将 SVG 弧表示为一系列曲线 [英] Express SVG arc as series of curves

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本文介绍了将 SVG 弧表示为一系列曲线的处理方法,对大家解决问题具有一定的参考价值,需要的朋友们下面随着小编来一起学习吧!

问题描述

我试图将 SVG 路径准确地表示为 UIBezierPath 但遗憾的是 UIBezierPath 上的 addArc 不考虑椭圆,仅圆(半径只有 1 个值).

bezierPath.addArc(withCenter:CGPoint 半径:CGFloat startAngle:CGFloat endAngle:CGFloat 顺时针:Bool)

我的想法是将弧线分解为 svg 曲线,但我不确定如何计算它.

如果我知道我想要制作的形状,我可以说,右上角的圆弧

a150,150 0 1,0 150,-150成曲线c82.84,0,150,44.77,150,100

但由于我将解析任何可能的弧线,我需要知道如何分解任何椭圆并计算每条贝塞尔曲线的控制点.

我一直在查看各种显示以这种方式计算的三次曲线的资源...

在渲染预计算值后使用:

_test_ellarc(10,70,133.591806,50.0,12.97728,0,0,80,20);

来源如下...将给出:

加上一些解释:

(x0,y0) = (10,70)//'a' 之前的最后一点a = 133.591805b = 50ang = 12.97728 度扫描 = 0拉克 = 0(x1,y1) = (80,20)//小写 'a' 表示相对于 x0,y0 的坐标

现在我创建了简化的 C++ 示例,该示例在我的 SVG 编辑器引擎中计算所有内容并使用 GL 渲染叠加层:

