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package com.sun.javafx.sg.prism;

import java.util.Vector;
import com.sun.javafx.geom.FlatteningPathIterator;
import com.sun.javafx.geom.IllegalPathStateException;
import com.sun.javafx.geom.Path2D;
import com.sun.javafx.geom.PathIterator;
import com.sun.javafx.geom.Point2D;
import com.sun.javafx.geom.RectBounds;
import com.sun.javafx.geom.Rectangle;
import com.sun.javafx.geom.Shape;
import com.sun.javafx.geom.transform.BaseTransform;

A KeyFrame Evaluator for Shape objects. This Evaluator can be used to morph between the geometries of two relatively arbitrary shapes with the only restrictions being that the two different numbers of subpaths or two shapes with disparate winding rules may not blend together in a pleasing manner. The ShapeEvaluator will do the best job it can if the shapes do not match in winding rule or number of subpaths, but the geometry of the shapes may need to be adjusted by other means to make the shapes more like each other for best aesthetic effect.

Note that the process of comparing two geometries and finding similar structures between them to blend for the morphing operation can be expensive. Instances of ShapeEvaluator will properly perform the necessary geometric analysis of their arguments on every method call and attempt to cache the information so that they can operate more quickly if called multiple times in a row on the same pair of Shape objects. As a result attempting to mutate a Shape object that is stored in one of their keyframes may not have any effect if the associated ShapeEvaluator has already cached the geometry. Also, it is advisable to use different instances of ShapeEvaluator for every pair of keyframes being morphed so that the cached information can be reused as much as possible.

An example of proper usage:

    SGShape s = ...;
    Shape s0 = ...;
    Shape s1 = ...;
    Shape s2 = ...;
    KeyFrame k0 = KeyFrame.create(0.0f, s0, new ShapeEvaluator());
    KeyFrame k1 = KeyFrame.create(0.6f, s1, new ShapeEvaluator());
    KeyFrame k2 = KeyFrame.create(1.0f, s2, new ShapeEvaluator());
    KeyFrames morphFrames = KeyFrames.create(s, "shape", k0, k1, k2);
    Clip.create(5000, 1, morphFrames).start();
/** * A {@link KeyFrame} {@link Evaluator} for {@link Shape} objects. * This {@code Evaluator} can be used to morph between the geometries * of two relatively arbitrary shapes with the only restrictions being * that the two different numbers of subpaths or two shapes with * disparate winding rules may not blend together in a pleasing * manner. * The ShapeEvaluator will do the best job it can if the shapes do * not match in winding rule or number of subpaths, but the geometry * of the shapes may need to be adjusted by other means to make the * shapes more like each other for best aesthetic effect. * <p> * Note that the process of comparing two geometries and finding similar * structures between them to blend for the morphing operation can be * expensive. * Instances of {@code ShapeEvaluator} will properly perform the necessary * geometric analysis of their arguments on every method call and attempt * to cache the information so that they can operate more quickly if called * multiple times in a row on the same pair of {@code Shape} objects. * As a result attempting to mutate a {@code Shape} object that is stored * in one of their keyframes may not have any effect if the associated * {@code ShapeEvaluator} has already cached the geometry. * Also, it is advisable to use different instances of {@code ShapeEvaluator} * for every pair of keyframes being morphed so that the cached information * can be reused as much as possible. * <p> * An example of proper usage: * <pre> * SGShape s = ...; * Shape s0 = ...; * Shape s1 = ...; * Shape s2 = ...; * KeyFrame k0 = KeyFrame.create(0.0f, s0, new ShapeEvaluator()); * KeyFrame k1 = KeyFrame.create(0.6f, s1, new ShapeEvaluator()); * KeyFrame k2 = KeyFrame.create(1.0f, s2, new ShapeEvaluator()); * KeyFrames morphFrames = KeyFrames.create(s, "shape", k0, k1, k2); * Clip.create(5000, 1, morphFrames).start(); * </pre> * */
