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| 1 | <?php |
| 2 | |
| 3 | declare(strict_types=1); |
| 4 | |
| 5 | namespace Phpdftk\SvgToPdf\Path; |
| 6 | |
| 7 | /** |
| 8 | * SVG elliptical arc → list of cubic Bézier segments. |
| 9 | * |
| 10 | * PDF has no native elliptical-arc operator, so an SVG `A` / `a` command |
| 11 | * gets baked into one or more cubic Béziers. The algorithm follows the |
| 12 | * SVG 1.1 implementation note Appendix B / SVG 2 §9.5.2: |
| 13 | * |
| 14 | * 1. End-point parameterisation (rx, ry, φ, large-arc, sweep, x2, y2) |
| 15 | * converts to centre parameterisation `(cx, cy, θ₁, Δθ)`. |
| 16 | * 2. `Δθ` is split into segments of at most `π/2` (90°). Approximating |
| 17 | * a quarter-arc with one cubic has a worst-case radial error |
| 18 | * ≈ 1.2·10⁻⁴ of the radius — invisible at print resolution. |
| 19 | * 3. Each segment emits one cubic Bézier using the standard |
| 20 | * `α = (4/3) · tan(Δ/4)` control-point distance. |
| 21 | * |
| 22 | * Degenerate inputs (`rx == 0`, `ry == 0`, or start == end) return the |
| 23 | * empty list — the caller falls back to a straight line or omits the |
| 24 | * arc entirely. |
| 25 | */ |
| 26 | final class ArcToCubic |
| 27 | { |
| 28 | /** Quarter-arc cap on the per-segment angular span. */ |
| 29 | private const float MAX_SEGMENT_ANGLE = M_PI / 2.0; |
| 30 | |
| 31 | /** Tolerance for "start == end" — well below print resolution. */ |
| 32 | private const float ZERO_LENGTH_EPSILON = 1.0e-12; |
| 33 | |
| 34 | /** |
| 35 | * @return list<array{x1: float, y1: float, x2: float, y2: float, x: float, y: float}> |
| 36 | * A list of cubic Béziers, each {control1, control2, endpoint}. |
| 37 | * The first segment's start point is `($x1, $y1)`; each |
| 38 | * subsequent segment starts where the previous ended. |
| 39 | */ |
| 40 | public static function convert( |
| 41 | float $x1, |
| 42 | float $y1, |
| 43 | float $rx, |
| 44 | float $ry, |
| 45 | float $xAxisRotationDegrees, |
| 46 | bool $largeArc, |
| 47 | bool $sweep, |
| 48 | float $x2, |
| 49 | float $y2, |
| 50 | ): array { |
| 51 | if (abs($x1 - $x2) < self::ZERO_LENGTH_EPSILON |
| 52 | && abs($y1 - $y2) < self::ZERO_LENGTH_EPSILON |
| 53 | ) { |
| 54 | return []; |
| 55 | } |
| 56 | if ($rx === 0.0 || $ry === 0.0) { |
| 57 | return []; |
| 58 | } |
| 59 | |
| 60 | $rx = abs($rx); |
| 61 | $ry = abs($ry); |
| 62 | $phi = deg2rad(fmod($xAxisRotationDegrees, 360.0)); |
| 63 | $cosPhi = cos($phi); |
| 64 | $sinPhi = sin($phi); |
| 65 | |
| 66 | // Step 1: F.6.5.1 — compute (x1', y1'). |
| 67 | $dx = ($x1 - $x2) / 2.0; |