//--------------------------------------------------------------------------void svg2scr(double *p,double x,double y)//SVG(x,y) ->OpenGL(p[3]){p[0]=x;p[1]=y;p[2]=0.0;win_SVGEditor->edit.scl2g_svg2ogl.l2g(p,p);}void draw_line(双 x0,双 y0,双 x1,双 y1,双 r,双 g,双 b){双 p0[3],p1[3];glBegin(GL_LINES);glColor3f(r,g,b);svg2scr(p0,x0,y0);glVertex2dv(p0);svg2scr(p1,x1,y1);glVertex2dv(p1);glEnd();}//--------------------------------------------------------------------------void _test_ellarc(double x0,double y0,double a,double b,double ang,bool larc,bool sweep,double x1,double y1){//ang [度]//x0,y0,x1,y1 是绝对的 !!!//(忽略)初始化渲染glMatrixMode(GL_MODELVIEW);glPushMatrix();glLoadIdentity();//-----------------------------------------//[SVG椭圆弧转参数椭圆]//-----------------------------------------//draw_line(x0,y0,x1,y1,1.0,0.0,0.0);//原始起点线(红色)//预计算常量双 sx,sy,a0,a1,da;//sx,sy 以 ang 为中心旋转双 cx,cy;//真实中心//辅助变量双斧,ay,bx,通过;双 vx,vy,l,db;int _sweep;双 c,s,e;ang=M_PI-(ang*M_PI/180.0);//[度] ->[rad] 和偏移量以匹配我的坐标系_扫=扫;如果 (larc) _sweep=!_sweep;e=除法(a,b);c=cos(+ang);s=sin(+ang);轴=x0*c-y0*s;//(ax,ay) = 未旋转 (x0,y0)y=x0*s+y0*c;bx=x1*c-y1*s;//(bx,by) = 未旋转 (x1,y1)由=x1*s+y1*c;是*=e;//通过缩放 y 轴将椭圆转换为圆形由*=e;sx=0.5*(ax+bx);//A,B之间的中点sy=0.5*(ay+by);vx=(按);//与大小为 |AB| 的 AB 垂直的方向向量vy=(bx-ax);/* 毕达哥拉斯:|v|=|b-a|(|v|/2)^2 + l^2 = r^2l^2 = r^2 - (|v|/2)^2l^2 = r^2 - |v|^2 * 0.25l^2/|v|^2 = r^2/|v|^2 - 0.25*/l=除(a*a,(vx*vx)+(vy*vy))-0.25;//从毕达哥拉斯计算中心到 (sx,sy) 的距离如果(l<0)l=0;//如果开始/结束点超出范围(不在椭圆上),则处理中心位于线的中间l=sqrt(l);vx*=l;//重新缩放 v 到从 id 点到中心的距离vy*=l;//(忽略)穿过两个中心的垂直线(深绿色)//draw_line(sx-vx,sy-vy,sx+vx,sy+vy,0.0,0.3,0.0);if (_sweep)//选择中心边{sx+=vx;sy+=vy;}别的{sx-=vx;sy-=vy;}a0=atanxy(ax-sx,ay-sy);//计算未旋转的角度范围a1=atanxy(bx-sx,by-sy);/*//(忽略)未旋转缩放到圆心和起点(绿色)draw_line(ax,ay,bx,by,0.0,0.7,0.0);draw_line(ax,ay,sx,sy,0.0,0.7,0.0);draw_line(bx,by,sx,sy,0.0,0.7,0.0);//(忽略)未旋转缩放到圆形圆弧 a0..a1(绿色)glBegin(GL_LINE_STRIP);glColor3f(0.0,0.7,0.0);for (双 aaa=a0,daa=(a1-a0)*0.05,p[3],i=0;i<=20;aaa+=daa,i++){ svg2scr(p,sx+a*cos(aaa),sy+a*sin(aaa));glVertex2dv(p);}glEnd();*/ay=除法(ay,e);按=除(由,e);sy=除法(sy,e);//将中心缩放回椭圆/*//(忽略)未旋转的椭圆中心和起点(蓝色)draw_line(ax,ay,bx,by,0.0,0.0,0.7);draw_line(ax,ay,sx,sy,0.0,0.0,0.7);draw_line(bx,by,sx,sy,0.0,0.0,0.7);//(忽略) 未旋转的椭圆弧 a0..a1 (BLUE)glBegin(GL_LINE_STRIP);glColor3f(0.0,0.0,0.7);for (双 aaa=a0,daa=(a1-a0)*0.05,p[3],i=0;i<=20;aaa+=daa,i++){ svg2scr(p,sx+a*cos(aaa),sy+b*sin(aaa));glVertex2dv(p);}glEnd();*///选择角度范围大=a1-a0;if (fabs(fabs(da)-pi)<=_acc_zero_ang)//半弧没有 larc 并且扫描不起作用,而是更改 a0,a1{db=(0.5*(a0+a1))-atanxy(bx-ax,by-ay);而(db<-pi)db+=pi2;//db<0 CCW ... 扫描=1而(db>+pi)db-=pi2;//db>0 CW ... 扫描=0_sweep=0;if ((db<0.0)&&(!sweep)) _sweep=1;if ((db>0.0)&&(sweep)) _sweep=1;如果 (_sweep){//a=0;b=0;如果(da>=0.0)a1-=pi2;如果(da<0.0)a0-=pi2;}}else if (larc)//大圆弧{if ((da=0.0)) a1-=pi2;if ((da>-pi)&&(da<0.0)) a0-=pi2;}else{//小圆弧如果(da>+pi) a1-=pi2;如果(da<-pi)a0-=pi2;}大=a1-a0;//旋转中心c=cos(-ang);s=sin(-ang);cx=sx*c-sy*s;cy=sx*s+sy*c;/*//(忽略)旋转中心和起点(红色)draw_line(x0,y0,x1,y1,1.0,0.0,0.0);draw_line(x0,y0,cx,cy,1.0,0.0,0.0);draw_line(x1,y1,cx,cy,1.0,0.0,0.0);*///-----------------------------------------//[参数椭圆到BEZIER三次]//-----------------------------------------诠释我,n;常量 int N=16;//每个整个椭圆的三次方双倍 t,dt;双像素[N+3],py[N+3];//所有插值三次控制点双w=2.5;//渲染的十字尺寸//弧长 0..2*PI ->立方数 1..8n=fabs(双(N)*da)/(2.0*M_PI);如果(n<1)n=1;如果(n>N)n=N;dt=da/双(n);//在椭圆上获得 n+3 个点(边缘均匀地位于 a0,a1 之外)对于 (t=a0-dt,i=0;i

其中 svg2scr 将 SVG 单位转换为我的 GL 视图坐标,而 draw_line 渲染调试输出,因此您可以忽略它们._acc_zero_ang=0.000001*M_PI/180.0 只是精度常数.不重要的东西用 (ignore) 注释标记,可以删除.