class ShapeEvaluator { private Shape savedv0; private Shape savedv1; private Geometry geom0; private Geometry geom1; public Shape evaluate(Shape v0, Shape v1, float fraction) { if (savedv0 != v0 || savedv1 != v1) { if (savedv0 == v1 && savedv1 == v0) { // Just swap the geometries Geometry gtmp = geom0; geom0 = geom1; geom1 = gtmp; } else { recalculate(v0, v1); } savedv0 = v0; savedv1 = v1; } return getShape(fraction); } private void recalculate(Shape v0, Shape v1) { geom0 = new Geometry(v0); geom1 = new Geometry(v1); float tvals0[] = geom0.getTvals(); float tvals1[] = geom1.getTvals(); float masterTvals[] = mergeTvals(tvals0, tvals1); geom0.setTvals(masterTvals); geom1.setTvals(masterTvals); } private Shape getShape(float fraction) { return new MorphedShape(geom0, geom1, fraction); } private static float[] mergeTvals(float tvals0[], float tvals1[]) { int count = sortTvals(tvals0, tvals1, null); float newtvals[] = new float[count]; sortTvals(tvals0, tvals1, newtvals); return newtvals; } private static int sortTvals(float tvals0[], float tvals1[], float newtvals[]) { int i0 = 0; int i1 = 0; int numtvals = 0; while (i0 < tvals0.length && i1 < tvals1.length) { float t0 = tvals0[i0]; float t1 = tvals1[i1]; if (t0 <= t1) { if (newtvals != null) newtvals[numtvals] = t0; i0++; } if (t1 <= t0) { if (newtvals != null) newtvals[numtvals] = t1; i1++; } numtvals++; } return numtvals; } private static float interp(float v0, float v1, float t) { return (v0 + ((v1 - v0) * t)); } private static class Geometry { static final float THIRD = (1f / 3f); static final float MIN_LEN = 0.001f; float bezierCoords[]; int numCoords; int windingrule; float myTvals[]; public Geometry(Shape s) { // Multiple of 6 plus 2 more for initial moveto bezierCoords = new float[20]; PathIterator pi = s.getPathIterator(null); windingrule = pi.getWindingRule(); if (pi.isDone()) { // We will have 1 segment and it will be all zeros // It will have 8 coordinates (2 for moveto, 6 for cubic) numCoords = 8; } float coords[] = new float[6]; int type = pi.currentSegment(coords); pi.next(); if (type != PathIterator.SEG_MOVETO) { throw new IllegalPathStateException("missing initial moveto"); } float curx, cury, movx, movy; bezierCoords[0] = curx = movx = coords[0]; bezierCoords[1] = cury = movy = coords[1]; float newx, newy; Vector<Point2D> savedpathendpoints = new Vector<Point2D>(); numCoords = 2; while (!pi.isDone()) { switch (pi.currentSegment(coords)) { case PathIterator.SEG_MOVETO: if (curx != movx || cury != movy) { appendLineTo(curx, cury, movx, movy); curx = movx; cury = movy; } newx = coords[0]; newy = coords[1]; if (curx != newx || cury != newy) { savedpathendpoints.add(new Point2D(movx, movy)); appendLineTo(curx, cury, newx, newy); curx = movx = newx; cury = movy = newy; } break; case PathIterator.SEG_CLOSE: if (curx != movx || cury != movy) { appendLineTo(curx, cury, movx, movy); curx = movx; cury = movy; } break; case PathIterator.SEG_LINETO: newx = coords[0]; newy = coords[1]; appendLineTo(curx, cury, newx, newy); curx = newx; cury = newy; break; case PathIterator.SEG_QUADTO: float ctrlx = coords[0]; float ctrly = coords[1]; newx = coords[2]; newy = coords[3]; appendQuadTo(curx, cury, ctrlx, ctrly, newx, newy); curx = newx; cury = newy; break; case PathIterator.SEG_CUBICTO: appendCubicTo(coords[0], coords[1], coords[2], coords[3], curx = coords[4], cury = coords[5]); break; } pi.next(); } // Add closing segment if either: // - we only have initial moveto - expand it to an empty cubic // - or we are not back to the starting point if ((numCoords < 8) || curx != movx || cury != movy) { appendLineTo(curx, cury, movx, movy); curx = movx; cury = movy; } // Now retrace