9e49fb63d3
add copyrights everywhere start working on quadratic line segments (for quad intersection) git-svn-id: http://skia.googlecode.com/svn/trunk@5286 2bbb7eff-a529-9590-31e7-b0007b416f81
128 lines
4.1 KiB
C++
128 lines
4.1 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 "CurveIntersection.h"
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#include "LineUtilities.h"
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bool implicitLine(const _Line& line, double& slope, double& axisIntercept) {
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_Point delta;
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tangent(line, delta);
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bool moreHorizontal = fabs(delta.x) > fabs(delta.y);
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if (moreHorizontal) {
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slope = delta.y / delta.x;
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axisIntercept = line[0].y - slope * line[0].x;
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} else {
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slope = delta.x / delta.y;
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axisIntercept = line[0].x - slope * line[0].y;
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}
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return moreHorizontal;
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}
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int reduceOrder(const _Line& line, _Line& reduced) {
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reduced[0] = line[0];
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int different = line[0] != line[1];
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reduced[1] = line[different];
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return 1 + different;
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}
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void sub_divide(const _Line& line, double t1, double t2, _Line& dst) {
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_Point delta;
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tangent(line, delta);
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dst[0].x = line[0].x - t1 * delta.x;
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dst[0].y = line[0].y - t1 * delta.y;
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dst[1].x = line[0].x - t2 * delta.x;
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dst[1].y = line[0].y - t2 * delta.y;
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}
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// may have this below somewhere else already:
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// copying here because I thought it was clever
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// Copyright 2001, softSurfer (www.softsurfer.com)
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// This code may be freely used and modified for any purpose
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// providing that this copyright notice is included with it.
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// SoftSurfer makes no warranty for this code, and cannot be held
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// liable for any real or imagined damage resulting from its use.
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// Users of this code must verify correctness for their application.
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// Assume that a class is already given for the object:
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// Point with coordinates {float x, y;}
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//===================================================================
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// isLeft(): tests if a point is Left|On|Right of an infinite line.
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// Input: three points P0, P1, and P2
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// Return: >0 for P2 left of the line through P0 and P1
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// =0 for P2 on the line
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// <0 for P2 right of the line
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// See: the January 2001 Algorithm on Area of Triangles
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#if 0
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float isLeft( _Point P0, _Point P1, _Point P2 )
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{
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return (float) ((P1.x - P0.x)*(P2.y - P0.y) - (P2.x - P0.x)*(P1.y - P0.y));
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}
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#endif
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double t_at(const _Line& line, const _Point& pt) {
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double dx = line[1].x - line[0].x;
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double dy = line[1].y - line[0].y;
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if (fabs(dx) > fabs(dy)) {
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if (approximately_zero(dx)) {
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return 0;
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}
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return (pt.x - line[0].x) / dx;
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}
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if (approximately_zero(dy)) {
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return 0;
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}
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return (pt.y - line[0].y) / dy;
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}
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static void setMinMax(double x, int flags, double& minX, double& maxX) {
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if (minX > x && (flags & (kFindTopMin | kFindBottomMin))) {
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minX = x;
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}
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if (maxX < x && (flags & (kFindTopMax | kFindBottomMax))) {
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maxX = x;
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}
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}
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void x_at(const _Point& p1, const _Point& p2, double top, double bottom,
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int flags, double& minX, double& maxX) {
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if (approximately_equal(p1.y, p2.y)) {
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// It should be OK to bail early in this case. There's another edge
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// which shares this end point which can intersect without failing to
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// have a slope ... maybe
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return;
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}
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// p2.x is always greater than p1.x -- the part of points (p1, p2) are
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// moving from the start of the cubic towards its end.
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// if p1.y < p2.y, minX can be affected
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// if p1.y > p2.y, maxX can be affected
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double slope = (p2.x - p1.x) / (p2.y - p1.y);
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int topFlags = flags & (kFindTopMin | kFindTopMax);
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if (topFlags && (top <= p1.y && top >= p2.y
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|| top >= p1.y && top <= p2.y)) {
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double x = p1.x + (top - p1.y) * slope;
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setMinMax(x, topFlags, minX, maxX);
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}
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int bottomFlags = flags & (kFindBottomMin | kFindBottomMax);
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if (bottomFlags && (bottom <= p1.y && bottom >= p2.y
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|| bottom >= p1.y && bottom <= p2.y)) {
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double x = p1.x + (bottom - p1.y) * slope;
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setMinMax(x, bottomFlags, minX, maxX);
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}
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}
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void xy_at_t(const _Line& line, double t, double& x, double& y) {
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double one_t = 1 - t;
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if (&x) {
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x = one_t * line[0].x + t * line[1].x;
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}
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if (&y) {
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y = one_t * line[0].y + t * line[1].y;
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}
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}
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