  1. 现在洋红色是 SVG 渲染的椭圆弧.

  2. 起点未旋转角度(蓝线不去中心).

    这使得椭圆轴对齐,因此通过 a/b 缩放它的 y 轴会将其变成半径为 a 的圆(红线不会居中).从它的中点投射一条垂直线(哪一边取决于扫掠/larc).必须在某处击中圆心.

  3. 圆心/中点/起点或终点形成一个直角三角形,因此我使用毕达哥拉斯计算中点到圆心的距离.转换为 vx,vy 向量的比例l".

  4. 一旦你得到中心未旋转的圆 sx,sy,你就可以使用 atan2 计算圆弧的边角 a0,a1

  5. 现在通过 b/a(蓝色)

  6. 缩放 y 轴来缩放回椭圆
  7. 现在将 (sx,sy) 中心向后旋转 ang 得到 (cx,cy) 就是你所需要的(红色)

现在我们终于可以得到椭圆上的任何点,这样我们就可以转换为 BEZIER 三次方了.此处叠加了原始椭圆(洋红色)和新的 BEZIER(红色)路径.

注意它们与此处的缩放不完全匹配:

  1. 根据|a1-a0|

    决定需要多少个(n)三次方

    看起来每 360 度有 16 个 BEZIER 立方就足够了.精度越高...在这种情况下产生 n=3cubics

  2. 获取n+3插值三次控制点

    每个立方需要 4 个点,但它会在第二个和第三个之间呈现曲线,因此会剩下 2 个点.这意味着我们需要在 a0,a1 范围之外获得它们,这样形状才不会失真.控制点只是椭圆上的点(十字)...

  3. 为每个插值三次创建 BEZIER 对应项

    只需使用上面链接中的公式在两个立方之间进行转换.

  4. 保存新的 SVG.

    我只是使用了保存新路径的 txt 字符串变量并将其手动添加到测试 svg.

这里是合并路径:

<g 中风=蓝色">

I'm trying to accurately express an SVG Path as a UIBezierPath however sadly the addArc on UIBezierPath does not account for ellipses, only circles (only 1 value for radius).

bezierPath.addArc(withCenter:CGPoint radius:CGFloat startAngle:CGFloat endAngle:CGFloat clockwise:Bool)

My thinking would be to break the arc into pieces as svg curves, but I'm not sure how to calculate it.

If I know the shape I want to make I can turn say, the top right corner arc

a150,150 0 1,0 150,-150 into a curve c82.84,0,150,44.77,150,100

but as I'll be parsing any possible arc, I need to know how to break up any ellipse and also calculate control points for each of the Bezier curves.

I've been looking at various resources that show cubic curves calculated in this way... http://www.spaceroots.org/documents/ellipse/node12.html

but I'm not sure how to express this in code

This is what I have so far....

Values for an a path in SVG

radiusX radiusY rotationOfArcX isLarge isSweep destinationX destinationY

Edit

@Spektre your answer looks great when I render out some simple paths but the path is moving depending on large + sweep combination.

