GT2/GT2-iOS/node_modules/react-native-svg/ios/Utils/RNSVGPathParser.m

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2018-02-12 17:26:06 +00:00
/**
* Copyright (c) 2015-present, Horcrux.
* All rights reserved.
*
* This source code is licensed under the MIT-style license found in the
* LICENSE file in the root directory of this source tree.
*/
#import "RNSVGPathParser.h"
#import <React/RCTLog.h>
#import "math.h"
@implementation RNSVGPathParser
{
NSString* _d;
NSString* _originD;
NSRegularExpression* _pathRegularExpression;
NSMutableArray<NSArray *>* _bezierCurves;
NSValue *_lastStartPoint;
float _penX;
float _penY;
float _penDownX;
float _penDownY;
float _pivotX;
float _pivotY;
BOOL _valid;
BOOL _penDownSet;
}
- (instancetype) initWithPathString:(NSString *)d
{
if (self = [super init]) {
NSRegularExpression* decimalRegularExpression = [[NSRegularExpression alloc] initWithPattern:@"(\\.\\d+)(?=\\-?\\.)" options:0 error:nil];
_originD = d;
_d = [decimalRegularExpression stringByReplacingMatchesInString:d options:0 range:NSMakeRange(0, [d length]) withTemplate:@"$1,"];
_pathRegularExpression = [[NSRegularExpression alloc] initWithPattern:@"[a-df-z]|[\\-+]?(?:[\\d.]e[\\-+]?|[^\\s\\-+,a-z])+" options:NSRegularExpressionCaseInsensitive error:nil];
}
return self;
}
- (CGPathRef)getPath
{
CGMutablePathRef path = CGPathCreateMutable();
NSArray<NSTextCheckingResult *>* results = [_pathRegularExpression matchesInString:_d options:0 range:NSMakeRange(0, [_d length])];
_bezierCurves = [[NSMutableArray alloc] init];
int count = [results count];
if (count) {
NSUInteger i = 0;
#define NEXT_VALUE [self getNextValue:results[i++]]
#define NEXT_FLOAT [self float:NEXT_VALUE]
#define NEXT_BOOL [self bool:NEXT_VALUE]
NSString* lastCommand;
NSString* command = NEXT_VALUE;
@try {
while (command) {
if ([command isEqualToString:@"m"]) { // moveTo command
[self move:path x:NEXT_FLOAT y:NEXT_FLOAT];
} else if ([command isEqualToString:@"M"]) {
[self moveTo:path x:NEXT_FLOAT y:NEXT_FLOAT];
} else if ([command isEqualToString:@"l"]) { // lineTo command
[self line:path x:NEXT_FLOAT y:NEXT_FLOAT];
} else if ([command isEqualToString:@"L"]) {
[self lineTo:path x:NEXT_FLOAT y:NEXT_FLOAT];
} else if ([command isEqualToString:@"h"]) { // horizontalTo command
[self line:path x:NEXT_FLOAT y:0];
} else if ([command isEqualToString:@"H"]) {
[self lineTo:path x:NEXT_FLOAT y:_penY];
} else if ([command isEqualToString:@"v"]) { // verticalTo command
[self line:path x:0 y:NEXT_FLOAT];
} else if ([command isEqualToString:@"V"]) {
[self lineTo:path x:_penX y:NEXT_FLOAT];
} else if ([command isEqualToString:@"c"]) { // curveTo command
[self curve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
} else if ([command isEqualToString:@"C"]) {
[self curveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
} else if ([command isEqualToString:@"s"]) { // smoothCurveTo command
[self smoothCurve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
} else if ([command isEqualToString:@"S"]) {
[self smoothCurveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT ex:NEXT_FLOAT ey:NEXT_FLOAT];
} else if ([command isEqualToString:@"q"]) { // quadraticBezierCurveTo command
[self quadraticBezierCurve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT];
} else if ([command isEqualToString:@"Q"]) {
[self quadraticBezierCurveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT c2x:NEXT_FLOAT c2y:NEXT_FLOAT];
} else if ([command isEqualToString:@"t"]) {// smoothQuadraticBezierCurveTo command
[self smoothQuadraticBezierCurve:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT];
} else if ([command isEqualToString:@"T"]) {
