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      1 /*
      2  * Copyright 2012 Google Inc.
      3  *
      4  * Use of this source code is governed by a BSD-style license that can be
      5  * found in the LICENSE file.
      6  */
      7 #include "SkIntersections.h"
      8 #include "SkPathOpsLine.h"
      9 
     10 /* Determine the intersection point of two lines. This assumes the lines are not parallel,
     11    and that that the lines are infinite.
     12    From http://en.wikipedia.org/wiki/Line-line_intersection
     13  */
     14 SkDPoint SkIntersections::Line(const SkDLine& a, const SkDLine& b) {
     15     double axLen = a[1].fX - a[0].fX;
     16     double ayLen = a[1].fY - a[0].fY;
     17     double bxLen = b[1].fX - b[0].fX;
     18     double byLen = b[1].fY - b[0].fY;
     19     double denom = byLen * axLen - ayLen * bxLen;
     20     SkASSERT(denom);
     21     double term1 = a[1].fX * a[0].fY - a[1].fY * a[0].fX;
     22     double term2 = b[1].fX * b[0].fY - b[1].fY * b[0].fX;
     23     SkDPoint p;
     24     p.fX = (term1 * bxLen - axLen * term2) / denom;
     25     p.fY = (term1 * byLen - ayLen * term2) / denom;
     26     return p;
     27 }
     28 
     29 void SkIntersections::cleanUpCoincidence() {
     30     SkASSERT(fUsed == 2);
     31     // both t values are good
     32     bool startMatch = fT[0][0] == 0 && (fT[1][0] == 0 || fT[1][0] == 1);
     33     bool endMatch = fT[0][1] == 1 && (fT[1][1] == 0 || fT[1][1] == 1);
     34     if (startMatch || endMatch) {
     35         removeOne(startMatch);
     36         return;
     37     }
     38     // either t value is good
     39     bool pStartMatch = fT[0][0] == 0 || fT[1][0] == 0 || fT[1][0] == 1;
     40     bool pEndMatch = fT[0][1] == 1 || fT[1][1] == 0 || fT[1][1] == 1;
     41     removeOne(pStartMatch || !pEndMatch);
     42 }
     43 
     44 void SkIntersections::cleanUpParallelLines(bool parallel) {
     45     while (fUsed > 2) {
     46         removeOne(1);
     47     }
     48     if (fUsed == 2 && !parallel) {
     49         bool startMatch = fT[0][0] == 0 || fT[1][0] == 0 || fT[1][0] == 1;
     50         bool endMatch = fT[0][1] == 1 || fT[1][1] == 0 || fT[1][1] == 1;
     51         if ((!startMatch && !endMatch) || approximately_equal(fT[0][0], fT[0][1])) {
     52             SkASSERT(startMatch || endMatch);
     53             removeOne(endMatch);
     54         }
     55     }
     56 }
     57 
     58 void SkIntersections::computePoints(const SkDLine& line, int used) {
     59     fPt[0] = line.ptAtT(fT[0][0]);
     60     if ((fUsed = used) == 2) {
     61         fPt[1] = line.ptAtT(fT[0][1]);
     62     }
     63 }
     64 
     65 int SkIntersections::intersectRay(const SkDLine& a, const SkDLine& b) {
     66     fMax = 2;
     67     SkDVector aLen = a[1] - a[0];
     68     SkDVector bLen = b[1] - b[0];
     69     /* Slopes match when denom goes to zero:
     70                       axLen / ayLen ==                   bxLen / byLen
     71     (ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen
     72              byLen  * axLen         ==  ayLen          * bxLen
     73              byLen  * axLen         -   ayLen          * bxLen == 0 ( == denom )
     74      */
     75     double denom = bLen.fY * aLen.fX - aLen.fY * bLen.fX;
     76     SkDVector ab0 = a[0] - b[0];
     77     double numerA = ab0.fY * bLen.fX - bLen.fY * ab0.fX;
     78     double numerB = ab0.fY * aLen.fX - aLen.fY * ab0.fX;
     79     numerA /= denom;
     80     numerB /= denom;
     81     int used;
     82     if (!approximately_zero(denom)) {
     83         fT[0][0] = numerA;
     84         fT[1][0] = numerB;
     85         used = 1;
     86     } else {
     87        /* See if the axis intercepts match:
