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authorshumkovnd <shumkovnd@yandex-team.com>2023-11-10 14:39:34 +0300
committershumkovnd <shumkovnd@yandex-team.com>2023-11-10 16:42:24 +0300
commit77eb2d3fdcec5c978c64e025ced2764c57c00285 (patch)
treec51edb0748ca8d4a08d7c7323312c27ba1a8b79a /contrib/python/matplotlib/py2/extern/agg24-svn/src/agg_bezier_arc.cpp
parentdd6d20cadb65582270ac23f4b3b14ae189704b9d (diff)
downloadydb-77eb2d3fdcec5c978c64e025ced2764c57c00285.tar.gz
KIKIMR-19287: add task_stats_drawing script
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diff --git a/contrib/python/matplotlib/py2/extern/agg24-svn/src/agg_bezier_arc.cpp b/contrib/python/matplotlib/py2/extern/agg24-svn/src/agg_bezier_arc.cpp
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+//----------------------------------------------------------------------------
+// Anti-Grain Geometry - Version 2.4
+// Copyright (C) 2002-2005 Maxim Shemanarev (http://www.antigrain.com)
+//
+// Permission to copy, use, modify, sell and distribute this software
+// is granted provided this copyright notice appears in all copies.
+// This software is provided "as is" without express or implied
+// warranty, and with no claim as to its suitability for any purpose.
+//
+//----------------------------------------------------------------------------
+// Contact: mcseem@antigrain.com
+// mcseemagg@yahoo.com
+// http://www.antigrain.com
+//----------------------------------------------------------------------------
+//
+// Arc generator. Produces at most 4 consecutive cubic bezier curves, i.e.,
+// 4, 7, 10, or 13 vertices.
+//
+//----------------------------------------------------------------------------
+
+
+#include <math.h>
+#include "agg_bezier_arc.h"
+
+
+namespace agg
+{
+
+ // This epsilon is used to prevent us from adding degenerate curves
+ // (converging to a single point).
+ // The value isn't very critical. Function arc_to_bezier() has a limit
+ // of the sweep_angle. If fabs(sweep_angle) exceeds pi/2 the curve
+ // becomes inaccurate. But slight exceeding is quite appropriate.
+ //-------------------------------------------------bezier_arc_angle_epsilon
+ const double bezier_arc_angle_epsilon = 0.01;
+
+ //------------------------------------------------------------arc_to_bezier
+ void arc_to_bezier(double cx, double cy, double rx, double ry,
+ double start_angle, double sweep_angle,
+ double* curve)
+ {
+ double x0 = cos(sweep_angle / 2.0);
+ double y0 = sin(sweep_angle / 2.0);
+ double tx = (1.0 - x0) * 4.0 / 3.0;
+ double ty = y0 - tx * x0 / y0;
+ double px[4];
+ double py[4];
+ px[0] = x0;
+ py[0] = -y0;
+ px[1] = x0 + tx;
+ py[1] = -ty;
+ px[2] = x0 + tx;
+ py[2] = ty;
+ px[3] = x0;
+ py[3] = y0;
+
+ double sn = sin(start_angle + sweep_angle / 2.0);
+ double cs = cos(start_angle + sweep_angle / 2.0);
+
+ unsigned i;
+ for(i = 0; i < 4; i++)
+ {
+ curve[i * 2] = cx + rx * (px[i] * cs - py[i] * sn);
+ curve[i * 2 + 1] = cy + ry * (px[i] * sn + py[i] * cs);
+ }
+ }
+
+
+
+ //------------------------------------------------------------------------
+ void bezier_arc::init(double x, double y,
+ double rx, double ry,
+ double start_angle,
+ double sweep_angle)
+ {
+ start_angle = fmod(start_angle, 2.0 * pi);
+ if(sweep_angle >= 2.0 * pi) sweep_angle = 2.0 * pi;
+ if(sweep_angle <= -2.0 * pi) sweep_angle = -2.0 * pi;
+
+ if(fabs(sweep_angle) < 1e-10)
+ {
+ m_num_vertices = 4;
+ m_cmd = path_cmd_line_to;
+ m_vertices[0] = x + rx * cos(start_angle);
+ m_vertices[1] = y + ry * sin(start_angle);
+ m_vertices[2] = x + rx * cos(start_angle + sweep_angle);
+ m_vertices[3] = y + ry * sin(start_angle + sweep_angle);
+ return;
+ }
+
+ double total_sweep = 0.0;
+ double local_sweep = 0.0;
+ double prev_sweep;
+ m_num_vertices = 2;
+ m_cmd = path_cmd_curve4;
+ bool done = false;
+ do
+ {
+ if(sweep_angle < 0.0)
+ {
+ prev_sweep = total_sweep;
+ local_sweep = -pi * 0.5;