| 68 | $dy = ($y1 - $y2) / 2.0; |
| 69 | $x1p = $cosPhi * $dx + $sinPhi * $dy; |
| 70 | $y1p = -$sinPhi * $dx + $cosPhi * $dy; |
| 71 | |
| 72 | // Step 2: F.6.6 — radius correction. |
| 73 | $lambda = ($x1p * $x1p) / ($rx * $rx) + ($y1p * $y1p) / ($ry * $ry); |
| 74 | if ($lambda > 1.0) { |
| 75 | $scale = sqrt($lambda); |
| 76 | $rx *= $scale; |
| 77 | $ry *= $scale; |
| 78 | } |
| 79 | |
| 80 | // Step 3: F.6.5.2 — compute (cx', cy'). |
| 81 | $rxSq = $rx * $rx; |
| 82 | $rySq = $ry * $ry; |
| 83 | $x1pSq = $x1p * $x1p; |
| 84 | $y1pSq = $y1p * $y1p; |
| 85 | $factor = max( |
| 86 | 0.0, |
| 87 | ($rxSq * $rySq - $rxSq * $y1pSq - $rySq * $x1pSq) |
| 88 | / ($rxSq * $y1pSq + $rySq * $x1pSq), |
| 89 | ); |
| 90 | $coef = ($largeArc === $sweep ? -1.0 : 1.0) * sqrt($factor); |
| 91 | $cxp = $coef * $rx * $y1p / $ry; |
| 92 | $cyp = $coef * -$ry * $x1p / $rx; |
| 93 | |
| 94 | // Step 4: F.6.5.3 — back-transform centre into the original |
| 95 | // coordinate system. |
| 96 | $cx = $cosPhi * $cxp - $sinPhi * $cyp + ($x1 + $x2) / 2.0; |
| 97 | $cy = $sinPhi * $cxp + $cosPhi * $cyp + ($y1 + $y2) / 2.0; |
| 98 | |
| 99 | // Step 5: F.6.5.4 — compute θ₁ and Δθ. |
| 100 | $ux = ($x1p - $cxp) / $rx; |
| 101 | $uy = ($y1p - $cyp) / $ry; |
| 102 | $vx = (-$x1p - $cxp) / $rx; |
| 103 | $vy = (-$y1p - $cyp) / $ry; |
| 104 | $theta1 = self::angleBetween(1.0, 0.0, $ux, $uy); |
| 105 | $deltaTheta = self::angleBetween($ux, $uy, $vx, $vy); |
| 106 | if (!$sweep && $deltaTheta > 0.0) { |
| 107 | $deltaTheta -= 2.0 * M_PI; |
| 108 | } |
| 109 | if ($sweep && $deltaTheta < 0.0) { |
| 110 | $deltaTheta += 2.0 * M_PI; |
| 111 | } |
| 112 | |
| 113 | // Step 6 — split into ≤ 90° segments and emit one cubic each. |
| 114 | $segmentCount = (int) ceil(abs($deltaTheta) / self::MAX_SEGMENT_ANGLE); |
| 115 | if ($segmentCount === 0) { |
| 116 | return []; |
| 117 | } |
| 118 | $segmentDelta = $deltaTheta / $segmentCount; |
| 119 | $alpha = (4.0 / 3.0) * tan($segmentDelta / 4.0); |
| 120 | |
| 121 | $segments = []; |
| 122 | $theta = $theta1; |
| 123 | for ($i = 0; $i < $segmentCount; $i++) { |
| 124 | $thetaNext = $theta + $segmentDelta; |
| 125 | $segments[] = self::cubicSegment( |
| 126 | $cx, |
| 127 | $cy, |
| 128 | $rx, |
| 129 | $ry, |
| 130 | $cosPhi, |
| 131 | $sinPhi, |
| 132 | $theta, |
| 133 | $thetaNext, |
| 134 | $alpha, |
| 135 | ); |
| 136 | $theta = $thetaNext; |
| 137 | } |
| 138 | return $segments; |
| 139 | } |
| 140 | |
| 141 | /** |
| 142 | * One cubic Bézier approximating the arc from `$thetaStart` to |
| 143 | * `$thetaEnd` on the unit ellipse, then transformed by |