     88                   ay - ax * ayLen / axLen  ==          by - bx * ayLen / axLen
     89          axLen * (ay - ax * ayLen / axLen) == axLen * (by - bx * ayLen / axLen)
     90          axLen *  ay - ax * ayLen          == axLen *  by - bx * ayLen
     91         */
     92         if (!AlmostEqualUlps(aLen.fX * a[0].fY - aLen.fY * a[0].fX,
     93                 aLen.fX * b[0].fY - aLen.fY * b[0].fX)) {
     94             return fUsed = 0;
     95         }
     96         // there's no great answer for intersection points for coincident rays, but return something
     97         fT[0][0] = fT[1][0] = 0;
     98         fT[1][0] = fT[1][1] = 1;
     99         used = 2;
    100     }
    101     computePoints(a, used);
    102     return fUsed;
    103 }
    104 
    105 // note that this only works if both lines are neither horizontal nor vertical
    106 int SkIntersections::intersect(const SkDLine& a, const SkDLine& b) {
    107     fMax = 3;  // note that we clean up so that there is no more than two in the end
    108     // see if end points intersect the opposite line
    109     double t;
    110     for (int iA = 0; iA < 2; ++iA) {
    111         if ((t = b.exactPoint(a[iA])) >= 0) {
    112             insert(iA, t, a[iA]);
    113         }
    114     }
    115     for (int iB = 0; iB < 2; ++iB) {
    116         if ((t = a.exactPoint(b[iB])) >= 0) {
    117             insert(t, iB, b[iB]);
    118         }
    119     }
    120     /* Determine the intersection point of two line segments
    121        Return FALSE if the lines don't intersect
    122        from: http://paulbourke.net/geometry/lineline2d/ */
    123     double axLen = a[1].fX - a[0].fX;
    124     double ayLen = a[1].fY - a[0].fY;
    125     double bxLen = b[1].fX - b[0].fX;
    126     double byLen = b[1].fY - b[0].fY;
    127     /* Slopes match when denom goes to zero:
    128                       axLen / ayLen ==                   bxLen / byLen
    129     (ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen
    130              byLen  * axLen         ==  ayLen          * bxLen
    131              byLen  * axLen         -   ayLen          * bxLen == 0 ( == denom )
    132      */
    133     double axByLen = axLen * byLen;
    134     double ayBxLen = ayLen * bxLen;
    135     // detect parallel lines the same way here and in SkOpAngle operator <
    136     // so that non-parallel means they are also sortable
    137     bool unparallel = fAllowNear ? NotAlmostEqualUlps(axByLen, ayBxLen)
    138             : NotAlmostDequalUlps(axByLen, ayBxLen);
    139     if (unparallel && fUsed == 0) {
    140         double ab0y = a[0].fY - b[0].fY;
    141         double ab0x = a[0].fX - b[0].fX;
    142         double numerA = ab0y * bxLen - byLen * ab0x;
    143         double numerB = ab0y * axLen - ayLen * ab0x;
    144         double denom = axByLen - ayBxLen;
    145         if (between(0, numerA, denom) && between(0, numerB, denom)) {
    146             fT[0][0] = numerA / denom;
    147             fT[1][0] = numerB / denom;
    148             computePoints(a, 1);
    149         }
    150     }
    151     if (fAllowNear || !unparallel) {
    152         for (int iA = 0; iA < 2; ++iA) {
    153             if ((t = b.nearPoint(a[iA])) >= 0) {
    154                 insert(iA, t, a[iA]);
    155             }
    156         }
    157         for (int iB = 0; iB < 2; ++iB) {
    158             if ((t = a.nearPoint(b[iB])) >= 0) {
    159                 insert(t, iB, b[iB]);
    160             }
    161         }
    162     }
    163     cleanUpParallelLines(!unparallel);
    164     SkASSERT(fUsed <= 2);
    165     return fUsed;
    166 }
    167 
    168 static int horizontal_coincident(const SkDLine& line, double y) {
    169     double min = line[0].fY;
    170     double max = line[1].fY;