+ total_sweep -= pi * 0.5;
+ if(total_sweep <= sweep_angle + bezier_arc_angle_epsilon)
+ {
+ local_sweep = sweep_angle - prev_sweep;
+ done = true;
+ }
+ }
+ else
+ {
+ prev_sweep = total_sweep;
+ local_sweep = pi * 0.5;
+ total_sweep += pi * 0.5;
+ if(total_sweep >= sweep_angle - bezier_arc_angle_epsilon)
+ {
+ local_sweep = sweep_angle - prev_sweep;
+ done = true;
+ }
+ }
+
+ arc_to_bezier(x, y, rx, ry,
+ start_angle,
+ local_sweep,
+ m_vertices + m_num_vertices - 2);
+
+ m_num_vertices += 6;
+ start_angle += local_sweep;
+ }
+ while(!done && m_num_vertices < 26);
+ }
+
+
+
+
+ //--------------------------------------------------------------------
+ void bezier_arc_svg::init(double x0, double y0,
+ double rx, double ry,
+ double angle,
+ bool large_arc_flag,
+ bool sweep_flag,
+ double x2, double y2)
+ {
+ m_radii_ok = true;
+
+ if(rx < 0.0) rx = -rx;
+ if(ry < 0.0) ry = -rx;
+
+ // Calculate the middle point between
+ // the current and the final points
+ //------------------------
+ double dx2 = (x0 - x2) / 2.0;
+ double dy2 = (y0 - y2) / 2.0;
+
+ double cos_a = cos(angle);
+ double sin_a = sin(angle);
+
+ // Calculate (x1, y1)
+ //------------------------
+ double x1 = cos_a * dx2 + sin_a * dy2;
+ double y1 = -sin_a * dx2 + cos_a * dy2;
+
+ // Ensure radii are large enough
+ //------------------------
+ double prx = rx * rx;
+ double pry = ry * ry;
+ double px1 = x1 * x1;
+ double py1 = y1 * y1;
+
+ // Check that radii are large enough
+ //------------------------
+ double radii_check = px1/prx + py1/pry;
+ if(radii_check > 1.0)
+ {
+ rx = sqrt(radii_check) * rx;
+ ry = sqrt(radii_check) * ry;
+ prx = rx * rx;
+ pry = ry * ry;
+ if(radii_check > 10.0) m_radii_ok = false;
+ }
+
+ // Calculate (cx1, cy1)
+ //------------------------
+ double sign = (large_arc_flag == sweep_flag) ? -1.0 : 1.0;
+ double sq = (prx*pry - prx*py1 - pry*px1) / (prx*py1 + pry*px1);
+ double coef = sign * sqrt((sq < 0) ? 0 : sq);
+ double cx1 = coef * ((rx * y1) / ry);
+ double cy1 = coef * -((ry * x1) / rx);
+
+ //
+ // Calculate (cx, cy) from (cx1, cy1)
+ //------------------------
+ double sx2 = (x0 + x2) / 2.0;
+ double sy2 = (y0 + y2) / 2.0;
+ double cx = sx2 + (cos_a * cx1 - sin_a * cy1);
+ double cy = sy2 + (sin_a * cx1 + cos_a * cy1);
+
+ // Calculate the start_angle (angle1) and the sweep_angle (dangle)
+ //------------------------
+ double ux = (x1 - cx1) / rx;
+ double uy = (y1 - cy1) / ry;
+ double vx = (-x1 - cx1) / rx;
+ double vy = (-y1 - cy1) / ry;
+ double p, n;
+
+ // Calculate the angle start
+ //------------------------
+ n = sqrt(ux*ux + uy*uy);
+ p = ux; // (1 * ux) + (0 * uy)
+ sign = (uy < 0) ? -1.0 : 1.0;
+ double v = p / n;
+ if(v < -1.0) v = -1.0;
+ if(v > 1.0) v = 1.0;
+ double start_angle = sign * acos(v);
+
+ // Calculate the sweep angle
+ //------------------------
+ n = sqrt((ux*ux + uy*uy) * (vx*vx + vy*vy));
+ p = ux * vx + uy * vy;
+ sign = (ux * vy - uy * vx < 0) ? -1.0 : 1.0;
+ v = p / n;
+ if(v < -1.0) v = -1.0;
+ if(v > 1.0) v = 1.0;
+ double sweep_angle = sign * acos(v);
+ if(!sweep_flag && sweep_angle > 0)
+ {
+ sweep_angle -= pi * 2.0;
+ }
+ else
+ if (sweep_flag && sweep_angle < 0)
+ {
+ sweep_angle += pi * 2.0;
+ }
+
+ // We can now build and transform the resulting arc
+ //------------------------
+ m_arc.init(0.0, 0.0, rx, ry, start_angle, sweep_angle);
+ trans_affine mtx = trans_affine_rotation(angle);
+ mtx *= trans_affine_translation(cx, cy);
+
+ for(unsigned i = 2; i < m_arc.num_vertices()-2; i += 2)
+ {
+ mtx.transform(m_arc.vertices() + i, m_arc.vertices() + i + 1);
+ }
+
+ // We must make sure that the starting and ending points
+ // exactly coincide with the initial (x0,y0) and (x2,y2)
+ m_arc.vertices()[0] = x0;
+ m_arc.vertices()[1] = y0;
+ if(m_arc.num_vertices() > 2)
+ {
+ m_arc.vertices()[m_arc.num_vertices() - 2] = x2;
+ m_arc.vertices()[m_arc.num_vertices() - 1] = y2;
+ }
+ }
+
+
+}