For example

Small Sweep / Large No Sweep

M 180.0 80.0 a50,50 0 0,1 50,50 z

M 180.0 80.0 a50,50 0 1,0 50,50 z

X has been translated +100

M 180.0 80.0
M 280.0 80.0
C 280.0 73.62 278.63 66.76 276.19 60.87
C 273.75 54.97 269.87 49.15 265.36 44.64
C 260.85 40.13 255.03 36.25 249.13 33.81
C 243.24 31.37 236.38 30.0 230.0 30.0
z

^^ small sweep example

Small No Sweep / Large Sweep

M 180.0 80.0 a50,50 0 0,0 50,50 z

M 180.0 80.0 a50,50 0 1,1 50,50 z

Y has been translated +100

M 180.0 80.0
M 180.0 180.0
C 186.38 180.0 193.24 178.63 199.13 176.19
C 205.03 173.75 210.85 169.87 215.36 165.36
C 219.87 160.85 223.75 155.03 226.19 149.13
C 228.63 143.24 230.0 136.38 230.0 130.0
C 230.0 123.62 228.63 116.76 226.19 110.87
C 223.75 104.97 219.87 99.15 215.36 94.64
C 210.85 90.13 205.03 86.25 199.13 83.81
C 193.24 81.37 186.38 80.0 180.0 80.0
C 173.62 80.0 166.76 81.37 160.87 83.81
C 154.97 86.25 149.15 90.13 144.64 94.64
C 140.13 99.15 136.25 104.97 133.81 110.87
C 131.37 116.76 130.0 123.62 130.0 130.0
z

^^ large sweep example

My codes version of your arc

M 10 70 a 133.591805 50 12.97728 0 0 70 -50 z

M 10.0 70.0
M 65.33 62.67
C 53.75 67.15 35.85 69.91 17.44 70.06
C -0.97 70.2 -24.36 67.78 -45.14 63.57
C -65.92 59.36 -89.13 52.34 -107.24 44.79
z

My version of your code


private func arcAsCurves(x0: CGFloat, y0: CGFloat, a: CGFloat, b: CGFloat, angle: CGFloat, large: Bool, sweep: Bool, x1: CGFloat, y1: CGFloat) -> String {

        //return "L(x1) (y1)"

        var localSweep = sweep
        if large { localSweep = !localSweep }

        let pi = CGFloat.pi
        let pi2 = pi*2
        let ang = pi-(angle*pi/180.0) // [deg] -> [rad] and offset to match my coordinate system

        let e = a/b
        var c = cos(+ang)
        var s = ang == pi ? 0.0 : sin(+ang)

        let ax = x0*c-y0*s // (ax,ay) = unrotated (x0,y0)
        var ay = x0*s+y0*c
        let bx = x1*c-y1*s // (bx,by) = unrotated (x1,y1)
        var by = x1*s+y1*c

        ay *= e // transform ellipse to circle by scaling y axis
        by *= e

        // rotated centre by angle

        let axd = ax+bx
        let ayd = ay+by

        var sx = 0.5 * axd // mid point between A,B
        var sy = 0.5 * ayd

        var vx = ay-by // perpendicular direction vector to AB of size |AB|
        var vy = bx-ax

        var l = (a*a / (vx*vx + vy*vy)) - 0.25 // compute distance of center to (sx,sy) from pythagoras
        //l=divide(a*a,(vx*vx)+(vy*vy))-0.25

        if l < 0 { // handle if start/end points out of range (not on ellipse) center is in mid of the line
            l = 0
        }

        l = sqrt(l)
        vx *= l  // rescale v to distance from id point to center
        vy *= l

        if localSweep { // pick the center side
            sx += vx
            sy += vy
        } else {
            sx -= vx
            sy -= vy
        }

//        sx += localSweep ? vx : -vx
//        sy += localSweep ? vy : -vy

        var a0 = atan2(ax-sx, ay-sy) // compute unrotated angle range
        var a1 = atan2(bx-sx, by-sy)

