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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 "SkPathOpsCubic.h"
      8 #include "SkPathOpsLine.h"
      9 #include "SkPathOpsQuad.h"
     10 
     11 // Sources
     12 // computer-aided design - volume 22 number 9 november 1990 pp 538 - 549
     13 // online at http://cagd.cs.byu.edu/~tom/papers/bezclip.pdf
     14 
     15 // This turns a line segment into a parameterized line, of the form
     16 // ax + by + c = 0
     17 // When a^2 + b^2 == 1, the line is normalized.
     18 // The distance to the line for (x, y) is d(x,y) = ax + by + c
     19 //
     20 // Note that the distances below are not necessarily normalized. To get the true
     21 // distance, it's necessary to either call normalize() after xxxEndPoints(), or
     22 // divide the result of xxxDistance() by sqrt(normalSquared())
     23 
     24 class SkLineParameters {
     25 public:
     26 
     27     bool cubicEndPoints(const SkDCubic& pts) {
     28         int endIndex = 1;
     29         cubicEndPoints(pts, 0, endIndex);
     30         if (dy() != 0) {
     31             return true;
     32         }
     33         if (dx() == 0) {
     34             cubicEndPoints(pts, 0, ++endIndex);
     35             SkASSERT(endIndex == 2);
     36             if (dy() != 0) {
     37                 return true;
     38             }
     39             if (dx() == 0) {
     40                 cubicEndPoints(pts, 0, ++endIndex);  // line
     41                 SkASSERT(endIndex == 3);
     42                 return false;
     43             }
     44         }
     45         // FIXME: after switching to round sort, remove bumping fA
     46         if (dx() < 0) { // only worry about y bias when breaking cw/ccw tie
     47             return true;
     48         }
     49         // if cubic tangent is on x axis, look at next control point to break tie
     50         // control point may be approximate, so it must move significantly to account for error
     51         if (NotAlmostEqualUlps(pts[0].fY, pts[++endIndex].fY)) {
     52             if (pts[0].fY > pts[endIndex].fY) {
     53                 fA = DBL_EPSILON; // push it from 0 to slightly negative (y() returns -a)
     54             }
     55             return true;
     56         }
     57         if (endIndex == 3) {
     58             return true;
     59         }
     60         SkASSERT(endIndex == 2);
     61         if (pts[0].fY > pts[3].fY) {
     62             fA = DBL_EPSILON; // push it from 0 to slightly negative (y() returns -a)
     63         }
     64         return true;
     65     }
     66 
     67     void cubicEndPoints(const SkDCubic& pts, int s, int e) {
     68         fA = pts[s].fY - pts[e].fY;
     69         fB = pts[e].fX - pts[s].fX;
     70         fC = pts[s].fX * pts[e].fY - pts[e].fX * pts[s].fY;
     71     }
     72 
     73     double cubicPart(const SkDCubic& part) {
     74         cubicEndPoints(part);
     75         if (part[0] == part[1] || ((const SkDLine& ) part[0]).nearRay(part[2])) {
     76             return pointDistance(part[3]);
     77         }
     78         return pointDistance(part[2]);
     79     }
     80 
     81     void lineEndPoints(const SkDLine& pts) {
     82         fA = pts[0].fY - pts[1].fY;
     83         fB = pts[1].fX - pts[0].fX;
     84         fC = pts[0].fX * pts[1].fY - pts[1].fX * pts[0].fY;
     85     }
     86 
     87     bool quadEndPoints(const SkDQuad& pts) {
     88         quadEndPoints(pts, 0, 1);
     89         if (dy() != 0) {
     90             return true;
     91         }
     92         if (dx() == 0) {
     93             quadEndPoints(pts, 0, 2);
     94             return false;
     95         }
     96         if (dx() < 0) { // only worry about y bias when breaking cw/ccw tie
     97             return true;
     98         }
     99         // FIXME: after switching to round sort, remove this
    100         if (pts[0].fY > pts[2].fY) {
    101             fA = DBL_EPSILON;
    102         }
    103         return true;
    104     }
    105 
    106     void quadEndPoints(const SkDQuad& pts, int s, int e) {
    107         fA = pts[s].fY - pts[e].fY;
    108         fB = pts[e].fX - pts[s].fX;
    109         fC = pts[s].fX * pts[e].fY - pts[e].fX * pts[s].fY;
    110     }
    111 
    112     double quadPart(const SkDQuad& part) {
    113         quadEndPoints(part);
    114         return pointDistance(part[2]);
    115     }
    116 
    117     double normalSquared() const {
    118         return fA * fA + fB * fB;
    119     }
    120 
    121     bool normalize() {
    122         double normal = sqrt(normalSquared());
    123         if (approximately_zero(normal)) {
    124             fA = fB = fC = 0;
    125             return false;
    126         }
    127         double reciprocal = 1 / normal;
    128         fA *= reciprocal;
    129         fB *= reciprocal;
    130         fC *= reciprocal;
    131         return true;
    132     }
    133 
    134     void cubicDistanceY(const SkDCubic& pts, SkDCubic& distance) const {
    135         double oneThird = 1 / 3.0;
    136         for (int index = 0; index < 4; ++index) {
    137             distance[index].fX = index * oneThird;
    138             distance[index].fY = fA * pts[index].fX + fB * pts[index].fY + fC;
    139         }
    140     }
    141 
    142     void quadDistanceY(const SkDQuad& pts, SkDQuad& distance) const {
    143         double oneHalf = 1 / 2.0;
    144         for (int index = 0; index < 3; ++index) {
    145             distance[index].fX = index * oneHalf;
    146             distance[index].fY = fA * pts[index].fX + fB * pts[index].fY + fC;
    147         }
    148     }
    149 
    150     double controlPtDistance(const SkDCubic& pts, int index) const {
    151         SkASSERT(index == 1 || index == 2);
    152         return fA * pts[index].fX + fB * pts[index].fY + fC;
    153     }
    154 
    155     double controlPtDistance(const SkDQuad& pts) const {
    156         return fA * pts[1].fX + fB * pts[1].fY + fC;
    157     }
    158 
    159     double pointDistance(const SkDPoint& pt) const {
    160         return fA * pt.fX + fB * pt.fY + fC;
    161     }
    162 
    163     double dx() const {
    164         return fB;
    165     }
    166 
    167     double dy() const {
    168         return -fA;
    169     }
    170 
    171 private:
    172     double fA;
    173     double fB;
    174     double fC;
    175 };
    176