#include "DataTypes.h" #include #include #ifdef __cplusplus extern "C" { #endif void *memcpy(void *, const void *, size_t); #ifdef __cplusplus } #endif const double PointEpsilon = 0.000001; const double SquaredEpsilon = PointEpsilon * PointEpsilon; bool rotate(const Cubic& cubic, int zero, int index, Cubic& rotPath) { double dy = cubic[index].y - cubic[zero].y; double dx = cubic[index].x - cubic[zero].x; if (approximately_equal(dy, 0)) { if (approximately_equal(dx, 0)) { return false; } memcpy(rotPath, cubic, sizeof(Cubic)); return true; } for (int index = 0; index < 4; ++index) { rotPath[index].x = cubic[index].x * dx + cubic[index].y * dy; rotPath[index].y = cubic[index].y * dx - cubic[index].x * dy; } return true; } double t_at(const _Line& line, const _Point& pt) { double dx = line[1].x - line[0].x; double dy = line[1].y - line[0].y; if (fabs(dx) > fabs(dy)) { if (approximately_zero(dx)) { return 0; } return (pt.x - line[0].x) / dx; } if (approximately_zero(dy)) { return 0; } return (pt.y - line[0].y) / dy; } static void setMinMax(double x, double y1, double y2, int flags, double& minX, double& maxX) { if (minX > x && (flags & (kFindTopMin | kFindBottomMin))) { minX = x; } if (maxX < x && (flags & (kFindTopMax | kFindBottomMax))) { maxX = x; } } void x_at(const _Point& p1, const _Point& p2, double top, double bottom, int flags, double& minX, double& maxX) { if (approximately_equal(p1.y, p2.y)) { // It should be OK to bail early in this case. There's another edge // which shares this end point which can intersect without failing to // have a slope ... maybe return; } // p2.x is always greater than p1.x -- the part of points (p1, p2) are // moving from the start of the cubic towards its end. // if p1.y < p2.y, minX can be affected // if p1.y > p2.y, maxX can be affected double slope = (p2.x - p1.x) / (p2.y - p1.y); int topFlags = flags & (kFindTopMin | kFindTopMax); if (topFlags && (top <= p1.y && top >= p2.y || top >= p1.y && top <= p2.y)) { double x = p1.x + (top - p1.y) * slope; setMinMax(x, p1.y, p2.y, topFlags, minX, maxX); } int bottomFlags = flags & (kFindBottomMin | kFindBottomMax); if (bottomFlags && (bottom <= p1.y && bottom >= p2.y || bottom >= p1.y && bottom <= p2.y)) { double x = p1.x + (bottom - p1.y) * slope; setMinMax(x, p1.y, p2.y, bottomFlags, minX, maxX); } } void xy_at_t(const Cubic& cubic, double t, double& x, double& y) { double one_t = 1 - t; double one_t2 = one_t * one_t; double a = one_t2 * one_t; double b = 3 * one_t2 * t; double t2 = t * t; double c = 3 * one_t * t2; double d = t2 * t; if (&x) { x = a * cubic[0].x + b * cubic[1].x + c * cubic[2].x + d * cubic[3].x; } if (&y) { y = a * cubic[0].y + b * cubic[1].y + c * cubic[2].y + d * cubic[3].y; } } void xy_at_t(const _Line& line, double t, double& x, double& y) { double one_t = 1 - t; if (&x) { x = one_t * line[0].x + t * line[1].x; } if (&y) { y = one_t * line[0].y + t * line[1].y; } } void xy_at_t(const Quadratic& quad, double t, double& x, double& y) { double one_t = 1 - t; double a = one_t * one_t; double b = 2 * one_t * t; double c = t * t; if (&x) { x = a * quad[0].x + b * quad[1].x + c * quad[2].x; } if (&y) { y = a * quad[0].y + b * quad[1].y + c * quad[2].y; } } // from http://randomascii.wordpress.com/2012/02/25/comparing-floating-point-numbers-2012-edition/ union Float_t { Float_t(float num = 0.0f) : f(num) {} // Portable extraction of components. bool Negative() const { return (i >> 31) != 0; } int32_t RawMantissa() const { return i & ((1 << 23) - 1); } int32_t RawExponent() const { return (i >> 23) & 0xFF; } int32_t i; float f; #ifdef _DEBUG struct { // Bitfields for exploration. Do not use in production code. uint32_t mantissa : 23; uint32_t exponent : 8; uint32_t sign : 1; } parts; #endif }; bool AlmostEqualUlps(float A, float B, int maxUlpsDiff) { Float_t uA(A); Float_t uB(B); // Different signs means they do not match. if (uA.Negative() != uB.Negative()) { // Check for equality to make sure +0==-0 return A == B; } // Find the difference in ULPs. int ulpsDiff = abs(uA.i - uB.i); return ulpsDiff <= maxUlpsDiff; } int UlpsDiff(float A, float B) { Float_t uA(A); Float_t uB(B); return abs(uA.i - uB.i); } int FloatAsInt(float A) { Float_t uA(A); return uA.i; }