        // a0 = atanxy(ax-sx,ay-sy);
        // a1 = atanxy(bx-sx,by-sy);

        ay /= e
        by /= e
        sy /= e // scale center back to ellipse

        // pick angle range
        var da = a1-a0
        let zeroAng = 0.000001 * pi/180.0

        if abs(abs(da)-pi) <= zeroAng { // half arc is without larc and sweep is not working instead change a0,a1

            var db = (0.5 * (a0+a1)) - atan2(bx-ax,by-ay)

            while (db < -pi) { db += pi2 } // db<0 CCW ... sweep=1
            while (db > pi) { db -= pi2 } // db>0  CW ... sweep=0

            if (db < 0.0 && !sweep) || (db > 0.0 && sweep) {
                if da >= 0.0 { a1 -= pi2 }
                if da < 0.0 { a0 -= pi2 }
            }
        }
        else if large {
            if da < pi && da >= 0.0 { a1 -= pi2 }
            if da > -pi && da < 0.0 { a0 -= pi2 }
        }
        else {
            if da > pi { a1 -= pi2 }
            if da < -pi { a0 -= pi2 }
        }

        da = a1-a0

        c = cos(-ang)
        s = sin(-ang)

//        var cx = sx*c-sy*s // don't need this
//        var cy = sx*s+sy*c

        var n: Int = 0
        let maxCount: Int = 16

        var dt: CGFloat = 0.0

        var px = [CGFloat]()
        var py = [CGFloat]()

        n = Int(abs((CGFloat(maxCount) * da)/pi2))

        if n < 1 { n = 1 }
        else if n > maxCount { n = maxCount }

        dt = da / CGFloat(n)

        // get n+3 points on ellipse (with edges uniformly outside a0,a1)

        let t = a0 - dt

        for i in 0..<n+3 {

            // point on axis aligned ellipse
            let tt = t + (dt*CGFloat(i))
            let xx = sx+a*cos(tt)
            let yy = sy+b*sin(tt)

            // rotate by ang
            let c: CGFloat = cos(-ang)
            let s: CGFloat = sin(-ang)

            px.append(xx*c-yy*s)
            py.append(xx*s+yy*c)
        }

        let m: CGFloat = 1/6

        var string = ""

        for i in 0..<n
        {
            // convert to interpolation cubic control points to BEZIER
            let x0 = px[i+1];                     let y0 = py[i+1];
            let x1 = px[i+1]-(px[i+0]-px[i+2])*m; let y1 = py[i+1]-(py[i+0]-py[i+2])*m;
            let x2 = px[i+2]+(px[i+1]-px[i+3])*m; let y2 = py[i+2]+(py[i+1]-py[i+3])*m;
            let x3 = px[i+2];                     let y3 = py[i+2];

            if i == 0 {
                let mString = String(format: "M%.2f %.2f", x0, y0)
                string.append(mString)
            }

            let cString = String(format: "C%.2f %.2f %.2f %.2f %.2f %.2f", x1, y1, x2, y2, x3, y3)
            string.append(cString)
        }

        return string
    }

解决方案

  1. see Converting an svg arc to lines

    It will compute any point on the SVG elliptic arc by parameter so you can create as many control points as you want.

  2. use interpolation cubics

    take a look at:

    especially the last link from there:

    as it converts the interpolation cubic control points directly to BEZIER cubic control points.

    So divide your arc into n points. Form 4 point cubic patches and convert them to BEZIERs ...

    Beware you need at least 4 cubics for whole ellipse but 8 is better so you do not have too big deviation from original shape. So based on the angular size of the arc decide how many cubics you need 1..8 for 0..360 deg

    Do not forget to handle the edges of the elliptic curve by extrapolating 1st and last control point slightly outside the angle range of the arc so the 1st derivation is not screwed ...

[Edit1] example ...

Let us consider this simple SVG:

<svg width="512" height="512" viewBox="3.621934 13.621934 90.255485 62.818094" fill="none" stroke="none" stroke-width="1px" transform="matrix(1,0,0,1,0,0" >
 <g>
  <path id=" " stroke="magenta" d="M 10 70 a 133.591805 50 12.97728 0 0 70 -50 "/>
 </g>
</svg>

So (no)/unit matrix, single arc path looking like this:

After rendering the precomputed values using:

_test_ellarc(10,70,133.591806,50.0,12.97728,0,0,80,20);

source is below... Will give:

With some added explanations:

(x0,y0) = (10,70)    // last point before 'a'
      a = 133.591805
      b = 50
    ang = 12.97728 deg
  sweep = 0 
   larc = 0 
(x1,y1) = (80,20)    // lower case 'a' means relative coordinates to x0,y0

