package svg import ( "fmt" "math" "strconv" "strings" "oss.terrastruct.com/d2/lib/geo" ) type SvgPathContext struct { Path []geo.Intersectable Commands []string Start *geo.Point Current *geo.Point TopLeft *geo.Point ScaleX float64 ScaleY float64 } // TODO probably use math.Big func chopPrecision(f float64) float64 { // bring down to float32 precision before rounding for consistency across architectures return math.Round(float64(float32(f*10000)) / 10000) } func NewSVGPathContext(tl *geo.Point, sx, sy float64) *SvgPathContext { return &SvgPathContext{TopLeft: tl.Copy(), ScaleX: sx, ScaleY: sy} } func (c *SvgPathContext) Relative(base *geo.Point, dx, dy float64) *geo.Point { return geo.NewPoint(chopPrecision(base.X+c.ScaleX*dx), chopPrecision(base.Y+c.ScaleY*dy)) } func (c *SvgPathContext) Absolute(x, y float64) *geo.Point { return c.Relative(c.TopLeft, x, y) } func (c *SvgPathContext) StartAt(p *geo.Point) { c.Start = p c.Commands = append(c.Commands, fmt.Sprintf("M %v %v", p.X, p.Y)) c.Current = p.Copy() } func (c *SvgPathContext) Z() { c.Path = append(c.Path, &geo.Segment{Start: c.Current.Copy(), End: c.Start.Copy()}) c.Commands = append(c.Commands, "Z") c.Current = c.Start.Copy() } func (c *SvgPathContext) L(isLowerCase bool, x, y float64) { var endPoint *geo.Point if isLowerCase { endPoint = c.Relative(c.Current, x, y) } else { endPoint = c.Absolute(x, y) } c.Path = append(c.Path, &geo.Segment{Start: c.Current.Copy(), End: endPoint}) c.Commands = append(c.Commands, fmt.Sprintf("L %v %v", endPoint.X, endPoint.Y)) c.Current = endPoint.Copy() } func (c *SvgPathContext) C(isLowerCase bool, x1, y1, x2, y2, x3, y3 float64) { p := func(x, y float64) *geo.Point { if isLowerCase { return c.Relative(c.Current, x, y) } return c.Absolute(x, y) } points := []*geo.Point{c.Current.Copy(), p(x1, y1), p(x2, y2), p(x3, y3)} c.Path = append(c.Path, geo.NewBezierCurve(points)) c.Commands = append(c.Commands, fmt.Sprintf( "C %v %v %v %v %v %v", points[1].X, points[1].Y, points[2].X, points[2].Y, points[3].X, points[3].Y, )) c.Current = points[3].Copy() } func (c *SvgPathContext) H(isLowerCase bool, x float64) { var endPoint *geo.Point if isLowerCase { endPoint = c.Relative(c.Current, x, 0) } else { endPoint = c.Absolute(x, 0) endPoint.Y = c.Current.Y } c.Path = append(c.Path, &geo.Segment{Start: c.Current.Copy(), End: endPoint.Copy()}) c.Commands = append(c.Commands, fmt.Sprintf("H %v", endPoint.X)) c.Current = endPoint.Copy() } func (c *SvgPathContext) V(isLowerCase bool, y float64) { var endPoint *geo.Point if isLowerCase { endPoint = c.Relative(c.Current, 0, y) } else { endPoint = c.Absolute(0, y) endPoint.X = c.Current.X } c.Path = append(c.Path, &geo.Segment{Start: c.Current.Copy(), End: endPoint}) c.Commands = append(c.Commands, fmt.Sprintf("V %v", endPoint.Y)) c.Current = endPoint.Copy() } func (c *SvgPathContext) PathData() string { return strings.Join(c.Commands, " ") } func GetStrokeDashAttributes(strokeWidth, dashGapSize float64) (float64, float64) { // as the stroke width gets thicker, the dash gap gets smaller scale := math.Log10(-0.6*strokeWidth+10.6)*0.5 + 0.5 scaledDashSize := strokeWidth * dashGapSize scaledGapSize := scale * scaledDashSize return scaledDashSize, scaledGapSize } // Given control points