our way back through all of the connecting // inter-subpath segments for (int i = savedpathendpoints.size()-1; i >= 0; i--) { Point2D p = savedpathendpoints.get(i); newx = p.x; newy = p.y; if (curx != newx || cury != newy) { appendLineTo(curx, cury, newx, newy); curx = newx; cury = newy; } } // Now find the segment endpoint with the smallest Y coordinate int minPt = 0; float minX = bezierCoords[0]; float minY = bezierCoords[1]; for (int ci = 6; ci < numCoords; ci += 6) { float x = bezierCoords[ci]; float y = bezierCoords[ci + 1]; if (y < minY || (y == minY && x < minX)) { minPt = ci; minX = x; minY = y; } } // If the smallest Y coordinate is not the first coordinate, // rotate the points so that it is... if (minPt > 0) { // Keep in mind that first 2 coords == last 2 coords float newCoords[] = new float[numCoords]; // Copy all coordinates from minPt to the end of the // array to the beginning of the new array System.arraycopy(bezierCoords, minPt, newCoords, 0, numCoords - minPt); // Now we do not want to copy 0,1 as they are duplicates // of the last 2 coordinates which we just copied. So // we start the source copy at index 2, but we still // copy a full minPt coordinates which copies the two // coordinates that were at minPt to the last two elements // of the array, thus ensuring that thew new array starts // and ends with the same pair of coordinates... System.arraycopy(bezierCoords, 2, newCoords, numCoords - minPt, minPt); bezierCoords = newCoords; } /* Clockwise enforcement: * - This technique is based on the formula for calculating * the area of a Polygon. The standard formula is: * Area(Poly) = 1/2 * sum(x[i]*y[i+1] - x[i+1]y[i]) * - The returned area is negative if the polygon is * "mostly clockwise" and positive if the polygon is * "mostly counter-clockwise". * - One failure mode of the Area calculation is if the * Polygon is self-intersecting. This is due to the * fact that the areas on each side of the self-intersection * are bounded by segments which have opposite winding * direction. Thus, those areas will have opposite signs * on the acccumulation of their area summations and end * up canceling each other out partially. * - This failure mode of the algorithm in determining the * exact magnitude of the area is not actually a big problem * for our needs here since we are only using the sign of * the resulting area to figure out the overall winding * direction of the path. If self-intersections cause * different parts of the path to disagree as to the * local winding direction, that is no matter as we just * wait for the final answer to tell us which winding * direction had greater representation. If the final * result is zero then the path was equal parts clockwise * and counter-clockwise and we do not care about which * way we order it as either way will require half of the * path to unwind and re-wind itself. */ float area = 0; // Note that first and last points are the same so we // do not need to process coords[0,1] against coords[n-2,n-1] curx = bezierCoords[0]; cury = bezierCoords[1]; for (int i = 2; i < numCoords; i += 2) { newx = bezierCoords[i]; newy = bezierCoords[i + 1]; area += curx * newy - newx * cury; curx = newx; cury = newy; } if (area < 0) { /* The area is negative so the shape was clockwise * in a Euclidean sense. But, our screen coordinate * systems have the origin in the upper left so they * are flipped. Thus, this path "looks" ccw on the * screen so we are flipping it to "look" clockwise. * Note that the first and last points are the same * so we do not need to swap them. * (Not that it matters whether the paths end up cw * or ccw in the end as long as all of them are the * same, but above we called this section "Clockwise * Enforcement", so we do not want to be liars. ;-) */ // Note that [0,1] do not need to be swapped with [n-2,n-1] // So first pair to swap is [2,3] and [n-4,n-3] int i = 2; int j = numCoords - 4; while (i < j) { curx = bezierCoords[i]; cury = bezierCoords[i + 1]; bezierCoords[i] = bezierCoords[j]; bezierCoords[i + 1] = bezierCoords[j + 1]; bezierCoords[j] = curx; bezierCoords[j + 1] = cury; i += 2; j -= 2; } } } private void appendLineTo(float x0, float y0, float x1, float y1) { appendCubicTo(// A third of the way from xy0 to xy1: interp(x0, x1, THIRD), interp(y0, y1, THIRD), // A third of the way from xy1 back to xy0: interp(x1, x0, THIRD), interp(y1, y0, THIRD), x1, y1); } private void appendQuadTo(float x0, float y0, float ctrlx, float ctrly, float x1, float y1) { appendCubicTo(// A third of the way from ctrlxy back to xy0: interp(ctrlx, x0, THIRD), interp(ctrly, y0, THIRD), // A third of the way from ctrlxy to xy1: interp(ctrlx, x1, THIRD), interp(ctrly, y1, THIRD), x1, y1); } private void appendCubicTo(float ctrlx1, float ctrly1, float ctrlx2, float ctrly2, float x1, float y1) { if (numCoords + 6 > bezierCoords.length) { // Keep array size to a multiple of 6 plus 2 int newsize = (numCoords - 2) * 2 + 2; float newCoords[] = new float[newsize]; System.arraycopy(bezierCoords, 0, newCoords, 0, numCoords); bezierCoords = newCoords; } bezierCoords[numCoords++] = ctrlx1; bezierCoords[numCoords++] = ctrly1; bezierCoords[numCoords++] = ctrlx2; bezierCoords[numCoords++] = ctrly2; bezierCoords[numCoords++] = x1; bezierCoords[numCoords++] = y1; } public int getWindingRule() { return windingrule; } public int getNumCoords() { return numCoords; } public float getCoord(int i) { return bezierCoords[i]; } public float[] getTvals() { if (myTvals != null) { return myTvals; } // assert(numCoords >= 8); // assert(((numCoords - 2) % 6) == 0); float tvals[] = new float[(numCoords - 2) / 6 + 1]; // First calculate total "length" of path // Length of each segment is averaged between // the length between the endpoints (a lower bound for a cubic) // and the length of the control polygon (an upper bound) float segx = bezierCoords[0]; float segy = bezierCoords[1]; float tlen = 0; int ci = 2; int ti = 0; while (ci < numCoords) { float prevx, prevy, newx, newy; prevx = segx; prevy = segy; newx = bezierCoords[ci++]; newy = bezierCoords[ci++]; prevx -= newx; prevy -= newy; float len = (float) Math.sqrt(prevx * prevx + prevy * prevy); prevx = newx; prevy = newy; newx = bezierCoords[ci++]; newy = bezierCoords[ci++]; prevx -= newx; prevy -= newy; len += (float) Math.sqrt(prevx * prevx + prevy * prevy); prevx = newx; prevy = newy; newx = bezierCoords[ci++]; newy = bezierCoords[ci++]; prevx -= newx; prevy -= newy; len += (float) Math.sqrt(prevx * prevx + prevy * prevy); // len is now the total length of the control polygon segx -= newx; segy -= newy; len += (float) Math.sqrt(segx * segx + segy * segy); // len is now sum of linear length and control polygon length len /= 2; // len is now average of the two lengths /* If the result is zero length then we will have problems * below trying to do the math and bookkeeping to split * the segment or pair it against the segments in the * other shape. Since these lengths are just estimates * to map the segments of the two shapes onto corresponding * segments of "approximately the same length", we will * simply modify the length of this segment to be at least * a minimum value and it will simply grow from zero or * near zero length to a non-trivial size as it morphs. */ if (len < MIN_LEN) { len = MIN_LEN; } tlen += len; tvals[ti++] = tlen; segx = newx; segy = newy; } // Now set tvals for each segment to its proportional // part of the length float prevt = tvals[0]; tvals[0] = 0; for (ti = 1; ti < tvals.length - 1; ti++) { float nextt = tvals[ti]; tvals[ti] = prevt / tlen; prevt = nextt; } tvals[ti] = 1; return (myTvals = tvals); } public void setTvals(float newTvals[]) { float oldCoords[] = bezierCoords; float newCoords[] = new float[2 + (newTvals.length - 1) * 6]; float oldTvals[] = getTvals(); int