/* * Copyright 2012 Google Inc. * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file. */ #ifndef SkLineParameters_DEFINED #define SkLineParameters_DEFINED #include "SkPathOpsCubic.h" #include "SkPathOpsLine.h" #include "SkPathOpsQuad.h" // Sources // computer-aided design - volume 22 number 9 november 1990 pp 538 - 549 // online at http://cagd.cs.byu.edu/~tom/papers/bezclip.pdf // This turns a line segment into a parameterized line, of the form // ax + by + c = 0 // When a^2 + b^2 == 1, the line is normalized. // The distance to the line for (x, y) is d(x,y) = ax + by + c // // Note that the distances below are not necessarily normalized. To get the true // distance, it's necessary to either call normalize() after xxxEndPoints(), or // divide the result of xxxDistance() by sqrt(normalSquared()) class SkLineParameters { public: bool cubicEndPoints(const SkDCubic& pts) { int endIndex = 1; cubicEndPoints(pts, 0, endIndex); if (dy() != 0) { return true; } if (dx() == 0) { cubicEndPoints(pts, 0, ++endIndex); SkASSERT(endIndex == 2); if (dy() != 0) { return true; } if (dx() == 0) { cubicEndPoints(pts, 0, ++endIndex); // line SkASSERT(endIndex == 3); return false; } } // FIXME: after switching to round sort, remove bumping fA if (dx() < 0) { // only worry about y bias when breaking cw/ccw tie return true; } // if cubic tangent is on x axis, look at next control point to break tie // control point may be approximate, so it must move significantly to account for error if (NotAlmostEqualUlps(pts[0].fY, pts[++endIndex].fY)) { if (pts[0].fY > pts[endIndex].fY) { fA = DBL_EPSILON; // push it from 0 to slightly negative (y() returns -a) } return true; } if (endIndex == 3) { return true; } SkASSERT(endIndex == 2); if (pts[0].fY > pts[3].fY) { fA = DBL_EPSILON; // push it from 0 to slightly negative (y() returns -a) } return true; } void cubicEndPoints(const SkDCubic& pts, int s, int e) { fA = pts[s].fY - pts[e].fY; fB = pts[e].fX - pts[s].fX; fC = pts[s].fX * pts[e].fY - pts[e].fX * pts[s].fY; } double cubicPart(const SkDCubic& part) { cubicEndPoints(part); if (part[0] == part[1] || ((const SkDLine& ) part[0]).nearRay(part[2])) { return pointDistance(part[3]); } return pointDistance(part[2]); } void lineEndPoints(const SkDLine& pts) { fA = pts[0].fY - pts[1].fY; fB = pts[1].fX - pts[0].fX; fC = pts[0].fX * pts[1].fY - pts[1].fX * pts[0].fY; } bool quadEndPoints(const SkDQuad& pts) { quadEndPoints(pts, 0, 1); if (dy() != 0) { return true; } if (dx() == 0) { quadEndPoints(pts, 0, 2); return false; } if (dx() < 0) { // only worry about y bias when breaking cw/ccw tie return true; } // FIXME: after switching to round sort, remove this if (pts[0].fY > pts[2].fY) { fA = DBL_EPSILON; } return true; } void quadEndPoints(const SkDQuad& pts, int s, int e) { fA = pts[s].fY - pts[e].fY; fB = pts[e].fX - pts[s].fX; fC = pts[s].fX * pts[e].fY - pts[e].fX * pts[s].fY; } double quadPart(const SkDQuad& part) { quadEndPoints(part); return pointDistance(part[2]); } double normalSquared() const { return fA * fA + fB * fB; } bool normalize() { double normal = sqrt(normalSquared()); if (approximately_zero(normal)) { fA = fB = fC = 0; return false; } double reciprocal = 1 / normal; fA *= reciprocal; fB *= reciprocal; fC *= reciprocal; return true; } void cubicDistanceY(const SkDCubic& pts, SkDCubic& distance) const { double oneThird = 1 / 3.0; for (int index = 0; index < 4; ++index) { distance[index].fX = index * oneThird; distance[index].fY = fA * pts[index].fX + fB * pts[index].fY + fC; } } void quadDistanceY(const SkDQuad& pts, SkDQuad& distance) const { double oneHalf = 1 / 2.0; for (int index = 0; index < 3; ++index) { distance[index].fX = index * oneHalf; distance[index].fY = fA * pts[index].fX + fB * pts[index].fY + fC; } } double controlPtDistance(const SkDCubic& pts, int index) const { SkASSERT(index == 1 || index == 2); return fA * pts[index].fX + fB * pts[index].fY + fC; } double controlPtDistance(const SkDQuad& pts) const { return fA * pts[1].fX + fB * pts[1].fY + fC; } double pointDistance(const SkDPoint& pt) const { return fA * pt.fX + fB * pt.fY + fC; } double dx() const { return fB; } double dy() const { return -fA; } private: double fA; double fB; double fC; }; #endif