4aaaaeace7
git-svn-id: http://skia.googlecode.com/svn/trunk@7898 2bbb7eff-a529-9590-31e7-b0007b416f81
327 lines
9.7 KiB
C++
327 lines
9.7 KiB
C++
/*
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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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#include "CubicUtilities.h"
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#include "Extrema.h"
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#include "QuadraticUtilities.h"
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const int gPrecisionUnit = 256; // FIXME: arbitrary -- should try different values in test framework
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// FIXME: cache keep the bounds and/or precision with the caller?
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double calcPrecision(const Cubic& cubic) {
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_Rect dRect;
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dRect.setBounds(cubic); // OPTIMIZATION: just use setRawBounds ?
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double width = dRect.right - dRect.left;
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double height = dRect.bottom - dRect.top;
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return (width > height ? width : height) / gPrecisionUnit;
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}
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#if SK_DEBUG
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double calcPrecision(const Cubic& cubic, double t, double scale) {
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Cubic part;
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sub_divide(cubic, SkTMax(0., t - scale), SkTMin(1., t + scale), part);
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return calcPrecision(part);
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}
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#endif
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void coefficients(const double* cubic, double& A, double& B, double& C, double& D) {
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A = cubic[6]; // d
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B = cubic[4] * 3; // 3*c
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C = cubic[2] * 3; // 3*b
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D = cubic[0]; // a
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A -= D - C + B; // A = -a + 3*b - 3*c + d
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B += 3 * D - 2 * C; // B = 3*a - 6*b + 3*c
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C -= 3 * D; // C = -3*a + 3*b
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}
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// cubic roots
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const double PI = 4 * atan(1);
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// from SkGeometry.cpp (and Numeric Solutions, 5.6)
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int cubicRootsValidT(double A, double B, double C, double D, double t[3]) {
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#if 0
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if (approximately_zero(A)) { // we're just a quadratic
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return quadraticRootsValidT(B, C, D, t);
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}
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double a, b, c;
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{
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double invA = 1 / A;
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a = B * invA;
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b = C * invA;
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c = D * invA;
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}
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double a2 = a * a;
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double Q = (a2 - b * 3) / 9;
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double R = (2 * a2 * a - 9 * a * b + 27 * c) / 54;
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double Q3 = Q * Q * Q;
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double R2MinusQ3 = R * R - Q3;
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double adiv3 = a / 3;
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double* roots = t;
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double r;
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if (R2MinusQ3 < 0) // we have 3 real roots
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{
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double theta = acos(R / sqrt(Q3));
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double neg2RootQ = -2 * sqrt(Q);
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r = neg2RootQ * cos(theta / 3) - adiv3;
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if (is_unit_interval(r))
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*roots++ = r;
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r = neg2RootQ * cos((theta + 2 * PI) / 3) - adiv3;
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if (is_unit_interval(r))
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*roots++ = r;
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r = neg2RootQ * cos((theta - 2 * PI) / 3) - adiv3;
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if (is_unit_interval(r))
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*roots++ = r;
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}
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else // we have 1 real root
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{
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double A = fabs(R) + sqrt(R2MinusQ3);
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A = cube_root(A);
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if (R > 0) {
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A = -A;
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}
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if (A != 0) {
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A += Q / A;
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}
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r = A - adiv3;
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if (is_unit_interval(r))
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*roots++ = r;
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}
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return (int)(roots - t);
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#else
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double s[3];
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int realRoots = cubicRootsReal(A, B, C, D, s);
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int foundRoots = add_valid_ts(s, realRoots, t);
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return foundRoots;
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#endif
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}
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int cubicRootsReal(double A, double B, double C, double D, double s[3]) {
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#if SK_DEBUG
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// create a string mathematica understands
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// GDB set print repe 15 # if repeated digits is a bother
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// set print elements 400 # if line doesn't fit
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char str[1024];
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bzero(str, sizeof(str));
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sprintf(str, "Solve[%1.19g x^3 + %1.19g x^2 + %1.19g x + %1.19g == 0, x]", A, B, C, D);
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mathematica_ize(str, sizeof(str));
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#if ONE_OFF_DEBUG && ONE_OFF_DEBUG_MATHEMATICA
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SkDebugf("%s\n", str);
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#endif
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#endif
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if (approximately_zero(A)
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&& approximately_zero_when_compared_to(A, B)
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&& approximately_zero_when_compared_to(A, C)