[self smoothQuadraticBezierCurveTo:path c1x:NEXT_FLOAT c1y:NEXT_FLOAT];
} else if ([command isEqualToString:@"a"]) { // arcTo command
[self arc:path rx:NEXT_FLOAT ry:NEXT_FLOAT rotation:NEXT_FLOAT outer:NEXT_BOOL clockwise:NEXT_BOOL x:NEXT_FLOAT y:NEXT_FLOAT];
} else if ([command isEqualToString:@"A"]) {
[self arcTo:path rx:NEXT_FLOAT ry:NEXT_FLOAT rotation:NEXT_FLOAT outer:NEXT_BOOL clockwise:NEXT_BOOL x:NEXT_FLOAT y:NEXT_FLOAT];
} else if ([command isEqualToString:@"z"]) { // close command
[self close:path];
} else if ([command isEqualToString:@"Z"]) {
[self close:path];
} else {
command = lastCommand;
i--;
continue;
}
lastCommand = command;
if ([lastCommand isEqualToString:@"m"]) {
lastCommand = @"l";
} else if ([lastCommand isEqualToString:@"M"]) {
lastCommand = @"L";
}
command = i < count ? NEXT_VALUE : nil;
}
} @catch (NSException *exception) {
RCTLogWarn(@"Invalid CGPath format: %@", _originD);
CGPathRelease(path);
return nil;
}
}
return (CGPathRef)CFAutorelease(path);
}
- (NSArray *)getBezierCurves
{
if (!_bezierCurves) {
CGPathRelease([self getPath]);
}
return [_bezierCurves copy];
}
- (NSString *)getNextValue:(NSTextCheckingResult *)result
{
if (!result) {
return nil;
}
return [_d substringWithRange:NSMakeRange(result.range.location, result.range.length)];
}
- (float)float:(NSString *)value
{
return [value floatValue];
}
- (BOOL)bool:(NSString *)value
{
return ![value isEqualToString:@"0"];
}
- (void)move:(CGMutablePathRef)path x:(float)x y:(float)y
{
[self moveTo:path x:x + _penX y:y + _penY];
}
- (void)moveTo:(CGMutablePathRef)path x:(float)x y:(float)y
{
_pivotX = _penX = x;
_pivotY = _penY = y;
CGPathMoveToPoint(path, nil, x, y);
_lastStartPoint = [NSValue valueWithCGPoint: CGPointMake(x, y)];
[_bezierCurves addObject: @[_lastStartPoint]];
}
- (void)line:(CGMutablePathRef)path x:(float)x y:(float)y
{
[self lineTo:path x:x + _penX y:y + _penY];
}
- (void)lineTo:(CGMutablePathRef)path x:(float)x y:(float)y{
[self setPenDown];
_pivotX = _penX = x;
_pivotY = _penY = y;
CGPathAddLineToPoint(path, nil, x, y);
NSValue * destination = [NSValue valueWithCGPoint:CGPointMake(x, y)];
[_bezierCurves addObject: @[destination, destination, destination]];
}
- (void)curve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
{
[self curveTo:path c1x:c1x + _penX
c1y:c1y + _penY
c2x:c2x + _penX
c2y:c2y + _penY
ex:ex + _penX
ey:ey + _penY];
}
- (void)curveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
{
_pivotX = c2x;
_pivotY = c2y;
[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
}
- (void)curveToPoint:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey
{
[self setPenDown];
_penX = ex;
_penY = ey;
CGPathAddCurveToPoint(path, nil, c1x, c1y, c2x, c2y, ex, ey);
[_bezierCurves addObject: @[
[NSValue valueWithCGPoint:CGPointMake(c1x, c1y)],
[NSValue valueWithCGPoint:CGPointMake(c2x, c2y)],
[NSValue valueWithCGPoint:CGPointMake(ex, ey)]
]];
}
- (void)smoothCurve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
{
[self smoothCurveTo:path c1x:c1x + _penX c1y:c1y + _penY ex:ex + _penX ey:ey + _penY];
}
- (void)smoothCurveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y ex:(float)ex ey:(float)ey
{
float c2x = c1x;
float c2y = c1y;
c1x = (_penX * 2) - _pivotX;
c1y = (_penY * 2) - _pivotY;
_pivotX = c2x;
_pivotY = c2y;
[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
}
- (void)quadraticBezierCurve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
{
[self quadraticBezierCurveTo:path c1x:(float)c1x + _penX c1y:(float)c1y + _penY c2x:(float)c2x + _penX c2y:(float)c2y + _penY];
}
- (void)quadraticBezierCurveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y
{
_pivotX = c1x;
_pivotY = c1y;
float ex = c2x;
