2012-08-27 14:11:33 +00:00
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/*
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* Copyright 2012 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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2012-03-30 18:47:02 +00:00
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add unit test for quadratic horizontal intersection
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add unit test for cubic horizontal intersection with left/right
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add unit test for ActiveEdge::calcLeft (can currently loop forever)
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does ActiveEdge::isCoincidentWith need to support quad, cubic?
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figure out why variation in ActiveEdge::tooCloseToCall isn't better
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why does 'lastPtr - 2' in addIntersectingTs break testSimplifyTriangle22?
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add code to promote quad to cubic, or add quad/cubic intersection
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figure out why testSimplifySkinnyTriangle13 fails
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for quadratics and cubics, once various T values are added, see if consecutive
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Ts have ys that go up instead of down. If so, the edge needs to be broken.
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when splitting curves at inflection pts, should I retain the original curve
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data and note that the first/last T are no longer 0/1 ?
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I need to figure this out before I can proceed
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would it make sense to leave the InEdge alone, and add multiple copies of
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ActiveEdge, pointing to the same InEdge, where the copy has only the subset
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of Ts that need to be walked in reverse order?
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2012-05-07 20:49:36 +00:00
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-- A Digression Which Shows Why Resolving Coincidence Does Not Make Sense --
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Consider the following fine ASCII art:
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+------>-------+ +------>-------+
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^ V ^ V
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+------<-------+ +------<-------+
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+------>-------+ +------<-------+
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^ V V ^
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+------<-------+ +------>-------+
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(assume the bottom and top of the stacked rectangles are coincident)
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Simplifying said rectangles, regardless of rectangle direction, and regardless
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of winding or even/odd, eliminates the coincident edge, i.e., the result is
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always:
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+------>-------+
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^ V
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+------<-------+
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But when the rectangles are enclosed in a larger rectangle:
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+-------->---------+ +-------->---------+
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| +------>-------+ | | +------>-------+ |
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| ^ V | | ^ V |
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| +------<-------+ | | +------<-------+ |
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| +------>-------+ | | +------<-------+ |
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| ^ V | | V ^ |
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| +------<-------+ | | +------>-------+ |
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+--------<---------+ +--------<---------+
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Simplifying them gives different results depending on the winding setting:
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winding:
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+-------->---------+ +-------->---------+
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| | | +------<-------+ |
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| | | V ^ |
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| | | +------>-------+ |
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+--------<---------+ +--------<---------+
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even odd:
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+-------->---------+ +-------->---------+
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| +------<-------+ | | +------<-------+ |
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| V ^ | | V ^ |
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| +------>-------+ | | +------>-------+ |
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+--------<---------+ +--------<---------+
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So, given the inner rectangles alone (e.g., given coincident pairs in some local
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context), we can't know whether to keep the coincident edges or not.
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-- Thoughts About Sortless Ops --
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I can't come up with anything truly sortless. It seems that the crossings need
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to be sorted to know which segment is next on the outside, although sometimes
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we can use that it is not coincident just to follow the direction.
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If it is coincident or if there's more than two crossing segments, sorting
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seems inevitable.
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Likewise, to resolve whether one contour is inside another, it seems that
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sorting is required. Given a pair of segments on different contours, to know
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if one is inside of the other, I need to know for each which side of the edge
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is the inside/filled side. When the outer contour is walked, it seems like I
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could record the inside info. I guess when the inner contour is found, its
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inside sense is reversed (inside is above the top). But how do I know if the
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next contour is inside another? Maybe shoot out a line and brute-force
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intersect it with all the segments in all the other contours? If every contour
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has an extra segment when the intersections are computed, this may not be as
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crazy as it seems.
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Suppose each contour has one extra segment shooting straight up from the top
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(or straight up from any point on the segment). This ray is not intersected
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with the home contour, but is intersected with all other contours as part of
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the normal intersection engine. If it is possible to get from the T values to
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the other segments to the other contours, it would be straightforward to
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count the contour crossings and determine if the home contour is in another
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contour or not (if the count is even, not, if odd, is inside). By itself that
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doesn't tell us about winding, but it's a start.
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Since intersecting these rays is unrelated to computing other intersections,
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it can be lazily done once the contour is found.
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So
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repeat the following
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find the top segment of all contours
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trace the outside, marking touching first and last segments as inside
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continue tracing the touched segments with reversed outside/inside sense
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once the edges are exhausted, remaining must be disjoint contours
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send a ray from a disjoint point through all other contours
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count the crossings, determine if disjoint is inside or outside, then continue
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2012-05-18 20:50:33 +00:00
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===
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On Quadratic (and Cubic) Intersections
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Currently, if only the end points touch, QuadracticIntersections does a lot of
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work to figure that out. Can I test for that up front, then short circuit the
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recursive search for the end points?