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&& approximately_zero_when_compared_to(A, D)) { // we're just a quadratic
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return quadraticRootsReal(B, C, D, s);
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}
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if (approximately_zero_when_compared_to(D, A)
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&& approximately_zero_when_compared_to(D, B)
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&& approximately_zero_when_compared_to(D, C)) { // 0 is one root
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int num = quadraticRootsReal(A, B, C, s);
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for (int i = 0; i < num; ++i) {
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if (approximately_zero(s[i])) {
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return num;
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}
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}
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s[num++] = 0;
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return num;
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}
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if (approximately_zero(A + B + C + D)) { // 1 is one root
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int num = quadraticRootsReal(A, A + B, -D, s);
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for (int i = 0; i < num; ++i) {
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if (AlmostEqualUlps(s[i], 1)) {
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return num;
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}
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}
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s[num++] = 1;
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return num;
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}
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double a, b, c;
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{
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double invA = 1 / A;
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a = B * invA;
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b = C * invA;
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c = D * invA;
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}
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double a2 = a * a;
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double Q = (a2 - b * 3) / 9;
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double R = (2 * a2 * a - 9 * a * b + 27 * c) / 54;
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double R2 = R * R;
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double Q3 = Q * Q * Q;
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double R2MinusQ3 = R2 - Q3;
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double adiv3 = a / 3;
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double r;
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double* roots = s;
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#if 0
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if (approximately_zero_squared(R2MinusQ3) && AlmostEqualUlps(R2, Q3)) {
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if (approximately_zero_squared(R)) {/* one triple solution */
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*roots++ = -adiv3;
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} else { /* one single and one double solution */
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double u = cube_root(-R);
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*roots++ = 2 * u - adiv3;
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*roots++ = -u - adiv3;
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}
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}
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else
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#endif
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if (R2MinusQ3 < 0) // we have 3 real roots
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{
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double theta = acos(R / sqrt(Q3));
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double neg2RootQ = -2 * sqrt(Q);
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r = neg2RootQ * cos(theta / 3) - adiv3;
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*roots++ = r;
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r = neg2RootQ * cos((theta + 2 * PI) / 3) - adiv3;
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if (!AlmostEqualUlps(s[0], r)) {
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*roots++ = r;
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}
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r = neg2RootQ * cos((theta - 2 * PI) / 3) - adiv3;
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if (!AlmostEqualUlps(s[0], r) && (roots - s == 1 || !AlmostEqualUlps(s[1], r))) {
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*roots++ = r;
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}
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}
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else // we have 1 real root
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{
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double sqrtR2MinusQ3 = sqrt(R2MinusQ3);
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double A = fabs(R) + sqrtR2MinusQ3;
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A = cube_root(A);
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if (R > 0) {
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A = -A;
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}
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if (A != 0) {
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A += Q / A;
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}
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r = A - adiv3;
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*roots++ = r;
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if (AlmostEqualUlps(R2, Q3)) {
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r = -A / 2 - adiv3;
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if (!AlmostEqualUlps(s[0], r)) {
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*roots++ = r;
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}
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}
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}
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return (int)(roots - s);
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}
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// from http://www.cs.sunysb.edu/~qin/courses/geometry/4.pdf
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// c(t) = a(1-t)^3 + 3bt(1-t)^2 + 3c(1-t)t^2 + dt^3
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// c'(t) = -3a(1-t)^2 + 3b((1-t)^2 - 2t(1-t)) + 3c(2t(1-t) - t^2) + 3dt^2
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// = 3(b-a)(1-t)^2 + 6(c-b)t(1-t) + 3(d-c)t^2
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static double derivativeAtT(const double* cubic, double t) {
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double one_t = 1 - t;
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double a = cubic[0];
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double b = cubic[2];
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double c = cubic[4];
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double d = cubic[6];
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return 3 * ((b - a) * one_t * one_t + 2 * (c - b) * t * one_t + (d - c) * t * t);
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}
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double dx_at_t(const Cubic& cubic, double t) {
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return derivativeAtT(&cubic[0].x, t);
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}
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double dy_at_t(const Cubic& cubic, double t) {
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return derivativeAtT(&cubic[0].y, t);
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}
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// OPTIMIZE? compute t^2, t(1-t), and (1-t)^2 and pass them to another version of derivative at t?
