pub fn render_elements<'a>(&'a self, n: usize) -> impl Iterator<Item = PathEl> + 'a {
        let order = 24;
        let v = self.integrate(0.0, 1.0, order);
        let a = Affine::new([v.x, v.y, -v.y, v.x, 0.0, 0.0]).inverse();
        let step = 1.0 / (n as f64);
        fn calc_t(bias: f64) -> f64 {
            if bias >= 1.0 {
                (2.0 - bias).sqrt() * (1.0 / 3.0)
            } else {
                // Possibly this should increase for low tension curves, but that's not
                // obvious.
                1.0 / 3.0
            }
        }
        let t1 = calc_t(self.bias0);
        let t2 = 1.0 - calc_t(self.bias1);
        let mut last_p = Point::ZERO;
        let mut last_v = step * t1 * Vec2::from_angle(self.compute_theta(0.0));
        let mut i = 0;
        let mut first = Some(PathEl::MoveTo(last_p));
        std::iter::from_fn(move || {
            if let Some(first) = first.take() {
                return Some(first);
            }
            i += 1;
            if i <= n {
                let u = (i as f64) * step;
                let um = 1.0 - u;
                let t = 3.0 * u * um * (um * t1 + u * t2) + u.powi(3);
                let p = self.integrate(0.0, t, order).to_point();
                let p1 = last_p + last_v;
                let dt = um * um * t1 + 2.0 * u * um * (t2 - t1) + u * u * (1.0 - t2);
                let v = step * dt * Vec2::from_angle(self.compute_theta(t));
                let p2 = p - v;
                let next = PathEl::CurveTo(a * p1, a * p2, a * p);
                last_v = v;
                last_p = p;
                Some(next)
            } else {
                None
            }
        })
    }
/// Render to bezier elements.
///
/// The current algorithm just does a fixed subdivision based on arclength,
/// but should be adaptive in several ways; more subdivision for twistier
/// curves, and also more sophisticated parametrization (important as tension
/// increases).
Render to bezier elements.
The current algorithm just does a fixed subdivision based on arclength,
but should be adaptive in several ways; more subdivision for twistier
curves, and also more sophisticated parametrization (important as tension
increases).
Render to bezier elements . The current algorithm just does a fixed subdivision based on arclength but should be adaptive in several ways ; more subdivision for twistier curves and also more sophisticated parametrization ( important as tension increases ) .
pub fn render_elements<'a>(&'a self, n: usize) -> impl Iterator<Item = PathEl> + 'a {
        let order = 24;
        let v = self.integrate(0.0, 1.0, order);
        let a = Affine::new([v.x, v.y, -v.y, v.x, 0.0, 0.0]).inverse();
        let step = 1.0 / (n as f64);
        fn calc_t(bias: f64) -> f64 {
            if bias >= 1.0 {
                (2.0 - bias).sqrt() * (1.0 / 3.0)
            } else {
                // Possibly this should increase for low tension curves, but that's not
                // obvious.
                1.0 / 3.0
            }
        }
        let t1 = calc_t(self.bias0);
        let t2 = 1.0 - calc_t(self.bias1);
        let mut last_p = Point::ZERO;
        let mut last_v = step * t1 * Vec2::from_angle(self.compute_theta(0.0));
        let mut i = 0;
        let mut first = Some(PathEl::MoveTo(last_p));
        std::iter::from_fn(move || {
            if let Some(first) = first.take() {
                return Some(first);
            }
            i += 1;
            if i <= n {
                let u = (i as f64) * step;
                let um = 1.0 - u;
                let t = 3.0 * u * um * (um * t1 + u * t2) + u.powi(3);
                let p = self.integrate(0.0, t, order).to_point();
                let p1 = last_p + last_v;
                let dt = um * um * t1 + 2.0 * u * um * (t2 - t1) + u * u * (1.0 - t2);
                let v = step * dt * Vec2::from_angle(self.compute_theta(t));
                let p2 = p - v;
                let next = PathEl::CurveTo(a * p1, a * p2, a * p);
                last_v = v;
                last_p = p;
                Some(next)
            } else {
                None
            }
        })
    }
pub fn render_elements < ' a > ( & ' a self , n : usize ) -> impl Iterator < Item = PathEl > + ' a { let order = 24 ; let v = self . integrate ( 0.0 , 1.0 , order ) ; let a = Affine :: new ( [ v . x , v . y , - v . y , v . x , 0.0 , 0.0 ] ) . inverse ( ) ; let step = 1.0 / ( n as f64 ) ; fn calc_t ( bias : f64 ) -> f64 { if bias >= 1.0 { ( 2.0 - bias ) . sqrt ( ) * ( 1.0 / 3.0 ) } else { // Possibly this should increase for low tension curves, but that's not // obvious. 1.0 / 3.0 } } let t1 = calc_t ( self . bias0 ) ; let t2 = 1.0 - calc_t ( self . bias1 ) ; let mut last_p = Point :: ZERO ; let mut last_v = step * t1 * Vec2 :: from_angle ( self . compute_theta ( 0.0 ) ) ; let mut i = 0 ; let mut first = Some ( PathEl :: MoveTo ( last_p ) ) ; std :: iter :: from_fn ( move | | { if let Some ( first ) = first . take ( ) { return Some ( first ) ; } i += 1 ; if i <= n { let u = ( i as f64 ) * step ; let um = 1.0 - u ; let t = 3.0 * u * um * ( um * t1 + u * t2 ) + u . powi ( 3 ) ; let p = self . integrate ( 0.0 , t , order ) . to_point ( ) ; let p1 = last_p + last_v ; let dt = um * um * t1 + 2.0 * u * um * ( t2 - t1 ) + u * u * ( 1.0 - t2 ) ; let v = step * dt * Vec2 :: from_angle ( self . compute_theta ( t ) ) ; let p2 = p - v ; let next = PathEl :: CurveTo ( a * p1 , a * p2 , a * p ) ; last_v = v ; last_p = p ; Some ( next ) } else { None } } ) }
Render to bezier elements.
Render to bezier elements .
&'a self
n
usize
&'a self
n
usize