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Or, is there something defective in the current approach that makes the end
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point recursion go so deep? I'm seeing 56 stack frames (about 28 divides, but
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thankfully, no splits) to find one matching endpoint.
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Bezier curve focus may allow more quickly determining that end points with
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identical tangents are practically coicident for some range of T, but I don't
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understand the math yet to know.
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Another approach is to determine how flat the curve is to make good guesses
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about how far to move away in T before doing the intersection for the remainder
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and/or to determine whether one curve is to the inside or outside of another.
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According to Mike/Rob, the flatness for quadratics increases by 4 for each
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subdivision, and a crude guess of the curvature can be had by comparing P1 to
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(P0+P2)/2. By looking at the ULPS of the numbers, I can guess what value of
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2012-06-01 17:44:28 +00:00
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T may be far enough that the curves diverge but don't cross.
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2012-07-02 20:27:02 +00:00
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====
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Code I May Not Need Any More
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static bool CoincidentCandidate(const Angle* current) {
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const Segment* segment = current->segment();
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int min = SkMin32(current->start(), current->end());
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do {
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const Span& span = segment->fTs[min];
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if (span.fCoincident == Span::kStart_Coincidence) {
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return true;
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}
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} while (--min >= 0);
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return false;
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}
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static bool CoincidentHalf(const Angle* current, const Angle* next) {
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const Segment* other = next->segment();
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const Segment* segment = current->segment();
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int min = SkMin32(current->start(), current->end());
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const Span& minSpan = segment->fTs[min];
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if (minSpan.fOther == other) {
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return minSpan.fCoincident == Span::kStart_Coincidence;
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}
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int index = min;
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int spanCount = segment->fTs.count();
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while (++index < spanCount) {
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const Span& span = segment->fTs[index];
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if (minSpan.fT != span.fT) {
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break;
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}
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if (span.fOther != other) {
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continue;
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}
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return span.fCoincident == Span::kStart_Coincidence;
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}
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index = min;
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while (--index >= 0) {
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const Span& span = segment->fTs[index];
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if (span.fOther != other) {
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continue;
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}
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return span.fCoincident == Span::kStart_Coincidence;
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}
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return false;
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}
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static bool Coincident(const Angle* current, const Angle* next) {
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return CoincidentHalf(current, next) &&
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CoincidentHalf(next, current);
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}
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// If three lines cancel in a - b - c order, a - b may or may not
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// eliminate the edge that describes the b - c cancellation. Check done to
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// determine this.
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static bool CoincidentCancels(const Angle* current, const Angle* next) {
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int curMin = SkMin32(current->start(), current->end());
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if (current->segment()->fTs[curMin].fDone) {
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return false;
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}
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int nextMin = SkMin32(next->start(), next->end());
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if (next->segment()->fTs[nextMin].fDone) {
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return false;
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}
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return SkSign32(current->start() - current->end())
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!= SkSign32(next->start() - next->end());
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}
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// FIXME: at this point, just have two functions for the different steps
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int coincidentEnd(int from, int step) const {
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double fromT = fTs[from].fT;
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int count = fTs.count();
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int to = from;
