/* * 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 "CubicUtilities.h" #include "Extrema.h" #include "QuadraticUtilities.h" #include "TriangleUtilities.h" // from http://blog.gludion.com/2009/08/distance-to-quadratic-bezier-curve.html double nearestT(const Quadratic& quad, const _Point& pt) { _Vector pos = quad[0] - pt; // search points P of bezier curve with PM.(dP / dt) = 0 // a calculus leads to a 3d degree equation : _Vector A = quad[1] - quad[0]; _Vector B = quad[2] - quad[1]; B -= A; double a = B.dot(B); double b = 3 * A.dot(B); double c = 2 * A.dot(A) + pos.dot(B); double d = pos.dot(A); double ts[3]; int roots = cubicRootsValidT(a, b, c, d, ts); double d0 = pt.distanceSquared(quad[0]); double d2 = pt.distanceSquared(quad[2]); double distMin = SkTMin(d0, d2); int bestIndex = -1; for (int index = 0; index < roots; ++index) { _Point onQuad; xy_at_t(quad, ts[index], onQuad.x, onQuad.y); double dist = pt.distanceSquared(onQuad); if (distMin > dist) { distMin = dist; bestIndex = index; } } if (bestIndex >= 0) { return ts[bestIndex]; } return d0 < d2 ? 0 : 1; } bool point_in_hull(const Quadratic& quad, const _Point& pt) { return pointInTriangle((const Triangle&) quad, pt); } _Point top(const Quadratic& quad, double startT, double endT) { Quadratic sub; sub_divide(quad, startT, endT, sub); _Point topPt = sub[0]; if (topPt.y > sub[2].y || (topPt.y == sub[2].y && topPt.x > sub[2].x)) { topPt = sub[2]; } if (!between(sub[0].y, sub[1].y, sub[2].y)) { double extremeT; if (findExtrema(sub[0].y, sub[1].y, sub[2].y, &extremeT)) { extremeT = startT + (endT - startT) * extremeT; _Point test; xy_at_t(quad, extremeT, test.x, test.y); if (topPt.y > test.y || (topPt.y == test.y && topPt.x > test.x)) { topPt = test; } } } return topPt; } /* Numeric Solutions (5.6) suggests to solve the quadratic by computing Q = -1/2(B + sgn(B)Sqrt(B^2 - 4 A C)) and using the roots t1 = Q / A t2 = C / Q */ int add_valid_ts(double s[], int realRoots, double* t) { int foundRoots = 0; for (int index = 0; index < realRoots; ++index) { double tValue = s[index]; if (approximately_zero_or_more(tValue) && approximately_one_or_less(tValue)) { if (approximately_less_than_zero(tValue)) { tValue = 0; } else if (approximately_greater_than_one(tValue)) { tValue = 1; } for (int idx2 = 0; idx2 < foundRoots; ++idx2) { if (approximately_equal(t[idx2], tValue)) { goto nextRoot; } } t[foundRoots++] = tValue; } nextRoot: ; } return foundRoots; } // note: caller expects multiple results to be sorted smaller first // note: http://en.wikipedia.org/wiki/Loss_of_significance has an interesting // analysis of the quadratic equation, suggesting why the following looks at // the sign of B -- and further suggesting that the greatest loss of precision // is in b squared less two a c int quadraticRootsValidT(double A, double B, double C, double t[2]) { #if 0 B *= 2; double square = B * B - 4 * A * C; if (approximately_negative(square)) { if (!approximately_positive(square)) { return 0; } square = 0; } double squareRt = sqrt(square); double Q = (B + (B < 0 ? -squareRt : squareRt)) / -2; int foundRoots = 0; double ratio = Q / A; if (approximately_zero_or_more(ratio) && approximately_one_or_less(ratio)) { if (approximately_less_than_zero(ratio)) { ratio = 0; } else if (approximately_greater_than_one(ratio)) { ratio = 1; } t[0] = ratio; ++foundRoots; } ratio = C / Q; if (approximately_zero_or_more(ratio) && approximately_one_or_less(ratio)) { if (approximately_less_than_zero(ratio)) { ratio = 0; } else if (approximately_greater_than_one(ratio)) { ratio = 1; } if (foundRoots == 0 || !approximately_negative(ratio - t[0])) { t[foundRoots++] = ratio; } else if (!approximately_negative(t[0] - ratio)) { t[foundRoots++] = t[0]; t[0] = ratio; } } #else double s[2]; int realRoots = quadraticRootsReal(A, B, C, s); int foundRoots = add_valid_ts(s, realRoots, t); #endif return foundRoots; } // unlike quadratic roots, this does not discard real roots <= 0 or >= 1 int quadraticRootsReal(const double A, const double B, const double C, double s[2]) { const double p = B / (2 * A); const double q = C / A; if (approximately_zero(A) && (approximately_zero_inverse(p) || approximately_zero_inverse(q))) { if (approximately_zero(B)) { s[0] = 0; return C == 0; } s[0] = -C / B; return 1; } /* normal form: x^2 + px + q = 0 */ const double p2 = p * p; #if 0 double D = AlmostEqualUlps(p2, q) ? 0 : p2 - q; if (D <= 0) { if (D < 0) { return 0; } s[0] = -p; SkDebugf("[%d] %1.9g\n", 1, s[0]); return 1; } double sqrt_D = sqrt(D); s[0] = sqrt_D - p; s[1] = -sqrt_D - p; SkDebugf("[%d] %1.9g %1.9g\n", 2, s[0], s[1]); return 2; #else if (!AlmostEqualUlps(p2, q) && p2 < q) { return 0; } double sqrt_D = 0; if (p2 > q) { sqrt_D = sqrt(p2 - q); } s[0] = sqrt_D - p; s[1] = -sqrt_D - p; #if 0 if (AlmostEqualUlps(s[0], s[1])) { SkDebugf("[%d] %1.9g\n", 1, s[0]); } else { SkDebugf("[%d] %1.9g %1.9g\n", 2, s[0], s[1]); } #endif return 1 + !AlmostEqualUlps(s[0], s[1]); #endif } void toCubic(const Quadratic& quad, Cubic& cubic) { cubic[0] = quad[0]; cubic[2] = quad[1]; cubic[3] = quad[2]; cubic[1].x = (cubic[0].x + cubic[2].x * 2) / 3; cubic[1].y = (cubic[0].y + cubic[2].y * 2) / 3; cubic[2].x = (cubic[3].x + cubic[2].x * 2) / 3; cubic[2].y = (cubic[3].y + cubic[2].y * 2) / 3; } static double derivativeAtT(const double* quad, double t) { double a = t - 1; double b = 1 - 2 * t; double c = t; return a * quad[0] + b * quad[2] + c * quad[4]; } double dx_at_t(const Quadratic& quad, double t) { return derivativeAtT(&quad[0].x, t); } double dy_at_t(const Quadratic& quad, double t) { return derivativeAtT(&quad[0].y, t); } _Vector dxdy_at_t(const Quadratic& quad, double t) { double a = t - 1; double b = 1 - 2 * t; double c = t; _Vector result = { a * quad[0].x + b * quad[1].x + c * quad[2].x, a * quad[0].y + b * quad[1].y + c * quad[2].y }; return result; } 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; } } _Point xy_at_t(const Quadratic& quad, double t) { double one_t = 1 - t; double a = one_t * one_t; double b = 2 * one_t * t; double c = t * t; _Point result = { a * quad[0].x + b * quad[1].x + c * quad[2].x, a * quad[0].y + b * quad[1].y + c * quad[2].y }; return result; }