using DotNetCampus.Inking.Primitive;
using SkiaSharp;
using System;
using System.Collections.Generic;
using System.Linq;
using System.Numerics;
using System.Text;
using System.Threading.Tasks;
namespace DotNetCampus.Inking;
///
/// 特别简单的笔迹渲染器。
///
internal class SkiaSimpleInkRender
{
private static readonly Matrix3x2 RotationPiDiv8 = Matrix3x2.CreateRotation(MathF.PI / 8);
private static readonly Matrix3x2 RotationPiDiv4 = Matrix3x2.CreateRotation(MathF.PI / 4);
private static readonly Matrix3x2 Rotation3PiDiv8 = Matrix3x2.CreateRotation(3 * MathF.PI / 8);
public SKPoint[] GetOutlineSKPointList(IReadOnlyList pointList, double inkSize)
{
if (pointList.Count < 2)
{
throw new ArgumentException("小于两个点的无法应用算法");
}
var outlinePointList1 = _outlinePointList1;
var outlinePointList2 = _outlinePointList2;
outlinePointList1.Clear();
outlinePointList2.Clear();
outlinePointList1.EnsureCapacity(pointList.Count * 2);
outlinePointList2.EnsureCapacity(pointList.Count * 2);
for (var i = 0; i < pointList.Count; i++)
{
// 笔迹粗细的一半,一边用一半,合起来就是笔迹粗细了
var halfThickness = (float) inkSize / 2;
// 压感这里是直接乘法而已
halfThickness *= pointList[i].Pressure;
// 不能让笔迹粗细太小
halfThickness = MathF.Max(0.01f, halfThickness);
if (i == 0 || pointList[i].Point == pointList[i - 1].Point)
{
if (i == pointList.Count - 1 || pointList[i].Point == pointList[i + 1].Point)
{
continue;
}
var direction = Vector2.Multiply(halfThickness, Vector2.Normalize(new Vector2((float) pointList[i + 1].Point.X - (float) pointList[i].Point.X, (float) pointList[i + 1].Point.Y - (float) pointList[i].Point.Y)));
var point1 = new SKPoint((float) (pointList[i].Point.X - direction.Y), (float) (pointList[i].Point.Y + direction.X));
var point2 = new SKPoint((float) (pointList[i].Point.X + direction.Y), (float) (pointList[i].Point.Y - direction.X));
if (i == 0)
{
var direction0 = -direction;
var direction1 = Vector2.Transform(direction0, RotationPiDiv8);
var direction2 = Vector2.Transform(direction0, RotationPiDiv4);
var direction3 = Vector2.Transform(direction0, Rotation3PiDiv8);
var directionN1 = new Vector2(direction3.Y, -direction3.X);
var directionN2 = new Vector2(direction2.Y, -direction2.X);
var directionN3 = new Vector2(direction1.Y, -direction1.X);
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + direction0.X), (float) (pointList[i].Point.Y + direction0.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + directionN1.X), (float) (pointList[i].Point.Y + directionN1.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + directionN2.X), (float) (pointList[i].Point.Y + directionN2.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + directionN3.X), (float) (pointList[i].Point.Y + directionN3.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + direction0.X), (float) (pointList[i].Point.Y + direction0.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + direction1.X), (float) (pointList[i].Point.Y + direction1.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + direction2.X), (float) (pointList[i].Point.Y + direction2.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + direction3.X), (float) (pointList[i].Point.Y + direction3.Y)));
}
outlinePointList1.Add(point1);
outlinePointList2.Add(point2);
}
else if (i == pointList.Count - 1 || pointList[i].Point == pointList[i + 1].Point)
{
var direction = Vector2.Multiply(halfThickness, Vector2.Normalize(new Vector2((float) pointList[i].Point.X - (float) pointList[i - 1].Point.X, (float) pointList[i].Point.Y - (float) pointList[i - 1].Point.Y)));
var point1 = new SKPoint((float) (pointList[i].Point.X - direction.Y), (float) (pointList[i].Point.Y + direction.X));
var point2 = new SKPoint((float) (pointList[i].Point.X + direction.Y), (float) (pointList[i].Point.Y - direction.X));
outlinePointList1.Add(point1);
outlinePointList2.Add(point2);
if (i == pointList.Count - 1)
{
var rotationPiDiv8 = Matrix3x2.CreateRotation(MathF.PI / 8);
var rotationPiDiv4 = Matrix3x2.CreateRotation(MathF.PI / 4);
var rotation3PiDiv8 = Matrix3x2.CreateRotation(3 * MathF.PI / 8);
var direction0 = direction;
var direction1 = Vector2.Transform(direction0, rotationPiDiv8);