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_Vector dxdy_at_t(const Cubic& cubic, double t) {
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_Vector result = { derivativeAtT(&cubic[0].x, t), derivativeAtT(&cubic[0].y, t) };
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return result;
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}
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int find_cubic_inflections(const Cubic& src, double tValues[])
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{
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double Ax = src[1].x - src[0].x;
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double Ay = src[1].y - src[0].y;
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double Bx = src[2].x - 2 * src[1].x + src[0].x;
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double By = src[2].y - 2 * src[1].y + src[0].y;
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double Cx = src[3].x + 3 * (src[1].x - src[2].x) - src[0].x;
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double Cy = src[3].y + 3 * (src[1].y - src[2].y) - src[0].y;
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return quadraticRootsValidT(Bx * Cy - By * Cx, (Ax * Cy - Ay * Cx), Ax * By - Ay * Bx, tValues);
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}
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bool rotate(const Cubic& cubic, int zero, int index, Cubic& rotPath) {
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double dy = cubic[index].y - cubic[zero].y;
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double dx = cubic[index].x - cubic[zero].x;
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if (approximately_zero(dy)) {
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if (approximately_zero(dx)) {
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return false;
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}
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memcpy(rotPath, cubic, sizeof(Cubic));
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return true;
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}
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for (int index = 0; index < 4; ++index) {
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rotPath[index].x = cubic[index].x * dx + cubic[index].y * dy;
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rotPath[index].y = cubic[index].y * dx - cubic[index].x * dy;
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}
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return true;
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}
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#if 0 // unused for now
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double secondDerivativeAtT(const double* cubic, double t) {
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double a = cubic[0];
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double b = cubic[2];
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double c = cubic[4];
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double d = cubic[6];
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return (c - 2 * b + a) * (1 - t) + (d - 2 * c + b) * t;
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}
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#endif
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_Point top(const Cubic& cubic, double startT, double endT) {
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Cubic sub;
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sub_divide(cubic, startT, endT, sub);
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_Point topPt = sub[0];
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if (topPt.y > sub[3].y || (topPt.y == sub[3].y && topPt.x > sub[3].x)) {
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topPt = sub[3];
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}
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double extremeTs[2];
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if (!between(sub[0].y, sub[1].y, sub[3].y) && !between(sub[0].y, sub[2].y, sub[3].y)) {
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int roots = findExtrema(sub[0].y, sub[1].y, sub[2].y, sub[3].y, extremeTs);
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for (int index = 0; index < roots; ++index) {
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_Point mid;
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double t = startT + (endT - startT) * extremeTs[index];
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xy_at_t(cubic, t, mid.x, mid.y);
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if (topPt.y > mid.y || (topPt.y == mid.y && topPt.x > mid.x)) {
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topPt = mid;
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}
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}
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}
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return topPt;
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}
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// OPTIMIZE: avoid computing the unused half
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void xy_at_t(const Cubic& cubic, double t, double& x, double& y) {
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_Point xy = xy_at_t(cubic, t);
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if (&x) {
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x = xy.x;
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}
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if (&y) {
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y = xy.y;
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}
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}
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_Point xy_at_t(const Cubic& cubic, double t) {
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double one_t = 1 - t;
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double one_t2 = one_t * one_t;
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double a = one_t2 * one_t;
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double b = 3 * one_t2 * t;
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double t2 = t * t;
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double c = 3 * one_t * t2;
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double d = t2 * t;
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_Point result = {a * cubic[0].x + b * cubic[1].x + c * cubic[2].x + d * cubic[3].x,
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a * cubic[0].y + b * cubic[1].y + c * cubic[2].y + d * cubic[3].y};
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return result;
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}
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