();
if (sign != 0 && m_windingReference != 0)
{
return m_windingReference * sign;
}
// Mixed or collapsed bones leave no mirroring to follow, and a path bound
// with no area has no reference: measure the pose itself.
int measured = measureWinding(true);
if (measured == 0)
{
return authored;
}
if (sign != 0)
{
m_windingReference = measured * sign;
}
return measured;
}