Now I created simplified C++ example that computes everything and render overlay with GL in my SVG editor engine:

//---------------------------------------------------------------------------
void svg2scr(double *p,double x,double y) // SVG(x,y) -> OpenGL(p[3])
    {
    p[0]=x;
    p[1]=y;
    p[2]=0.0;
    win_SVGEditor->edit.scl2g_svg2ogl.l2g(p,p);
    }
void draw_line(double x0,double y0,double x1,double y1,double r,double g,double b)
    {
    double p0[3],p1[3];
    glBegin(GL_LINES);
    glColor3f(r,g,b);
    svg2scr(p0,x0,y0); glVertex2dv(p0);
    svg2scr(p1,x1,y1); glVertex2dv(p1);
    glEnd();
    }
//---------------------------------------------------------------------------
void _test_ellarc(double x0,double y0,double a,double b,double ang,bool larc,bool sweep,double x1,double y1)
    {
    // ang [deg]
    // x0,y0,x1,y1 are absolute !!!

    // (ignore) init for rendering
    glMatrixMode(GL_MODELVIEW);
    glPushMatrix();
    glLoadIdentity();

    // -----------------------------------------
    // [SVG elliptic arc to parametric ellipse]
    // -----------------------------------------

//  draw_line(x0,y0,x1,y1,1.0,0.0,0.0); // raw start-end point line (red)

    // precomputed constants
    double sx,sy,a0,a1,da;      // sx,sy rotated center by ang
    double cx,cy;               // real center
    // helper variables
    double  ax,ay,bx,by;
    double  vx,vy,l,db;
    int     _sweep;
    double  c,s,e;

    ang=M_PI-(ang*M_PI/180.0);  // [deg] -> [rad] and offset to match my coordinate system
    _sweep=sweep;
    if (larc) _sweep=!_sweep;

    e=divide(a,b);
    c=cos(+ang);
    s=sin(+ang);
    ax=x0*c-y0*s;           // (ax,ay) = unrotated (x0,y0)
    ay=x0*s+y0*c;
    bx=x1*c-y1*s;           // (bx,by) = unrotated (x1,y1)
    by=x1*s+y1*c;

    ay*=e;                  // transform ellipse to circle by scaling y axis
    by*=e;

    sx=0.5*(ax+bx);         // mid point between A,B
    sy=0.5*(ay+by);
    vx=(ay-by);             // perpendicular direction vector to AB of size |AB|
    vy=(bx-ax);

/*  pythagoras:
    |v|=|b-a|
    (|v|/2)^2 + l^2 = r^2
    l^2 = r^2 - (|v|/2)^2
    l^2 = r^2 - |v|^2 * 0.25
    l^2/|v|^2 = r^2/|v|^2 - 0.25
*/
    l=divide(a*a,(vx*vx)+(vy*vy))-0.25; // compute distance of center to (sx,sy) from pythagoras
    if (l<0) l=0;           // handle if start/end points out of range (not on ellipse) center is in mid of the line
    l=sqrt(l);
    vx*=l;                  // rescale v to distance from id point to center
    vy*=l;

    // (ignore) perpendicular line going through both centers (dark GREEN)
//  draw_line(sx-vx,sy-vy,sx+vx,sy+vy,0.0,0.3,0.0);

    if (_sweep)             // pick the center side
        {
        sx+=vx;
        sy+=vy;
        }
    else{
        sx-=vx;
        sy-=vy;
        }