    171     if (min > max) {
    172         SkTSwap(min, max);
    173     }
    174     if (min > y || max < y) {
    175         return 0;
    176     }
    177     if (AlmostEqualUlps(min, max) && max - min < fabs(line[0].fX - line[1].fX)) {
    178         return 2;
    179     }
    180     return 1;
    181 }
    182 
    183 static double horizontal_intercept(const SkDLine& line, double y) {
    184      return SkPinT((y - line[0].fY) / (line[1].fY - line[0].fY));
    185 }
    186 
    187 int SkIntersections::horizontal(const SkDLine& line, double y) {
    188     fMax = 2;
    189     int horizontalType = horizontal_coincident(line, y);
    190     if (horizontalType == 1) {
    191         fT[0][0] = horizontal_intercept(line, y);
    192     } else if (horizontalType == 2) {
    193         fT[0][0] = 0;
    194         fT[0][1] = 1;
    195     }
    196     return fUsed = horizontalType;
    197 }
    198 
    199 int SkIntersections::horizontal(const SkDLine& line, double left, double right,
    200                                 double y, bool flipped) {
    201     fMax = 2;
    202     // see if end points intersect the opposite line
    203     double t;
    204     const SkDPoint leftPt = { left, y };
    205     if ((t = line.exactPoint(leftPt)) >= 0) {
    206         insert(t, (double) flipped, leftPt);
    207     }
    208     if (left != right) {
    209         const SkDPoint rightPt = { right, y };
    210         if ((t = line.exactPoint(rightPt)) >= 0) {
    211             insert(t, (double) !flipped, rightPt);
    212         }
    213         for (int index = 0; index < 2; ++index) {
    214             if ((t = SkDLine::ExactPointH(line[index], left, right, y)) >= 0) {
    215                 insert((double) index, flipped ? 1 - t : t, line[index]);
    216             }
    217         }
    218     }
    219     int result = horizontal_coincident(line, y);
    220     if (result == 1 && fUsed == 0) {
    221         fT[0][0] = horizontal_intercept(line, y);
    222         double xIntercept = line[0].fX + fT[0][0] * (line[1].fX - line[0].fX);
    223         if (between(left, xIntercept, right)) {
    224             fT[1][0] = (xIntercept - left) / (right - left);
    225             if (flipped) {
    226                 // OPTIMIZATION: ? instead of swapping, pass original line, use [1].fX - [0].fX
    227                 for (int index = 0; index < result; ++index) {
    228                     fT[1][index] = 1 - fT[1][index];
    229                 }
    230             }
    231             fPt[0].fX = xIntercept;
    232             fPt[0].fY = y;
    233             fUsed = 1;
    234         }
    235     }
    236     if (fAllowNear || result == 2) {
    237         if ((t = line.nearPoint(leftPt)) >= 0) {
    238             insert(t, (double) flipped, leftPt);
    239         }
    240         if (left != right) {
    241             const SkDPoint rightPt = { right, y };
    242             if ((t = line.nearPoint(rightPt)) >= 0) {
    243                 insert(t, (double) !flipped, rightPt);
    244             }
    245             for (int index = 0; index < 2; ++index) {
    246                 if ((t = SkDLine::NearPointH(line[index], left, right, y)) >= 0) {
    247                     insert((double) index, flipped ? 1 - t : t, line[index]);
    248                 }
    249             }
    250         }
    251     }
    252     cleanUpParallelLines(result == 2);
    253     return fUsed;
    254 }
    255 
    256 static int vertical_coincident(const SkDLine& line, double x) {
    257     double min = line[0].fX;
    258     double max = line[1].fX;
    259     if (min > max) {
    260         SkTSwap(min, max);
    261     }
    262     if (!precisely_between(min, x, max)) {
    263         return 0;
    264     }
