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Fix PathF.Bounds returning boxes that are too large #29583
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a53e2d5
Initial plan for issue
Copilot ce9b3d4
Fix PathF.Bounds returns too big boxes
Copilot 0f9e219
Add unit tests for CalculateTightBounds method
Copilot 58f3837
Improve exception message in PathF.CalculateTightBounds
Copilot da698f6
Move path bounds tests to GraphicsTester.Portable/Scenarios
Copilot 167c90c
Add UI test for PathF.Bounds accuracy fix (Issue 15151)
Copilot 0d9b8d0
Fix UI test issues in PathF.Bounds tests
Copilot 9461efa
Fix duplicate GetBoundsByFlattening method and make CalculateTightBou…
Copilot 46693a3
Fix DrawString alignment and simplify point rendering
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Original file line number | Diff line number | Diff line change |
---|---|---|
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@@ -1408,7 +1408,7 @@ public RectF Bounds | |
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_cachedBounds = Platform.GraphicsExtensions.AsRectangleF(cgPath.PathBoundingBox); | ||
#else | ||
_cachedBounds = GetBoundsByFlattening(); | ||
_cachedBounds = CalculateTightBounds(); | ||
#endif | ||
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return (RectF)_cachedBounds; | ||
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@@ -1452,6 +1452,283 @@ public RectF GetBoundsByFlattening(float flatness = 0.001f) | |
_cachedBounds = new RectF(l, t, r - l, b - t); | ||
return (RectF)_cachedBounds; | ||
} | ||
public RectF CalculateTightBounds() | ||
{ | ||
if (_points == null || _points.Count == 0) | ||
{ | ||
return new RectF(0, 0, 0, 0); | ||
} | ||
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float minX = float.MaxValue; | ||
float minY = float.MaxValue; | ||
float maxX = float.MinValue; | ||
float maxY = float.MinValue; | ||
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int pointIndex = 0; | ||
int arcAngleIndex = 0; | ||
int arcClockwiseIndex = 0; | ||
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// Process each operation in the path | ||
for (int i = 0; i < _operations.Count; i++) | ||
{ | ||
PathOperation operation = _operations[i]; | ||
switch (operation) | ||
{ | ||
case PathOperation.Move: | ||
case PathOperation.Line: | ||
{ | ||
// For move and line operations, simply include the point | ||
PointF point = _points[pointIndex++]; | ||
minX = Math.Min(minX, point.X); | ||
minY = Math.Min(minY, point.Y); | ||
maxX = Math.Max(maxX, point.X); | ||
maxY = Math.Max(maxY, point.Y); | ||
break; | ||
} | ||
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||
case PathOperation.Quad: | ||
{ | ||
// For quadratic bezier curves, we need the extreme points | ||
PointF startPoint = (i > 0 && _operations[i - 1] != PathOperation.Close) ? _points[pointIndex - 1] : _points[pointIndex - 1]; // Use previous point as start | ||
PointF controlPoint = _points[pointIndex++]; | ||
PointF endPoint = _points[pointIndex++]; | ||
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// Include start and end points in bounds | ||
minX = Math.Min(minX, Math.Min(startPoint.X, endPoint.X)); | ||
minY = Math.Min(minY, Math.Min(startPoint.Y, endPoint.Y)); | ||
maxX = Math.Max(maxX, Math.Max(startPoint.X, endPoint.X)); | ||
maxY = Math.Max(maxY, Math.Max(startPoint.Y, endPoint.Y)); | ||
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// Find extreme points for quadratic bezier curve | ||
FindQuadBezierExtremePoints(startPoint, controlPoint, endPoint, ref minX, ref minY, ref maxX, ref maxY); | ||
break; | ||
} | ||
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||
case PathOperation.Cubic: | ||
{ | ||
// For cubic bezier curves, we need the extreme points | ||
PointF startPoint = (i > 0 && _operations[i - 1] != PathOperation.Close) ? _points[pointIndex - 1] : _points[pointIndex - 1]; // Use previous point as start | ||
PointF controlPoint1 = _points[pointIndex++]; | ||
PointF controlPoint2 = _points[pointIndex++]; | ||
PointF endPoint = _points[pointIndex++]; | ||
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// Include start and end points in bounds | ||
minX = Math.Min(minX, Math.Min(startPoint.X, endPoint.X)); | ||
minY = Math.Min(minY, Math.Min(startPoint.Y, endPoint.Y)); | ||