    a0=atanxy(ax-sx,ay-sy); // compute unrotated angle range
    a1=atanxy(bx-sx,by-sy);
/*
    // (ignore) unrotated scaled to circle center and start-end points (GREEN)
    draw_line(ax,ay,bx,by,0.0,0.7,0.0);
    draw_line(ax,ay,sx,sy,0.0,0.7,0.0);
    draw_line(bx,by,sx,sy,0.0,0.7,0.0);
    // (ignore) unrotated scaled to circle circle arc a0..a1 (GREEN)
    glBegin(GL_LINE_STRIP);
    glColor3f(0.0,0.7,0.0);
    for (double aaa=a0,daa=(a1-a0)*0.05,p[3],i=0;i<=20;aaa+=daa,i++)
     { svg2scr(p,sx+a*cos(aaa),sy+a*sin(aaa)); glVertex2dv(p); }
    glEnd();
*/
    ay=divide(ay,e);
    by=divide(by,e);
    sy=divide(sy,e);        // scale center back to ellipse
/*
    // (ignore) unrotated ellipse center and start-end points (BLUE)
    draw_line(ax,ay,bx,by,0.0,0.0,0.7);
    draw_line(ax,ay,sx,sy,0.0,0.0,0.7);
    draw_line(bx,by,sx,sy,0.0,0.0,0.7);
    // (ignore) unrotated ellipse arc a0..a1 (BLUE)
    glBegin(GL_LINE_STRIP);
    glColor3f(0.0,0.0,0.7);
    for (double aaa=a0,daa=(a1-a0)*0.05,p[3],i=0;i<=20;aaa+=daa,i++)
     { svg2scr(p,sx+a*cos(aaa),sy+b*sin(aaa)); glVertex2dv(p); }
    glEnd();
*/
    // pick angle range
    da=a1-a0;
    if (fabs(fabs(da)-pi)<=_acc_zero_ang)       // half arc is without larc and sweep is not working instead change a0,a1
        {
        db=(0.5*(a0+a1))-atanxy(bx-ax,by-ay);
        while (db<-pi) db+=pi2;     // db<0 CCW ... sweep=1
        while (db>+pi) db-=pi2;     // db>0  CW ... sweep=0
        _sweep=0;
        if ((db<0.0)&&(!sweep)) _sweep=1;
        if ((db>0.0)&&( sweep)) _sweep=1;
        if (_sweep)
            {
//          a=0; b=0;
            if (da>=0.0) a1-=pi2;
            if (da< 0.0) a0-=pi2;
            }
        }
    else if (larc)              // big arc
        {
        if ((da< pi)&&(da>=0.0)) a1-=pi2;
        if ((da>-pi)&&(da< 0.0)) a0-=pi2;
        }
    else{                       // small arc
        if (da>+pi) a1-=pi2;
        if (da<-pi) a0-=pi2;
        }
    da=a1-a0;

    // rotated center
    c=cos(-ang);
    s=sin(-ang);
    cx=sx*c-sy*s;
    cy=sx*s+sy*c;
/*
    // (ignore) rotated center and start-end point (RED)
    draw_line(x0,y0,x1,y1,1.0,0.0,0.0);
    draw_line(x0,y0,cx,cy,1.0,0.0,0.0);
    draw_line(x1,y1,cx,cy,1.0,0.0,0.0);
*/
    // -----------------------------------------
    // [parametric ellipse to BEZIER cubics]
    // -----------------------------------------

    int i,n;
    const int N=16;         // cubics per whole ellipse
    double t,dt;
    double px[N+3],py[N+3]; // all interpolation cubics control points
    double w=2.5; // rendered cross size
    // arclength 0..2*PI -> cubics count 1..8
    n=fabs(double(N)*da)/(2.0*M_PI);
    if (n<1) n=1;
    if (n>N) n=N;
    dt=da/double(n);
    // get n+3 points on ellipse (with edges uniformly outside a0,a1)
    for (t=a0-dt,i=0;i<n+3;i++,t+=dt)
        {
        double c,s,xx,yy;
        // point on axis aligned ellipse
        xx=sx+a*cos(t);
        yy=sy+b*sin(t);
        // rotate by ang
        c=cos(-ang);
        s=sin(-ang);
        px[i]=xx*c-yy*s;
        py[i]=xx*s+yy*c;
        // render
        draw_line(px[i]-w,py[i]+w,px[i]+w,py[i]-w,0.5,0.2,0.7);
        draw_line(px[i]-w,py[i]-w,px[i]+w,py[i]+w,0.5,0.2,0.7);
        }
    // process cubics
    AnsiString txt="";
    for (i=0;i<n;i++)
        {
        const double m=1.0/6.0;
        double x0,y0,x1,y1,x2,y2,x3,y3;
        // convert to interpolation cubic control points to BEZIER
        x0 = px[i+1];                     y0 = py[i+1];
        x1 = px[i+1]-(px[i+0]-px[i+2])*m; y1 = py[i+1]-(py[i+0]-py[i+2])*m;
        x2 = px[i+2]+(px[i+1]-px[i+3])*m; y2 = py[i+2]+(py[i+1]-py[i+3])*m;
        x3 = px[i+2];                     y3 = py[i+2];
        // render
        if (!i) txt+=AnsiString().sprintf("M%.6lf %.6lf",x0,y0);
                txt+=AnsiString().sprintf(" C%.6lf %.6lf %.6lf %.6lf %.6lf %.6lf",x1,y1,x2,y2,x3,y3);
        }
    // here save the txt into your SVG path

