Re: Calculating accurate bounds of stroked paths
Re: Calculating accurate bounds of stroked paths
- Subject: Re: Calculating accurate bounds of stroked paths
- From: Peter Zegelin <email@hidden>
- Date: Wed, 9 Jul 2008 14:56:09 +1000
Graham,
Since no-one else has replied and I'm going to have to figure out
this myself, I thought I'd take a stab at it. I've uploaded some
screen shots http://www.fracturedsoftware.com/downloads/Stroke20.tiff
and http://www.fracturedsoftware.com/downloads/Stroke30.tiff of a
simple poly line with an angle set just about at the minimum before
the join converts to a bevel (presumably ~11 deg). In the stroke20 pic
the maximum extension is almost exactly 100 pixels and in the stroke30
it is 150 pixels. I tried with a 10 pixel stroke and got 50 pixels for
the extension. It would seem that the relationship would be 10 times
half the stroke width at the maximum (or 5 times)
I then created another simple polyline at about 45deg http://www.fracturedsoftware.com/downloads/Stroke20-45.tiff
. The extension was also 20. Now tan45deg is 1. So we have a stoke of
20 and an extension of 20 at 45deg. So extension = strokewidth /
tan(angle) maybe. Interestingly, going back to the first example
tan(11deg) is .194. Put that into the equation and you get 20/.194 =
~ 100. The docs say approx 11deg for the max - its closer to 11.2 by
this calculation.
I know this is a fair way from a suitable algorithm but maybe a start
and I sincerely hope I haven't lead you up a completely wrong path!
hth,
Peter
On 08/07/2008, at 11:24 PM, Kai wrote:
Hi,
have you checked CGContextReplacePathWithStrokedPath (CGContextRef
c) ? This together with CGRect CGContextGetPathBoundingBox
(CGContextRef c) might do the trick for you.
Best,
Kai
On 8.7.2008, at 14:16, Graham Cox wrote:
I need to know a rect within which all pixels will be painted for a
given path and stroke width. I'd prefer not to make this rect any
larger than it really needs to be. To compute this, I have to
factor in all sorts of bits and pieces such as the angles of the
line joins, miter limits and so on. It's getting so complicated I
feel there has to be an easier way. Surely there's something in
Quartz that can do this?
A close second best would be a rect that was the worst case bounds
for a given stroke width (it wouldn't need to know the actual path,
just its basic bounds), which thus assumed that all angles were
acute enough to trigger the mitre conversion. Even that is proving
hard to figure, as I'm probably not really understand the miter
limit calculation. The docs state:
"The miter limit helps you avoid spikes at the junction of two line
segments connected by a miter join (NSMiterLineJoinStyle). If the
ratio of the miter length—the diagonal length of the miter join—to
the line thickness exceeds the miter limit, the joint is converted
to a bevel join. The default miter limit value is 10, which
converts miters whose angle at the joint is less than 11 degrees."
So what *is it*? A value in degrees? Or a ratio of two sides of a
triangle? What triangle, exactly? How can I tell just how far out I
need to outset the rect to make sure I'm always just outside the
edge of any mitred corner?
thanks for any insight into this, it's getting frustrating. I'm
pretty OK at trig generally, but the definition is a bit vague, so
I'm not sure what I should be using as my starting points (I
possibly mean that literally!).
cheers, Graham_______________________________________________
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