optimised contour generation

This commit is contained in:
minjaesong
2026-03-06 23:27:57 +09:00
parent bc827be492
commit 7c90766394

View File

@@ -1,14 +1,15 @@
"""
Convert 1-bit bitmap arrays to TrueType quadratic outlines.
Convert 1-bit bitmap arrays to CFF outlines by tracing connected pixel blobs.
Each set pixel becomes part of a rectangle contour drawn clockwise.
Adjacent identical horizontal runs are merged vertically into rectangles.
Each connected component of filled pixels becomes a single closed contour
(plus additional contours for any holes). Adjacent collinear edges are
merged, minimising vertex count.
Scale: x_left = col * SCALE, y_top = (BASELINE_ROW - row) * SCALE
Scale: x = col * SCALE, y = (BASELINE_ROW - row) * SCALE
where BASELINE_ROW = 16 (ascent in pixels).
"""
from typing import Dict, List, Tuple
from typing import List, Tuple
import sheet_config as SC
@@ -16,15 +17,56 @@ SCALE = SC.SCALE
BASELINE_ROW = 16 # pixels from top to baseline
def _turn_priority(in_dx, in_dy, out_dx, out_dy):
"""
Return priority for outgoing direction relative to incoming.
Lower = preferred (rightmost turn in y-down grid coordinates).
This produces outer contours that are CW in font coordinates (y-up)
and hole contours that are CCW, matching the non-zero winding rule.
"""
# Normalise to unit directions
nidx = (1 if in_dx > 0 else -1) if in_dx else 0
nidy = (1 if in_dy > 0 else -1) if in_dy else 0
ndx = (1 if out_dx > 0 else -1) if out_dx else 0
ndy = (1 if out_dy > 0 else -1) if out_dy else 0
# Right turn in y-down coords: (-in_dy, in_dx)
if (ndx, ndy) == (-nidy, nidx):
return 0
# Straight
if (ndx, ndy) == (nidx, nidy):
return 1
# Left turn: (in_dy, -in_dx)
if (ndx, ndy) == (nidy, -nidx):
return 2
# U-turn
return 3
def _simplify(contour):
"""Remove collinear intermediate vertices from a rectilinear contour."""
n = len(contour)
if n < 3:
return contour
result = []
for i in range(n):
p = contour[(i - 1) % n]
c = contour[i]
q = contour[(i + 1) % n]
# Cross product of consecutive edge vectors
if (c[0] - p[0]) * (q[1] - c[1]) - (c[1] - p[1]) * (q[0] - c[0]) != 0:
result.append(c)
return result if len(result) >= 3 else contour
def trace_bitmap(bitmap, glyph_width_px):
"""
Convert a bitmap to a list of rectangle contours.
Convert a bitmap to polygon contours by tracing connected pixel blobs.
Each rectangle is ((x0, y0), (x1, y1)) in font units, where:
- (x0, y0) is bottom-left
- (x1, y1) is top-right
Returns list of (x0, y0, x1, y1) tuples representing rectangles.
Returns a list of contours, where each contour is a list of (x, y)
tuples in font units. Outer contours are clockwise, hole contours
counter-clockwise (non-zero winding rule).
"""
if not bitmap or not bitmap[0]:
return []
@@ -32,66 +74,79 @@ def trace_bitmap(bitmap, glyph_width_px):
h = len(bitmap)
w = len(bitmap[0])
# Step 1: Find horizontal runs per row
runs = [] # list of (row, col_start, col_end)
for row in range(h):
col = 0
while col < w:
if bitmap[row][col]:
start = col
while col < w and bitmap[row][col]:
col += 1
runs.append((row, start, col))
else:
col += 1
def filled(r, c):
return 0 <= r < h and 0 <= c < w and bitmap[r][c]
# Step 2: Merge vertically adjacent identical runs into rectangles
rects = [] # (row_start, row_end, col_start, col_end)
used = [False] * len(runs)
# -- Step 1: collect directed boundary edges --
# Pixel (r, c) occupies grid square (c, r)-(c+1, r+1).
# Edge direction keeps the filled region to the left (in y-down coords).
edge_map = {} # start_vertex -> [end_vertex, ...]
for i, (row, cs, ce) in enumerate(runs):
if used[i]:
continue
# Try to extend this run downward
row_end = row + 1
j = i + 1
while j < len(runs):
r2, cs2, ce2 = runs[j]
if r2 > row_end:
break
if r2 == row_end and cs2 == cs and ce2 == ce and not used[j]:
used[j] = True
row_end = r2 + 1
j += 1
rects.append((row, row_end, cs, ce))
for r in range(h):
for c in range(w):
if not bitmap[r][c]:
continue
if not filled(r - 1, c): # top boundary
edge_map.setdefault((c, r), []).append((c + 1, r))
if not filled(r + 1, c): # bottom boundary
edge_map.setdefault((c + 1, r + 1), []).append((c, r + 1))
if not filled(r, c - 1): # left boundary
edge_map.setdefault((c, r + 1), []).append((c, r))
if not filled(r, c + 1): # right boundary
edge_map.setdefault((c + 1, r), []).append((c + 1, r + 1))
# Step 3: Convert to font coordinates
if not edge_map:
return []
# -- Step 2: trace contours using rightmost-turn rule --
used = set()
contours = []
for row_start, row_end, col_start, col_end in rects:
x0 = col_start * SCALE
x1 = col_end * SCALE
y_top = (BASELINE_ROW - row_start) * SCALE
y_bottom = (BASELINE_ROW - row_end) * SCALE
contours.append((x0, y_bottom, x1, y_top))
for sv in sorted(edge_map):
for ev in edge_map[sv]:
if (sv, ev) in used:
continue
path = [sv]
prev, curr = sv, ev
used.add((sv, ev))
while curr != sv:
path.append(curr)
idx, idy = curr[0] - prev[0], curr[1] - prev[1]
candidates = [e for e in edge_map.get(curr, [])
if (curr, e) not in used]
if not candidates:
break
best = min(candidates,
key=lambda e: _turn_priority(
idx, idy, e[0] - curr[0], e[1] - curr[1]))
used.add((curr, best))
prev, curr = curr, best
path = _simplify(path)
if len(path) >= 3:
contours.append([
(x * SCALE, (BASELINE_ROW - y) * SCALE)
for x, y in path
])
return contours
def draw_glyph_to_pen(contours, pen, x_offset=0, y_offset=0):
"""
Draw rectangle contours to a TTGlyphPen or similar pen.
Each rectangle is drawn as a clockwise closed contour (4 on-curve points).
Draw polygon contours to a T2CharStringPen (or compatible pen).
Each contour is a list of (x, y) vertices forming a closed polygon.
x_offset/y_offset shift all contours (used for alignment positioning).
"""
for x0, y0, x1, y1 in contours:
ax0 = x0 + x_offset
ax1 = x1 + x_offset
ay0 = y0 + y_offset
ay1 = y1 + y_offset
# Clockwise: bottom-left -> top-left -> top-right -> bottom-right
pen.moveTo((ax0, ay0))
pen.lineTo((ax0, ay1))
pen.lineTo((ax1, ay1))
pen.lineTo((ax1, ay0))
for contour in contours:
x, y = contour[0]
pen.moveTo((x + x_offset, y + y_offset))
for x, y in contour[1:]:
pen.lineTo((x + x_offset, y + y_offset))
pen.closePath()