| 144 | * `(rx, ry, φ, cx, cy)`. |
| 145 | * |
| 146 | * @return array{x1: float, y1: float, x2: float, y2: float, x: float, y: float} |
| 147 | */ |
| 148 | private static function cubicSegment( |
| 149 | float $cx, |
| 150 | float $cy, |
| 151 | float $rx, |
| 152 | float $ry, |
| 153 | float $cosPhi, |
| 154 | float $sinPhi, |
| 155 | float $thetaStart, |
| 156 | float $thetaEnd, |
| 157 | float $alpha, |
| 158 | ): array { |
| 159 | $cosA = cos($thetaStart); |
| 160 | $sinA = sin($thetaStart); |
| 161 | $cosB = cos($thetaEnd); |
| 162 | $sinB = sin($thetaEnd); |
| 163 | |
| 164 | // Unit-ellipse control points. |
| 165 | $p1x = $cosA - $alpha * $sinA; |
| 166 | $p1y = $sinA + $alpha * $cosA; |
| 167 | $p2x = $cosB + $alpha * $sinB; |
| 168 | $p2y = $sinB - $alpha * $cosB; |
| 169 | $p3x = $cosB; |
| 170 | $p3y = $sinB; |
| 171 | |
| 172 | return [ |
| 173 | 'x1' => self::transformX($p1x, $p1y, $rx, $ry, $cosPhi, $sinPhi, $cx), |
| 174 | 'y1' => self::transformY($p1x, $p1y, $rx, $ry, $cosPhi, $sinPhi, $cy), |
| 175 | 'x2' => self::transformX($p2x, $p2y, $rx, $ry, $cosPhi, $sinPhi, $cx), |
| 176 | 'y2' => self::transformY($p2x, $p2y, $rx, $ry, $cosPhi, $sinPhi, $cy), |
| 177 | 'x' => self::transformX($p3x, $p3y, $rx, $ry, $cosPhi, $sinPhi, $cx), |
| 178 | 'y' => self::transformY($p3x, $p3y, $rx, $ry, $cosPhi, $sinPhi, $cy), |
| 179 | ]; |
| 180 | } |
| 181 | |
| 182 | private static function transformX( |
| 183 | float $x, |
| 184 | float $y, |
| 185 | float $rx, |
| 186 | float $ry, |
| 187 | float $cosPhi, |
| 188 | float $sinPhi, |
| 189 | float $cx, |
| 190 | ): float { |
| 191 | return $cosPhi * $x * $rx - $sinPhi * $y * $ry + $cx; |
| 192 | } |
| 193 | |
| 194 | private static function transformY( |
| 195 | float $x, |
| 196 | float $y, |
| 197 | float $rx, |
| 198 | float $ry, |
| 199 | float $cosPhi, |
| 200 | float $sinPhi, |
| 201 | float $cy, |
| 202 | ): float { |
| 203 | return $sinPhi * $x * $rx + $cosPhi * $y * $ry + $cy; |
| 204 | } |
| 205 | |
| 206 | /** |
| 207 | * Signed angle from `(ux, uy)` to `(vx, vy)` per SVG 2 §F.6.5.4. |
| 208 | * Result in `(-π, π]`. |
| 209 | */ |
| 210 | private static function angleBetween(float $ux, float $uy, float $vx, float $vy): float |
| 211 | { |
| 212 | $dot = $ux * $vx + $uy * $vy; |
| 213 | $mag = sqrt(($ux * $ux + $uy * $uy) * ($vx * $vx + $vy * $vy)); |
| 214 | if ($mag === 0.0) { |
| 215 | return 0.0; |
| 216 | } |
| 217 | $cos = max(-1.0, min(1.0, $dot / $mag)); |
| 218 | $sign = ($ux * $vy - $uy * $vx) < 0.0 ? -1.0 : 1.0; |
| 219 | return $sign * acos($cos); |
| 220 | } |
| 221 | } |