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while (step > 0 ? ++to < count : --to >= 0) {
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const Span& span = fTs[to];
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if ((step > 0 ? span.fT - fromT : fromT - span.fT) >= FLT_EPSILON ) {
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// FIXME: we assume that if the T changes, we don't care about
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// coincident -- but in nextSpan, we require that both the T
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// and actual loc change to represent a span. This asymettry may
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// be OK or may be trouble -- if trouble, probably will need to
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// detect coincidence earlier or sort differently
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break;
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}
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#if 01
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if (span.fCoincident == (step < 0 ? Span::kStart_Coincidence :
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Span::kEnd_Coincidence)) {
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from = to;
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}
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#else
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from = to;
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#endif
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}
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return from;
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}
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// once past current span, if step>0, look for coicident==1
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// if step<0, look for coincident==-1
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int nextSpanEnd(int from, int step) const {
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int result = nextSpan(from, step);
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if (result < 0) {
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return result;
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}
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return coincidentEnd(result, step);
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}
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void adjustFirst(const SkTDArray<Angle*>& sorted, int& first, int& winding,
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bool outside) {
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int firstIndex = first;
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int angleCount = sorted.count();
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if (true || outside) {
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const Angle* angle = sorted[firstIndex];
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int prior = firstIndex;
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do {
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if (--prior < 0) {
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prior = angleCount - 1;
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}
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if (prior == firstIndex) { // all are coincident with each other
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return;
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}
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if (!Coincident(sorted[prior], sorted[first])) {
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return;
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}
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winding += angle->sign();
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first = prior;
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angle = sorted[prior];
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winding -= angle->sign();
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} while (true);
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}
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do {
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int next = first + 1;
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if (next == angleCount) {
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next = 0;
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}
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if (next == firstIndex) { // all are coincident with each other
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return;
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}
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if (!Coincident(sorted[first], sorted[next])) {
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return;
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}
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first = next;
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} while (true);
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}
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bool nextIsCoincident = CoincidentCandidate(nextAngle);
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bool finalOrNoCoincident = true;
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bool pairCoincides = false;
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bool pairCancels = false;
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if (nextIsCoincident) {
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int followIndex = nextIndex + 1;
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if (followIndex == angleCount) {
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followIndex = 0;
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}
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const Angle* followAngle = sorted[followIndex];
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finalOrNoCoincident = !Coincident(nextAngle, followAngle);
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if ((pairCoincides = Coincident(angle, nextAngle))) {
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pairCancels = CoincidentCancels(angle, nextAngle);
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}
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}
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if (pairCancels && !foundAngle && !nextSegment->done()) {
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Segment* aSeg = angle->segment();
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// alreadyMarked |= aSeg == sorted[firstIndex]->segment();
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aSeg->markAndChaseCoincident(angle->start(), angle->end(),
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nextSegment);
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if (firstEdge) {
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return NULL;
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}
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}
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if (pairCoincides) {
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if (pairCancels) {
