/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #include "CurveIntersection.h" #include "Intersections.h" #include "IntersectionUtilities.h" #include "LineIntersection.h" static const double tClipLimit = 0.8; // http://cagd.cs.byu.edu/~tom/papers/bezclip.pdf see Multiple intersections class CubicIntersections : public Intersections { public: CubicIntersections(const Cubic& c1, const Cubic& c2, Intersections& i) : cubic1(c1) , cubic2(c2) , intersections(i) , depth(0) , splits(0) { } bool intersect() { double minT1, minT2, maxT1, maxT2; if (!bezier_clip(cubic2, cubic1, minT1, maxT1)) { return false; } if (!bezier_clip(cubic1, cubic2, minT2, maxT2)) { return false; } int split; if (maxT1 - minT1 < maxT2 - minT2) { intersections.swap(); minT2 = 0; maxT2 = 1; split = maxT1 - minT1 > tClipLimit; } else { minT1 = 0; maxT1 = 1; split = (maxT2 - minT2 > tClipLimit) << 1; } return chop(minT1, maxT1, minT2, maxT2, split); } protected: bool intersect(double minT1, double maxT1, double minT2, double maxT2) { Cubic smaller, larger; // FIXME: carry last subdivide and reduceOrder result with cubic sub_divide(cubic1, minT1, maxT1, intersections.swapped() ? larger : smaller); sub_divide(cubic2, minT2, maxT2, intersections.swapped() ? smaller : larger); Cubic smallResult; if (reduceOrder(smaller, smallResult, kReduceOrder_NoQuadraticsAllowed) <= 2) { Cubic largeResult; if (reduceOrder(larger, largeResult, kReduceOrder_NoQuadraticsAllowed) <= 2) { const _Line& smallLine = (const _Line&) smallResult; const _Line& largeLine = (const _Line&) largeResult; double smallT[2]; double largeT[2]; // FIXME: this doesn't detect or deal with coincident lines if (!::intersect(smallLine, largeLine, smallT, largeT)) { return false; } if (intersections.swapped()) { smallT[0] = interp(minT2, maxT2, smallT[0]); largeT[0] = interp(minT1, maxT1, largeT[0]); } else { smallT[0] = interp(minT1, maxT1, smallT[0]); largeT[0] = interp(minT2, maxT2, largeT[0]); } intersections.add(smallT[0], largeT[0]); return true; } } double minT, maxT; if (!bezier_clip(smaller, larger, minT, maxT)) { if (minT == maxT) { if (intersections.swapped()) { minT1 = (minT1 + maxT1) / 2; minT2 = interp(minT2, maxT2, minT); } else { minT1 = interp(minT1, maxT1, minT); minT2 = (minT2 + maxT2) / 2; } intersections.add(minT1, minT2); return true; } return false; } int split; if (intersections.swapped()) { double newMinT1 = interp(minT1, maxT1, minT); double newMaxT1 = interp(minT1, maxT1, maxT); split = (newMaxT1 - newMinT1 > (maxT1 - minT1) * tClipLimit) << 1; #define VERBOSE 0 #if VERBOSE printf("%s d=%d s=%d new1=(%g,%g) old1=(%g,%g) split=%d\n", __FUNCTION__, depth, splits, newMinT1, newMaxT1, minT1, maxT1, split); #endif minT1 = newMinT1; maxT1 = newMaxT1; } else { double newMinT2 = interp(minT2, maxT2, minT); double newMaxT2 = interp(minT2, maxT2, maxT); split = newMaxT2 - newMinT2 > (maxT2 - minT2) * tClipLimit; #if VERBOSE printf("%s d=%d s=%d new2=(%g,%g) old2=(%g,%g) split=%d\n", __FUNCTION__, depth, splits, newMinT2, newMaxT2, minT2, maxT2, split); #endif minT2 = newMinT2; maxT2 = newMaxT2; } return chop(minT1, maxT1, minT2, maxT2, split); } bool chop(double minT1, double maxT1, double minT2, double maxT2, int split) { ++depth; intersections.swap(); if (split) { ++splits; if (split & 2) { double middle1 = (maxT1 + minT1) / 2; intersect(minT1, middle1, minT2, maxT2); intersect(middle1, maxT1, minT2, maxT2); } else { double middle2 = (maxT2 + minT2) / 2; intersect(minT1, maxT1, minT2, middle2); intersect(minT1, maxT1, middle2, maxT2); } --splits; intersections.swap(); --depth; return intersections.intersected(); } bool result = intersect(minT1, maxT1, minT2, maxT2); intersections.swap(); --depth; return result; } private: const Cubic& cubic1; const Cubic& cubic2; Intersections& intersections; int depth; int splits; }; bool intersect(const Cubic& c1, const Cubic& c2, Intersections& i) { CubicIntersections