    265     if (AlmostEqualUlps(min, max)) {
    266         return 2;
    267     }
    268     return 1;
    269 }
    270 
    271 static double vertical_intercept(const SkDLine& line, double x) {
    272     return SkPinT((x - line[0].fX) / (line[1].fX - line[0].fX));
    273 }
    274 
    275 int SkIntersections::vertical(const SkDLine& line, double x) {
    276     fMax = 2;
    277     int verticalType = vertical_coincident(line, x);
    278     if (verticalType == 1) {
    279         fT[0][0] = vertical_intercept(line, x);
    280     } else if (verticalType == 2) {
    281         fT[0][0] = 0;
    282         fT[0][1] = 1;
    283     }
    284     return fUsed = verticalType;
    285 }
    286 
    287 int SkIntersections::vertical(const SkDLine& line, double top, double bottom,
    288                               double x, bool flipped) {
    289     fMax = 2;
    290     // see if end points intersect the opposite line
    291     double t;
    292     SkDPoint topPt = { x, top };
    293     if ((t = line.exactPoint(topPt)) >= 0) {
    294         insert(t, (double) flipped, topPt);
    295     }
    296     if (top != bottom) {
    297         SkDPoint bottomPt = { x, bottom };
    298         if ((t = line.exactPoint(bottomPt)) >= 0) {
    299             insert(t, (double) !flipped, bottomPt);
    300         }
    301         for (int index = 0; index < 2; ++index) {
    302             if ((t = SkDLine::ExactPointV(line[index], top, bottom, x)) >= 0) {
    303                 insert((double) index, flipped ? 1 - t : t, line[index]);
    304             }
    305         }
    306     }
    307     int result = vertical_coincident(line, x);
    308     if (result == 1 && fUsed == 0) {
    309         fT[0][0] = vertical_intercept(line, x);
    310         double yIntercept = line[0].fY + fT[0][0] * (line[1].fY - line[0].fY);
    311         if (between(top, yIntercept, bottom)) {
    312             fT[1][0] = (yIntercept - top) / (bottom - top);
    313             if (flipped) {
    314                 // OPTIMIZATION: instead of swapping, pass original line, use [1].fY - [0].fY
    315                 for (int index = 0; index < result; ++index) {
    316                     fT[1][index] = 1 - fT[1][index];
    317                 }
    318             }
    319             fPt[0].fX = x;
    320             fPt[0].fY = yIntercept;
    321             fUsed = 1;
    322         }
    323     }
    324     if (fAllowNear || result == 2) {
    325         if ((t = line.nearPoint(topPt)) >= 0) {
    326             insert(t, (double) flipped, topPt);
    327         }
    328         if (top != bottom) {
    329             SkDPoint bottomPt = { x, bottom };
    330             if ((t = line.nearPoint(bottomPt)) >= 0) {
    331                 insert(t, (double) !flipped, bottomPt);
    332             }
    333             for (int index = 0; index < 2; ++index) {
    334                 if ((t = SkDLine::NearPointV(line[index], top, bottom, x)) >= 0) {
    335                     insert((double) index, flipped ? 1 - t : t, line[index]);
    336                 }
    337             }
    338         }
    339     }
    340     cleanUpParallelLines(result == 2);
    341     return fUsed;
    342 }
    343 
    344 // from http://www.bryceboe.com/wordpress/wp-content/uploads/2006/10/intersect.py
    345 // 4 subs, 2 muls, 1 cmp
    346 static bool ccw(const SkDPoint& A, const SkDPoint& B, const SkDPoint& C) {
    347     return (C.fY - A.fY) * (B.fX - A.fX) > (B.fY - A.fY) * (C.fX - A.fX);
    348 }
    349 
    350 // 16 subs, 8 muls, 6 cmps
    351 bool SkIntersections::Test(const SkDLine& a, const SkDLine& b) {
    352     return ccw(a[0], b[0], b[1]) != ccw(a[1], b[0], b[1])
    353             && ccw(a[0], a[1], b[0]) != ccw(a[0], a[1], b[1]);
    354 }
    355