float ey = c2y;
c2x = (ex + c1x * 2) / 3;
c2y = (ey + c1y * 2) / 3;
c1x = (_penX + c1x * 2) / 3;
c1y = (_penY + c1y * 2) / 3;
[self curveToPoint:path c1x:(float)c1x c1y:(float)c1y c2x:(float)c2x c2y:(float)c2y ex:(float)ex ey:(float)ey];
}
- (void)smoothQuadraticBezierCurve:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y
{
[self smoothQuadraticBezierCurveTo:path c1x:c1x + _penX c1y:c1y + _penY];
}
- (void)smoothQuadraticBezierCurveTo:(CGMutablePathRef)path c1x:(float)c1x c1y:(float)c1y
{
float c2x = c1x;
float c2y = c1y;
c1x = (_penX * 2) - _pivotX;
c1y = (_penY * 2) - _pivotY;
[self quadraticBezierCurveTo:path c1x:c1x c1y:c1y c2x:c2x c2y:c2y];
}
- (void)arc:(CGMutablePathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
{
[self arcTo:path rx:rx ry:ry rotation:rotation outer:outer clockwise:clockwise x:x + _penX y:y + _penY];
}
- (void)arcTo:(CGMutablePathRef)path rx:(float)rx ry:(float)ry rotation:(float)rotation outer:(BOOL)outer clockwise:(BOOL)clockwise x:(float)x y:(float)y
{
float tX = _penX;
float tY = _penY;
ry = fabsf(ry == 0 ? (rx == 0 ? (y - tY) : rx) : ry);
rx = fabsf(rx == 0 ? (x - tX) : rx);
if (rx == 0 || ry == 0 || (x == tX && y == tY)) {
[self lineTo:path x:x y:y];
return;
}
float rad = rotation * M_PI / 180;
float cosed = cosf(rad);
float sined = sinf(rad);
x -= tX;
y -= tY;
// Ellipse Center
float cx = cosed * x / 2 + sined * y / 2;
float cy = -sined * x / 2 + cosed * y / 2;
float rxry = rx * rx * ry * ry;
float rycx = ry * ry * cx * cx;
float rxcy = rx * rx * cy * cy;
float a = rxry - rxcy - rycx;
if (a < 0){
a = sqrtf(1 - a / rxry);
rx *= a;
ry *= a;
cx = x / 2;
cy = y / 2;
} else {
a = sqrtf(a / (rxcy + rycx));
if (outer == clockwise) {
a = -a;
}
float cxd = -a * cy * rx / ry;
float cyd = a * cx * ry / rx;
cx = cosed * cxd - sined * cyd + x / 2;
cy = sined * cxd + cosed * cyd + y / 2;
}
// Rotation + Scale Transform
float xx = cosed / rx;
float yx = sined / rx;
float xy = -sined / ry;
float yy = cosed / ry;
// Start and End Angle
float sa = atan2f(xy * -cx + yy * -cy, xx * -cx + yx * -cy);
float ea = atan2f(xy * (x - cx) + yy * (y - cy), xx * (x - cx) + yx * (y - cy));
cx += tX;
cy += tY;
x += tX;
y += tY;
[self setPenDown];
_penX = _pivotX = x;
_penY = _pivotY = y;
[self arcToBezier:path cx:cx cy:cy rx:rx ry:ry sa:sa ea:ea clockwise:clockwise rad:rad];
}
- (void)arcToBezier:(CGMutablePathRef)path cx:(float)cx cy:(float)cy rx:(float)rx ry:(float)ry sa:(float)sa ea:(float)ea clockwise:(BOOL)clockwise rad:(float)rad
{
// Inverse Rotation + Scale Transform
float cosed = cosf(rad);
float sined = sinf(rad);
float xx = cosed * rx;
float yx = -sined * ry;
float xy = sined * rx;
float yy = cosed * ry;
// Bezier Curve Approximation
float arc = ea - sa;
if (arc < 0 && clockwise) {
arc += M_PI * 2;
} else if (arc > 0 && !clockwise) {
arc -= M_PI * 2;
}
int n = ceilf(fabsf(arc / ((float)M_PI / 2)));
float step = arc / n;
float k = (4.0f / 3.0f) * tanf(step / 4);
float x = cosf(sa);
float y = sinf(sa);
for (int i = 0; i < n; i++){
float cp1x = x - k * y;
float cp1y = y + k * x;
sa += step;
x = cosf(sa);
y = sinf(sa);
float cp2x = x + k * y;
float cp2y = y - k * x;
CGPathAddCurveToPoint(path,
nil,
cx + xx * cp1x + yx * cp1y,
cy + xy * cp1x + yy * cp1y,
cx + xx * cp2x + yx * cp2y,
cy + xy * cp2x + yy * cp2y,
cx + xx * x + yx * y,
cy + xy * x + yy * y);
}
}
- (void)close:(CGMutablePathRef)path
{
if (_penDownSet) {
_penX = _penDownX;
_penY = _penDownY;
_penDownSet = NO;
CGPathCloseSubpath(path);
[_bezierCurves addObject: @[_lastStartPoint, _lastStartPoint, _lastStartPoint]];
}
}
- (void)setPenDown
{
if (!_penDownSet) {
_penDownX = _penX;
_penDownY = _penY;
_penDownSet = YES;
}
}
@end