c(c1, c2, i); return c.intersect(); } #include "CubicUtilities.h" // this flavor approximates the cubics with quads to find the intersecting ts // OPTIMIZE: if this strategy proves successful, the quad approximations, or the ts used // to create the approximations, could be stored in the cubic segment // fixme: this strategy needs to add short line segments on either end, or similarly extend the // initial and final quadratics bool intersect2(const Cubic& c1, const Cubic& c2, Intersections& i) { SkTDArray ts1; double precision1 = calcPrecision(c1); cubic_to_quadratics(c1, precision1, ts1); SkTDArray ts2; double precision2 = calcPrecision(c2); cubic_to_quadratics(c2, precision2, ts2); double t1Start = 0; int ts1Count = ts1.count(); for (int i1 = 0; i1 <= ts1Count; ++i1) { const double t1 = i1 < ts1Count ? ts1[i1] : 1; Cubic part1; sub_divide(c1, t1Start, t1, part1); Quadratic q1; demote_cubic_to_quad(part1, q1); // start here; // should reduceOrder be looser in this use case if quartic is going to blow up on an // extremely shallow quadratic? // maybe quadratics to lines need the same sort of recursive solution that I hope to find // for cubics to quadratics ... Quadratic s1; int o1 = reduceOrder(q1, s1); double t2Start = 0; int ts2Count = ts2.count(); for (int i2 = 0; i2 <= ts2Count; ++i2) { const double t2 = i2 < ts2Count ? ts2[i2] : 1; Cubic part2; sub_divide(c2, t2Start, t2, part2); Quadratic q2; demote_cubic_to_quad(part2, q2); Quadratic s2; double o2 = reduceOrder(q2, s2); Intersections locals; if (o1 == 3 && o2 == 3) { intersect2(q1, q2, locals); } else if (o1 <= 2 && o2 <= 2) { i.fUsed = intersect((const _Line&) s1, (const _Line&) s2, i.fT[0], i.fT[1]); } else if (o1 == 3 && o2 <= 2) { intersect(q1, (const _Line&) s2, i); } else { SkASSERT(o1 <= 2 && o2 == 3); intersect(q2, (const _Line&) s1, i); for (int s = 0; s < i.fUsed; ++s) { SkTSwap(i.fT[0][s], i.fT[1][s]); } } for (int tIdx = 0; tIdx < locals.used(); ++tIdx) { double to1 = t1Start + (t1 - t1Start) * locals.fT[0][tIdx]; double to2 = t2Start + (t2 - t2Start) * locals.fT[1][tIdx]; i.insert(to1, to2); } t2Start = t2; } t1Start = t1; } return i.intersected(); } int intersect(const Cubic& cubic, const Quadratic& quad, Intersections& i) { SkTDArray ts; double precision = calcPrecision(cubic); cubic_to_quadratics(cubic, precision, ts); double tStart = 0; Cubic part; int tsCount = ts.count(); for (int idx = 0; idx <= tsCount; ++idx) { double t = idx < tsCount ? ts[idx] : 1; Quadratic q1; sub_divide(cubic, tStart, t, part); demote_cubic_to_quad(part, q1); Intersections locals; intersect2(q1, quad, locals); for (int tIdx = 0; tIdx < locals.used(); ++tIdx) { double globalT = tStart + (t - tStart) * locals.fT[0][tIdx]; i.insertOne(globalT, 0); globalT = locals.fT[1][tIdx]; i.insertOne(globalT, 1); } tStart = t; } return i.used(); } bool intersect(const Cubic& cubic, Intersections& i) { SkTDArray ts; double precision = calcPrecision(cubic); cubic_to_quadratics(cubic, precision, ts); int tsCount = ts.count(); if (tsCount == 1) { return false; } double t1Start = 0; Cubic part; for (int idx = 0; idx < tsCount; ++idx) { double t1 = ts[idx]; Quadratic q1; sub_divide(cubic, t1Start, t1, part); demote_cubic_to_quad(part, q1); double t2Start = t1; for (int i2 = idx + 1; i2 <= tsCount; ++i2) { const double t2 = i2 < tsCount ? ts[i2] : 1; Quadratic q2; sub_divide(cubic, t2Start, t2, part); demote_cubic_to_quad(part, q2); Intersections locals; intersect2(q1, q2, locals); for (int tIdx = 0; tIdx < locals.used(); ++tIdx) { // discard intersections at cusp? (maximum curvature) double t1sect = locals.fT[0][tIdx]; double t2sect = locals.fT[1][tIdx]; if (idx + 1 == i2 && t1sect == 1 && t2sect == 0) { continue; } double to1 = t1Start + (t1 - t1Start) * t1sect; double to2 = t2Start + (t2 - t2Start) * t2sect; i.insert(to1, to2); } t2Start = t2; } t1Start = t1; } return i.intersected(); }