oldci = 0; float x0, xc0, xc1, x1; float y0, yc0, yc1, y1; x0 = xc0 = xc1 = x1 = oldCoords[oldci++]; y0 = yc0 = yc1 = y1 = oldCoords[oldci++]; int newci = 0; newCoords[newci++] = x0; newCoords[newci++] = y0; float t0 = 0; float t1 = 0; int oldti = 1; int newti = 1; while (newti < newTvals.length) { if (t0 >= t1) { x0 = x1; y0 = y1; xc0 = oldCoords[oldci++]; yc0 = oldCoords[oldci++]; xc1 = oldCoords[oldci++]; yc1 = oldCoords[oldci++]; x1 = oldCoords[oldci++]; y1 = oldCoords[oldci++]; t1 = oldTvals[oldti++]; } float nt = newTvals[newti++]; // assert(nt > t0); if (nt < t1) { // Make nt proportional to [t0 => t1] range float relt = (nt - t0) / (t1 - t0); newCoords[newci++] = x0 = interp(x0, xc0, relt); newCoords[newci++] = y0 = interp(y0, yc0, relt); xc0 = interp(xc0, xc1, relt); yc0 = interp(yc0, yc1, relt); xc1 = interp(xc1, x1, relt); yc1 = interp(yc1, y1, relt); newCoords[newci++] = x0 = interp(x0, xc0, relt); newCoords[newci++] = y0 = interp(y0, yc0, relt); xc0 = interp(xc0, xc1, relt); yc0 = interp(yc0, yc1, relt); newCoords[newci++] = x0 = interp(x0, xc0, relt); newCoords[newci++] = y0 = interp(y0, yc0, relt); } else { newCoords[newci++] = xc0; newCoords[newci++] = yc0; newCoords[newci++] = xc1; newCoords[newci++] = yc1; newCoords[newci++] = x1; newCoords[newci++] = y1; } t0 = nt; } bezierCoords = newCoords; numCoords = newCoords.length; myTvals = newTvals; } } private static class MorphedShape extends Shape { Geometry geom0; Geometry geom1; float t; MorphedShape(Geometry geom0, Geometry geom1, float t) { this.geom0 = geom0; this.geom1 = geom1; this.t = t; } public Rectangle getRectangle() { return new Rectangle(getBounds()); } public RectBounds getBounds() { int n = geom0.getNumCoords(); float xmin, ymin, xmax, ymax; xmin = xmax = interp(geom0.getCoord(0), geom1.getCoord(0), t); ymin = ymax = interp(geom0.getCoord(1), geom1.getCoord(1), t); for (int i = 2; i < n; i += 2) { float x = interp(geom0.getCoord(i), geom1.getCoord(i), t); float y = interp(geom0.getCoord(i+1), geom1.getCoord(i+1), t); if (xmin > x) { xmin = x; } if (ymin > y) { ymin = y; } if (xmax < x) { xmax = x; } if (ymax < y) { ymax = y; } } return new RectBounds(xmin, ymin, xmax, ymax); } public boolean contains(float x, float y) { return Path2D.contains(getPathIterator(null), x, y); } public boolean intersects(float x, float y, float w, float h) { return Path2D.intersects(getPathIterator(null), x, y, w, h); } public boolean contains(float x, float y, float width, float height) { return Path2D.contains(getPathIterator(null), x, y, width, height); } public PathIterator getPathIterator(BaseTransform at) { return new Iterator(at, geom0, geom1, t); } public PathIterator getPathIterator(BaseTransform at, float flatness) { return new FlatteningPathIterator(getPathIterator(at), flatness); } public Shape copy() { return new Path2D(this); } } private static class Iterator implements PathIterator { BaseTransform at; Geometry g0; Geometry g1; float t; int cindex; public Iterator(BaseTransform at, Geometry g0, Geometry g1, float t) { this.at = at; this.g0 = g0; this.g1 = g1; this.t = t; }
@{inheritDoc}
/** * @{inheritDoc} */
public int getWindingRule() { return (t < 0.5 ? g0.getWindingRule() : g1.getWindingRule()); }
@{inheritDoc}
/** * @{inheritDoc} */
public boolean isDone() { return (cindex > g0.getNumCoords()); }
@{inheritDoc}
/** * @{inheritDoc} */
public void next() { if (cindex == 0) { cindex = 2; } else { cindex += 6; } }
@{inheritDoc}
/** * @{inheritDoc} */
public int currentSegment(float coords[]) { int type; int n; if (cindex == 0) { type = SEG_MOVETO; n = 2; } else if (cindex >= g0.getNumCoords()) { type = SEG_CLOSE; n = 0; } else { type = SEG_CUBICTO; n = 6; } if (n > 0) { for (int i = 0; i < n; i++) { coords[i] = (float) interp(g0.getCoord(cindex + i), g1.getCoord(cindex + i), t); } if (at != null) { at.transform(coords, 0, coords, 0, n / 2); } } return type; } } }