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goto doNext;
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}
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int minT = SkMin32(nextAngle->start(), nextAngle->end());
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bool markNext = abs(maxWinding) < abs(winding);
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if (markNext) {
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nextSegment->markDone(minT, winding);
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}
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int oldMinT = SkMin32(angle->start(), angle->end());
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if (true || !foundAngle) {
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// SkASSERT(0); // do we ever get here?
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Segment* aSeg = angle->segment();
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// alreadyMarked |= aSeg == sorted[firstIndex]->segment();
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aSeg->markDone(oldMinT, maxWinding);
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}
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}
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// OPTIMIZATION: uses tail recursion. Unwise?
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void innerCoincidentChase(int step, Segment* other) {
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// find other at index
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// SkASSERT(!done());
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const Span* start = NULL;
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const Span* end = NULL;
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int index, startIndex, endIndex;
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int count = fTs.count();
|
|
|
|
for (index = 0; index < count; ++index) {
|
|
|
|
const Span& span = fTs[index];
|
|
|
|
if (!span.fCoincident || span.fOther != other) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (!start) {
|
|
|
|
startIndex = index;
|
|
|
|
start = &span;
|
|
|
|
} else {
|
|
|
|
SkASSERT(!end);
|
|
|
|
endIndex = index;
|
|
|
|
end = &span;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
if (!end) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
bool thisDone = fTs[SkMin32(startIndex, endIndex)].fDone;
|
|
|
|
bool otherDone = other->fTs[SkMin32(start->fOtherIndex,
|
|
|
|
end->fOtherIndex)].fDone;
|
|
|
|
if (thisDone && otherDone) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Segment* next;
|
|
|
|
Segment* nextOther;
|
|
|
|
if (step < 0) {
|
|
|
|
next = start->fT == 0 ? NULL : this;
|
|
|
|
nextOther = other->fTs[start->fOtherIndex].fT > 1 - FLT_EPSILON ? NULL : other;
|
|
|
|
} else {
|
|
|
|
next = end->fT == 1 ? NULL : this;
|
|
|
|
nextOther = other->fTs[end->fOtherIndex].fT < FLT_EPSILON ? NULL : other;
|
|
|
|
}
|
|
|
|
SkASSERT(!next || !nextOther);
|
|
|
|
for (index = 0; index < count; ++index) {
|
|
|
|
const Span& span = fTs[index];
|
|
|
|
if (span.fCoincident || span.fOther == other) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
bool checkNext = !next && (step < 0 ? span.fT < FLT_EPSILON
|
|
|
|
&& span.fOtherT > 1 - FLT_EPSILON : span.fT > 1 - FLT_EPSILON
|
|
|
|
&& span.fOtherT < FLT_EPSILON);
|
|
|
|
bool checkOther = !nextOther && (step < 0 ? fabs(span.fT - start->fT) < FLT_EPSILON
|
|
|
|
&& span.fOtherT < FLT_EPSILON : fabs(span.fT - end->fT) < FLT_EPSILON
|
|
|
|
&& span.fOtherT > 1 - FLT_EPSILON);
|
|
|
|
if (!checkNext && !checkOther) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
Segment* oSegment = span.fOther;
|
|
|
|
if (oSegment->done()) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
int oCount = oSegment->fTs.count();
|
|
|
|
for (int oIndex = 0; oIndex < oCount; ++oIndex) {
|
|
|
|
const Span& oSpan = oSegment->fTs[oIndex];
|
|
|
|
if (oSpan.fT >= FLT_EPSILON && oSpan.fT <= 1 - FLT_EPSILON) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (!oSpan.fCoincident) {
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
if (checkNext && (oSpan.fT < FLT_EPSILON ^ step < 0)) {
|
|
|
|
next = oSegment;
|
|
|
|
checkNext = false;
|
|
|
|
}
|
|
|
|
if (checkOther && (oSpan.fT > 1 - FLT_EPSILON ^ step < 0)) {
|
|
|
|
nextOther = oSegment;
|
|
|
|
checkOther = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
// this needs to walk both spans in lock step, skipping edges that
|
|
|
|
// are already marked done on one or the other
|
|
|
|
markCanceled(startIndex, endIndex);
|
|
|
|
if (next && nextOther) {
|
|
|
|
next->innerCoincidentChase(step, nextOther);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
// cancel coincident edges in lock step
|
|
|
|
void markCanceled(int start, int end) {
|
|
|
|
if (done()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
Segment* other = fTs[start].fOther;
|
|
|
|
if (other->done()) {
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
if (start > end) {
|
|
|
|
SkTSwap<int>(start, end);
|
|
|
|
}
|
|
|
|
double maxT = fTs[end].fT - FLT_EPSILON;
|
|
|
|
int spanCount = fTs.count();
|
|
|
|
// since these cancel, this walks up and other walks down
|
|
|
|
int oStart = fTs[start].fOtherIndex;
|
|
|
|
double oStartT = other->fTs[oStart].fT;
|
|
|
|
while (oStartT - other->fTs[--oStart].fT < FLT_EPSILON)
|
|
|
|
;
|
|
|
|
double startT = fTs[start].fT;
|
|
|
|
while (start > 0 && startT - fTs[start - 1].fT < FLT_EPSILON) {
|
|
|
|
--start;
|
|
|
|
}
|
|
|
|
do {
|
|
|
|
Span* span = &fTs[start];
|
|
|
|
Span* oSpan = &other->fTs[oStart];
|
|
|
|
// find start of each, and see if both are not done
|
|
|
|
bool markDone = !span->fDone && !oSpan->fDone;
|
|
|
|
double spanT = span->fT;
|
|
|
|
do {
|
|
|
|
if (markDone) {
|
|
|
|
span->fCanceled = true;
|
|
|
|
#if DEBUG_MARK_DONE
|
|
|
|
const SkPoint& pt = xyAtT(span);
|
|
|
|
SkDebugf("%s segment=%d index=%d t=%1.9g pt=(%1.9g,%1.9g)\n",
|
|
|
|
__FUNCTION__, fID, start, span->fT, pt.fX, pt.fY);
|
|
|
|
#endif
|
|
|
|
SkASSERT(!span->fDone);
|
|
|
|
span->fDone = true;
|
|
|
|
span->fWinding = 0;
|
|
|
|
fDoneSpans++;
|
|
|
|
}
|
|
|
|
if (++start == spanCount) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
span = &fTs[start];
|
|
|
|
} while (span->fT - spanT < FLT_EPSILON);
|
|
|
|
double oSpanT = oSpan->fT;
|
|
|
|
do {
|
|
|
|
if (markDone) {
|
|
|
|
oSpan->fCanceled = true;
|
|
|
|
#if DEBUG_MARK_DONE
|
|
|
|
const SkPoint& oPt = xyAtT(oSpan);
|
|
|
|
SkDebugf("%s segment=%d index=%d t=%1.9g pt=(%1.9g,%1.9g)\n",
|
|
|
|
__FUNCTION__, other->fID, oStart, oSpan->fT,
|
|
|
|
oPt.fX, oPt.fY);
|
|
|
|
#endif
|
|
|
|
SkASSERT(!oSpan->fDone);
|
|
|
|
oSpan->fDone = true;
|
|
|
|
oSpan->fWinding = 0;
|
|
|
|
other->fDoneSpans++;
|
|
|
|
}
|
|
|
|
if (--oStart < 0) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
oSpan = &other->fTs[oStart];
|
|
|
|
} while (oSpanT - oSpan->fT < FLT_EPSILON);
|
|
|
|
} while (fTs[start].fT <= maxT);
|
|
|
|
}
|
|
|
|
|
|
|
|
bool canceled(int start, int end) const {
|
|
|
|
int min = SkMin32(start, end);
|
|
|
|
return fTs[min].fCanceled;
|
|
|
|
}
|
|
|
|
|
|
|
|
void markAndChaseCoincident(int index, int endIndex, Segment* other) {
|
|
|
|
int step = SkSign32(endIndex - index);
|
|
|
|
innerCoincidentChase(step, other);
|
|
|
|
}
|
|
|
|
|