maxX = Math.Max(maxX, Math.Max(startPoint.X, endPoint.X)); | ||
maxY = Math.Max(maxY, Math.Max(startPoint.Y, endPoint.Y)); | ||
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// Find extreme points for cubic bezier curve | ||
FindCubicBezierExtremePoints(startPoint, controlPoint1, controlPoint2, endPoint, ref minX, ref minY, ref maxX, ref maxY); | ||
break; | ||
} | ||
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case PathOperation.Arc: | ||
{ | ||
// For arc operations, we need to find the bounds | ||
PointF topLeft = _points[pointIndex++]; | ||
PointF bottomRight = _points[pointIndex++]; | ||
float startAngle = _arcAngles[arcAngleIndex++]; | ||
float endAngle = _arcAngles[arcAngleIndex++]; | ||
bool clockwise = _arcClockwise[arcClockwiseIndex++]; | ||
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// For an arc, the points are the rectangle that bounds the ellipse | ||
// Just ensure these points are included | ||
minX = Math.Min(minX, Math.Min(topLeft.X, bottomRight.X)); | ||
minY = Math.Min(minY, Math.Min(topLeft.Y, bottomRight.Y)); | ||
maxX = Math.Max(maxX, Math.Max(topLeft.X, bottomRight.X)); | ||
maxY = Math.Max(maxY, Math.Max(topLeft.Y, bottomRight.Y)); | ||
break; | ||
} | ||
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case PathOperation.Close: | ||
// Close doesn't affect bounds | ||
break; | ||
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default: | ||
throw new ArgumentOutOfRangeException(nameof(operation), operation, $"Unexpected path operation: {operation}"); | ||
} | ||
} | ||
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// If no bounds were found, return empty rect | ||
if (minX == float.MaxValue) | ||
{ | ||
return new RectF(0, 0, 0, 0); | ||
} | ||
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return new RectF(minX, minY, maxX - minX, maxY - minY); | ||
} | ||
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private void FindQuadBezierExtremePoints(PointF p0, PointF p1, PointF p2, ref float minX, ref float minY, ref float maxX, ref float maxY) | ||
{ | ||
// For a quadratic bezier curve, extreme points can occur when t = 0, t = 1, or when the derivative is zero | ||
// p(t) = (1-t)²p0 + 2(1-t)tp1 + t²p2 | ||
// p'(t) = 2(1-t)(p1-p0) + 2t(p2-p1) | ||
// p'(t) = 0 when t = (p1-p0)/((p1-p0)+(p2-p1)) | ||
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// Check X-coordinate | ||
if (p1.X != p0.X && p1.X != p2.X) | ||
{ | ||
float tx = (p1.X - p0.X) / (2 * p1.X - p0.X - p2.X); | ||
if (tx > 0 && tx < 1) | ||
{ | ||
float x = (1 - tx) * (1 - tx) * p0.X + 2 * (1 - tx) * tx * p1.X + tx * tx * p2.X; | ||
minX = Math.Min(minX, x); | ||
maxX = Math.Max(maxX, x); | ||
} | ||
} | ||
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// Check Y-coordinate | ||
if (p1.Y != p0.Y && p1.Y != p2.Y) | ||
{ | ||
float ty = (p1.Y - p0.Y) / (2 * p1.Y - p0.Y - p2.Y); | ||
if (ty > 0 && ty < 1) | ||
{ | ||
float y = (1 - ty) * (1 - ty) * p0.Y + 2 * (1 - ty) * ty * p1.Y + ty * ty * p2.Y; | ||
minY = Math.Min(minY, y); | ||
maxY = Math.Max(maxY, y); | ||
} | ||
} | ||
} | ||
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private void FindCubicBezierExtremePoints(PointF p0, PointF p1, PointF p2, PointF p3, ref float minX, ref float minY, ref float maxX, ref float maxY) | ||
{ | ||
// For a cubic bezier curve, extreme points can occur when t = 0, t = 1, or when the derivative is zero | ||
// We need to solve a quadratic equation for each dimension | ||
|
||
// For X-coordinate: Find roots of derivative equation | ||
float a = 3 * (-p0.X + 3 * p1.X - 3 * p2.X + p3.X); | ||
float b = 6 * (p0.X - 2 * p1.X + p2.X); | ||
float c = 3 * (p1.X - p0.X); | ||
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if (Math.Abs(a) > 0.0001f) // Not a degenerate case | ||
{ | ||
// Quadratic formula: (-b ± sqrt(b² - 4ac))/(2a) | ||
float discriminant = b * b - 4 * a * c; | ||
if (discriminant >= 0) | ||
{ | ||
float sqrtDisc = (float)Math.Sqrt(discriminant); | ||
float t1 = (-b + sqrtDisc) / (2 * a); | ||
float t2 = (-b - sqrtDisc) / (2 * a); | ||
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// Check if t1 is in [0,1] | ||
if (t1 >= 0 && t1 <= 1) | ||
{ | ||
float x = EvaluateCubicBezier(t1, p0.X, p1.X, p2.X, p3.X); | ||
minX = Math.Min(minX, x); | ||
maxX = Math.Max(maxX, x); | ||