var direction2 = Vector2.Transform(direction0, rotationPiDiv4);
var direction3 = Vector2.Transform(direction0, rotation3PiDiv8);
var directionN1 = new Vector2(direction3.Y, -direction3.X);
var directionN2 = new Vector2(direction2.Y, -direction2.X);
var directionN3 = new Vector2(direction1.Y, -direction1.X);
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + direction3.X), (float) (pointList[i].Point.Y + direction3.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + direction2.X), (float) (pointList[i].Point.Y + direction2.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + direction1.X), (float) (pointList[i].Point.Y + direction1.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + direction0.X), (float) (pointList[i].Point.Y + direction0.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + directionN3.X), (float) (pointList[i].Point.Y + directionN3.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + directionN2.X), (float) (pointList[i].Point.Y + directionN2.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + directionN1.X), (float) (pointList[i].Point.Y + directionN1.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + direction0.X), (float) (pointList[i].Point.Y + direction0.Y)));
}
}
else
{
var direction1 = Vector2.Multiply(halfThickness, Vector2.Normalize(new Vector2((float) pointList[i].Point.X - (float) pointList[i - 1].Point.X, (float) pointList[i].Point.Y - (float) pointList[i - 1].Point.Y)));
var direction2 = Vector2.Multiply(halfThickness, Vector2.Normalize(new Vector2((float) pointList[i + 1].Point.X - (float) pointList[i].Point.X, (float) pointList[i + 1].Point.Y - (float) pointList[i].Point.Y)));
var vector11 = new Vector2(-direction1.Y, direction1.X);
var vector12 = new Vector2(direction1.Y, -direction1.X);
var vector21 = new Vector2(-direction2.Y, direction2.X);
var vector22 = new Vector2(direction2.Y, -direction2.X);
switch (-direction1.X * direction2.Y + direction1.Y * direction2.X)
{
case < 0:
{
var vector1 = Vector2.Normalize(vector11 + vector21) * halfThickness;
var vector2 = Vector2.Normalize(vector12 + vector22) * halfThickness;
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + vector1.X), (float) (pointList[i].Point.Y + vector1.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + vector12.X), (float) (pointList[i].Point.Y + vector12.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + vector2.X), (float) (pointList[i].Point.Y + vector2.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + vector22.X), (float) (pointList[i].Point.Y + vector22.Y)));
break;
}
case > 0:
{
var vector1 = Vector2.Normalize(vector11 + vector21) * halfThickness;
var vector2 = Vector2.Normalize(vector12 + vector22) * halfThickness;
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + vector11.X), (float) (pointList[i].Point.Y + vector11.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + vector1.X), (float) (pointList[i].Point.Y + vector1.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + vector21.X), (float) (pointList[i].Point.Y + vector21.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + vector2.X), (float) (pointList[i].Point.Y + vector2.Y)));
break;
}
default:
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + vector11.X), (float) (pointList[i].Point.Y + vector11.Y)));
outlinePointList1.Add(new SKPoint((float) (pointList[i].Point.X + vector21.X), (float) (pointList[i].Point.Y + vector21.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + vector12.X), (float) (pointList[i].Point.Y + vector12.Y)));
outlinePointList2.Add(new SKPoint((float) (pointList[i].Point.X + vector22.X), (float) (pointList[i].Point.Y + vector22.Y)));
break;
}
}
}
var outlinePoints = new SKPoint[outlinePointList1.Count + outlinePointList2.Count + 1];
outlinePointList2.Reverse();
outlinePointList1.CopyTo(outlinePoints, 0);
outlinePointList2.CopyTo(outlinePoints, outlinePointList1.Count);
outlinePoints[^1] = outlinePoints[0];
return outlinePoints;
}
private readonly List _outlinePointList1 = new List();
private readonly List _outlinePointList2 = new List();
}