    // (ignore) exit from rendering
    glMatrixMode(GL_MODELVIEW);
    glPopMatrix();
    }
//---------------------------------------------------------------------------

where svg2scr converts from SVG units into my GL view coordinates and draw_line render debug output so you can ignore them. The _acc_zero_ang=0.000001*M_PI/180.0 is just accuracy constant. The unimportant stuff is taged with (ignore) comment and can be deleted.

  1. Now magenta is the SVG rendered elliptic arc.

  2. The start end point is unrotated by angle (blue line not going to center).

    That makes the ellipse axis aligned so scaling its y axis by a/b will turn it into circle with radius a (red line not going to center). From its mid point is cast a perpendicular line (which side depends on sweep/larc). Which must hit the circle center along the way somewhere.

  3. The circle center/midpoint/start or end point form a right angle triangle so using Pythagoras I compute the distance from mid point to center. Converted to scale 'l' of the vx,vy vector.

  4. Once you got the center unrotated circle sx,sy you can compute edge angles a0,a1 of the arc using atan2

  5. Now scale back to ellipse by scaling y axis by b/a (blue)

  6. Now rotate the (sx,sy) center back by ang getting (cx,cy) is all you need (red)

Now we can finally obtain any point on the ellipse so we can convert to BEZIER cubics. Here overlay of original ellipse (magenta) and new BEZIER (red) paths.

Beware they do not match precisely here zoom:

  1. decide how many (n) cubics are needed based on |a1-a0|

    looks like 16 BEZIER cubics per 360 deg is sort of enough. The more the higher precision... In this case resulting n=3 cubics

  2. obtain n+3 interpolation cubic control points

    each cubic needs 4 points but it renders curve between second and third one so there will be 2 points left over. That means we need to obtaine them slightly outside a0,a1 range so the shape will not be distorted. The control points are simply the points on the ellipse (crosses)...

  3. for each interpolation cubic create BEZIER counterpart

    simply use the formula from link above to transfom between the two cubics.

  4. save new SVG.

    I did just use txt string variable that hold the new path and added it to test svg manualy.

Here the merged paths:

<svg width="512" height="512" viewBox="3.621934 13.621934 90.255485 62.818094" fill="none" stroke="none" stroke-width="1px" transform="matrix(1,0,0,1,0,0" >
 <g stroke="blue">
  <path id=" " stroke="magenta" d="M 10 70 a 133.591805 50 12.97728 0 0 70 -50 "/>
  <path id=" " stroke="red"     d="M10.000000 70.000000 C24.500960 70.325512 38.696601 69.272793 49.846109 67.045096 C60.995616 64.817400 70.632828 61.108261 76.897046 56.633820 C83.161264 52.159379 86.914255 46.304086 87.431414 40.198450 C87.948573 34.092813 85.301045 26.896880 80.000000 20.000000 "/>
 </g>
</svg>

这篇关于将 SVG 弧表示为一系列曲线的文章就介绍到这了,希望我们推荐的答案对大家有所帮助,也希望大家多多支持IT屋!

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