p1, p2, p3, p4, calculate the segment of this bezier curve from t0 -> t1 where {0 <= t0 < t1 <= 1}. // Uses De Casteljau's algorithm, referenced: https://stackoverflow.com/questions/11703283/cubic-bezier-curve-segment/11704152#11704152 func BezierCurveSegment(p1, p2, p3, p4 *geo.Point, t0, t1 float64) (geo.Point, geo.Point, geo.Point, geo.Point) { u0, u1 := 1-t0, 1-t1 q1 := geo.Point{ X: (u0*u0*u0)*p1.X + (3*t0*u0*u0)*p2.X + (3*t0*t0*u0)*p3.X + t0*t0*t0*p4.X, Y: (u0*u0*u0)*p1.Y + (3*t0*u0*u0)*p2.Y + (3*t0*t0*u0)*p3.Y + t0*t0*t0*p4.Y, } q2 := geo.Point{ X: (u0*u0*u1)*p1.X + (2*t0*u0*u1+u0*u0*t1)*p2.X + (t0*t0*u1+2*u0*t0*t1)*p3.X + t0*t0*t1*p4.X, Y: (u0*u0*u1)*p1.Y + (2*t0*u0*u1+u0*u0*t1)*p2.Y + (t0*t0*u1+2*u0*t0*t1)*p3.Y + t0*t0*t1*p4.Y, } q3 := geo.Point{ X: (u0*u1*u1)*p1.X + (t0*u1*u1+2*u0*t1*u1)*p2.X + (2*t0*t1*u1+u0*t1*t1)*p3.X + t0*t1*t1*p4.X, Y: (u0*u1*u1)*p1.Y + (t0*u1*u1+2*u0*t1*u1)*p2.Y + (2*t0*t1*u1+u0*t1*t1)*p3.Y + t0*t1*t1*p4.Y, } q4 := geo.Point{ X: (u1*u1*u1)*p1.X + (3*t1*u1*u1)*p2.X + (3*t1*t1*u1)*p3.X + t1*t1*t1*p4.X, Y: (u1*u1*u1)*p1.Y + (3*t1*u1*u1)*p2.Y + (3*t1*t1*u1)*p3.Y + t1*t1*t1*p4.Y, } return q1, q2, q3, q4 } // Gets a certain line/curve's SVG path string. offsetIdx and pathData provides the points needed func getSVGPathString(pathType string, offsetIdx int, pathData []string) (string, error) { switch pathType { case "M": return fmt.Sprintf("M %s %s ", pathData[offsetIdx+1], pathData[offsetIdx+2]), nil case "L": return fmt.Sprintf("L %s %s ", pathData[offsetIdx+1], pathData[offsetIdx+2]), nil case "C": return fmt.Sprintf("C %s %s %s %s %s %s ", pathData[offsetIdx+1], pathData[offsetIdx+2], pathData[offsetIdx+3], pathData[offsetIdx+4], pathData[offsetIdx+5], pathData[offsetIdx+6]), nil case "S": return fmt.Sprintf("S %s %s %s %s ", pathData[offsetIdx+1], pathData[offsetIdx+2], pathData[offsetIdx+3], pathData[offsetIdx+4]), nil default: return "", fmt.Errorf("unknown svg path command \"%s\"", pathData[offsetIdx]) } } // Gets how much to increment by on an SVG string to get to the next path command func getPathStringIncrement(pathType string) (int, error) { switch pathType { case "M": return 3, nil case "L": return 3, nil case "C": return 7, nil case "S": return 5, nil default: return 0, fmt.Errorf("unknown svg path command \"%s\"", pathType) } } // This function finds the length of a path in SVG notation func pathLength(pathData []string) (float64, error) { var x, y, pathLength float64 var prevPosition geo.Point var increment int for i := 0; i < len(pathData); i += increment { switch pathData[i] { case "M": x, _ = strconv.ParseFloat(pathData[i+1], 64) y, _ = strconv.ParseFloat(pathData[i+2], 64) case "L": x, _ = strconv.ParseFloat(pathData[i+1], 64) y, _ = strconv.ParseFloat(pathData[i+2], 64) pathLength += geo.EuclideanDistance(prevPosition.X, prevPosition.Y, x, y) case "C": x, _ = strconv.ParseFloat(pathData[i+5], 64) y, _ = strconv.ParseFloat(pathData[i+6], 64) pathLength += geo.EuclideanDistance(prevPosition.X, prevPosition.Y, x, y) case "S": x, _ = strconv.ParseFloat(pathData[i+3], 64) y, _ = strconv.ParseFloat(pathData[i+4], 64) pathLength += geo.EuclideanDistance(prevPosition.X, prevPosition.Y, x, y) default: return 0, fmt.Errorf("unknown svg path command \"%s\"", pathData[i]) } prevPosition = geo.Point{X: x, Y: y} incr, err := getPathStringIncrement(pathData[i]) if err != nil { return 0, err } increment = incr } return pathLength, nil } // Splits an SVG path into two SVG paths, with the first path being ~{percentage}% of the path func SplitPath(path string, percentage float64) (string, string, error) { var sumPathLens, curPathLen, x, y float64 var prevPosition geo.Point var path1, path2 string var increment int pastHalf := false pathData := strings.Split(path, " ") pathLen, err := pathLength(pathData) if err != nil { return "", "", err } for i := 0; i < len(pathData); i += increment { switch pathData[i] { case "M": x, _ = strconv.ParseFloat(pathData[i+1], 64) y, _ = strconv.ParseFloat(pathData[i+2], 64) curPathLen = 0 case "L": x, _ = strconv.ParseFloat(pathData[i+1], 64) y, _ = strconv.ParseFloat(pathData[i+2], 64) curPathLen = geo.EuclideanDistance(prevPosition.X, prevPosition.Y, x, y) case "C": x, _ = strconv.ParseFloat(pathData[i+5], 64) y, _ = strconv.ParseFloat(pathData[i+6], 64) curPathLen = geo.EuclideanDistance(prevPosition.X, prevPosition.Y, x, y) case "S": x, _ = strconv.ParseFloat(pathData[i+3], 64) y, _ = strconv.ParseFloat(pathData[i+4], 64) curPathLen = geo.EuclideanDistance(prevPosition.X, prevPosition.Y, x, y) default: return "", "", fmt.Errorf("unknown svg path command \"%s\"", pathData[i]) } curPath, err := getSVGPathString(pathData[i], i, pathData) if err != nil { return "", "", err } sumPathLens += curPathLen if pastHalf { // add to path2 path2 += curPath } else if sumPathLens < pathLen*percentage { // add to path1 path1 += curPath } else { // transition from path1 -> path2 t := (pathLen*percentage - sumPathLens + curPathLen) / curPathLen switch pathData[i] { case "M": path2 += fmt.Sprintf("M %s %s ", pathData[i+3], pathData[i+4]) case "L": path1 += fmt.Sprintf("L %f %f ", (x-prevPosition.X)*t+prevPosition.X, (y-prevPosition.Y)*t+prevPosition.Y) path2 += fmt.Sprintf("M %f %f L %f %f ", (x-prevPosition.X)*t+prevPosition.X, (y-prevPosition.Y)*t+prevPosition.Y, x, y) case "C": h1x, _ := strconv.ParseFloat(pathData[i+1], 64) h1y, _ := strconv.ParseFloat(pathData[i+2], 64) h2x, _ := strconv.ParseFloat(pathData[i+3], 64) h2y, _ := strconv.ParseFloat(pathData[i+4], 64) heading1 := geo.Point{X: h1x, Y: h1y} heading2 := geo.Point{X: h2x, Y: h2y} nextPoint := geo.Point{X: x, Y: y} q1, q2, q3, q4 := BezierCurveSegment(&prevPosition, &heading1, &heading2, &nextPoint, 0, 0.5) path1 += fmt.Sprintf("C %f %f %f %f %f %f ", q2.X, q2.Y, q3.X, q3.Y, q4.X, q4.Y) q1, q2, q3, q4 = BezierCurveSegment(&prevPosition, &heading1, &heading2, &nextPoint, 0.5, 1) path2 += fmt.Sprintf("M %f %f C %f %f %f %f %f %f ", q1.X, q1.Y, q2.X, q2.Y, q3.X, q3.Y, q4.X, q4.Y) case "S": // Skip S curves because they are shorter and we can split along the connection to the next path instead path1 += fmt.Sprintf("S %s %s %s %s ", pathData[i+1], pathData[i+2], pathData[i+3], pathData[i+4]) path2 += fmt.Sprintf("M %s %s ", pathData[i+3], pathData[i+4]) default: return "", "", fmt.Errorf("unknown svg path command \"%s\"", pathData[i]) } pastHalf = true } incr, err := getPathStringIncrement(pathData[i]) if err != nil { return "", "", err } increment = incr prevPosition = geo.Point{X: x, Y: y} } return path1, path2, nil }