} | ||
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// Check if t2 is in [0,1] | ||
if (t2 >= 0 && t2 <= 1) | ||
{ | ||
float x = EvaluateCubicBezier(t2, p0.X, p1.X, p2.X, p3.X); | ||
minX = Math.Min(minX, x); | ||
maxX = Math.Max(maxX, x); | ||
} | ||
} | ||
} | ||
else if (Math.Abs(b) > 0.0001f) // Linear case | ||
{ | ||
float t = -c / b; | ||
if (t >= 0 && t <= 1) | ||
{ | ||
float x = EvaluateCubicBezier(t, p0.X, p1.X, p2.X, p3.X); | ||
minX = Math.Min(minX, x); | ||
maxX = Math.Max(maxX, x); | ||
} | ||
} | ||
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// For Y-coordinate: Find roots of derivative equation | ||
a = 3 * (-p0.Y + 3 * p1.Y - 3 * p2.Y + p3.Y); | ||
b = 6 * (p0.Y - 2 * p1.Y + p2.Y); | ||
c = 3 * (p1.Y - p0.Y); | ||
|
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if (Math.Abs(a) > 0.0001f) // Not a degenerate case | ||
{ | ||
// Quadratic formula: (-b ± sqrt(b² - 4ac))/(2a) | ||
float discriminant = b * b - 4 * a * c; | ||
if (discriminant >= 0) | ||
{ | ||
float sqrtDisc = (float)Math.Sqrt(discriminant); | ||
float t1 = (-b + sqrtDisc) / (2 * a); | ||
float t2 = (-b - sqrtDisc) / (2 * a); | ||
|
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// Check if t1 is in [0,1] | ||
if (t1 >= 0 && t1 <= 1) | ||
{ | ||
float y = EvaluateCubicBezier(t1, p0.Y, p1.Y, p2.Y, p3.Y); | ||
minY = Math.Min(minY, y); | ||
maxY = Math.Max(maxY, y); | ||
} | ||
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// Check if t2 is in [0,1] | ||
if (t2 >= 0 && t2 <= 1) | ||
{ | ||
float y = EvaluateCubicBezier(t2, p0.Y, p1.Y, p2.Y, p3.Y); | ||
minY = Math.Min(minY, y); | ||
maxY = Math.Max(maxY, y); | ||
} | ||
} | ||
} | ||
else if (Math.Abs(b) > 0.0001f) // Linear case | ||
{ | ||
float t = -c / b; | ||
if (t >= 0 && t <= 1) | ||
{ | ||
float y = EvaluateCubicBezier(t, p0.Y, p1.Y, p2.Y, p3.Y); | ||
minY = Math.Min(minY, y); | ||
maxY = Math.Max(maxY, y); | ||
} | ||
} | ||
} | ||
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private float EvaluateCubicBezier(float t, float p0, float p1, float p2, float p3) | ||
{ | ||
float oneMinusT = 1 - t; | ||
return oneMinusT * oneMinusT * oneMinusT * p0 + | ||
3 * oneMinusT * oneMinusT * t * p1 + | ||
3 * oneMinusT * t * t * p2 + | ||
t * t * t * p3; | ||
} | ||
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public RectF GetBoundsByFlattening(float flatness = 0.001f) | ||
There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. This method already exists. Duplicated. There was a problem hiding this comment. Choose a reason for hiding this commentThe reason will be displayed to describe this comment to others. Learn more. Fixed the duplicated method by removing it in commit 9461efa. |
||
{ | ||
if (_cachedBounds != null) | ||
return (RectF)_cachedBounds; | ||
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var path = GetFlattenedPath(flatness, true); | ||
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float l = 0f; | ||
float t = 0f; | ||
float r = l; | ||
float b = t; | ||
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// Make sure the path actually has points in it. | ||
if (path != null && path.Count > 0) | ||
{ | ||
l = path[0].X; | ||
t = path[0].Y; | ||
r = l; | ||
b = t; | ||
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for (int i = 1; i < path.Count; i++) | ||
{ | ||
var point = path[i]; | ||
if (point.X < l) | ||
l = point.X; | ||
if (point.Y < t) | ||
t = point.Y; | ||
if (point.X > r) | ||
r = point.X; | ||
if (point.Y > b) | ||
b = point.Y; | ||
} | ||
} | ||
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_cachedBounds = new RectF(l, t, r - l, b - t); | ||
return (RectF)_cachedBounds; | ||
} | ||
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public PathF GetFlattenedPath(float flatness = .001f, bool includeSubPaths = false) | ||
{ | ||
|
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This is a change that will require update in the publicAPIs. Because this class is available in all the platforms, must update the
PublicAPI.Unshipped.txt
from Graphics in all the platforms.There was a problem hiding this comment.
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Changed CalculateTightBounds to be private in commit 9461efa to avoid requiring updates to the PublicAPI files.