7ff5c841bf
git-svn-id: http://skia.googlecode.com/svn/trunk@7864 2bbb7eff-a529-9590-31e7-b0007b416f81
256 lines
7.5 KiB
C++
256 lines
7.5 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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#include "TriangleUtilities.h"
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// from http://blog.gludion.com/2009/08/distance-to-quadratic-bezier-curve.html
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double nearestT(const Quadratic& quad, const _Point& pt) {
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_Vector pos = quad[0] - pt;
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// search points P of bezier curve with PM.(dP / dt) = 0
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// a calculus leads to a 3d degree equation :
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_Vector A = quad[1] - quad[0];
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_Vector B = quad[2] - quad[1];
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B -= A;
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double a = B.dot(B);
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double b = 3 * A.dot(B);
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double c = 2 * A.dot(A) + pos.dot(B);
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double d = pos.dot(A);
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double ts[3];
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int roots = cubicRootsValidT(a, b, c, d, ts);
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double d0 = pt.distanceSquared(quad[0]);
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double d2 = pt.distanceSquared(quad[2]);
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double distMin = SkTMin(d0, d2);
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int bestIndex = -1;
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for (int index = 0; index < roots; ++index) {
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_Point onQuad;
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xy_at_t(quad, ts[index], onQuad.x, onQuad.y);
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double dist = pt.distanceSquared(onQuad);
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if (distMin > dist) {
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distMin = dist;
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bestIndex = index;
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}
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}
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if (bestIndex >= 0) {
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return ts[bestIndex];
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}
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return d0 < d2 ? 0 : 1;
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}
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bool point_in_hull(const Quadratic& quad, const _Point& pt) {
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return pointInTriangle((const Triangle&) quad, pt);
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}
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_Point top(const Quadratic& quad, double startT, double endT) {
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Quadratic sub;
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sub_divide(quad, startT, endT, sub);
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_Point topPt = sub[0];
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if (topPt.y > sub[2].y || (topPt.y == sub[2].y && topPt.x > sub[2].x)) {
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topPt = sub[2];
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}
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if (!between(sub[0].y, sub[1].y, sub[2].y)) {
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double extremeT;
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if (findExtrema(sub[0].y, sub[1].y, sub[2].y, &extremeT)) {
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extremeT = startT + (endT - startT) * extremeT;
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_Point test;
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xy_at_t(quad, extremeT, test.x, test.y);
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if (topPt.y > test.y || (topPt.y == test.y && topPt.x > test.x)) {
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topPt = test;
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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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/*
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Numeric Solutions (5.6) suggests to solve the quadratic by computing
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Q = -1/2(B + sgn(B)Sqrt(B^2 - 4 A C))
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and using the roots
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t1 = Q / A
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t2 = C / Q
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*/
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int add_valid_ts(double s[], int realRoots, double* t) {
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int foundRoots = 0;
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for (int index = 0; index < realRoots; ++index) {
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double tValue = s[index];
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if (approximately_zero_or_more(tValue) && approximately_one_or_less(tValue)) {
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if (approximately_less_than_zero(tValue)) {
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tValue = 0;
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} else if (approximately_greater_than_one(tValue)) {
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tValue = 1;
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}
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for (int idx2 = 0; idx2 < foundRoots; ++idx2) {
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if (approximately_equal(t[idx2], tValue)) {
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goto nextRoot;
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}
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}
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t[foundRoots++] = tValue;
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}
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nextRoot:
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;
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}
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return foundRoots;
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}
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// note: caller expects multiple results to be sorted smaller first
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// note: http://en.wikipedia.org/wiki/Loss_of_significance has an interesting
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// analysis of the quadratic equation, suggesting why the following looks at
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// the sign of B -- and further suggesting that the greatest loss of precision
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// is in b squared less two a c
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int quadraticRootsValidT(double A, double B, double C, double t[2]) {
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#if 0
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B *= 2;
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double square = B * B - 4 * A * C;
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if (approximately_negative(square)) {
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if (!approximately_positive(square)) {
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return 0;
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}
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square = 0;
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}
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double squareRt = sqrt(square);
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double Q = (B + (B < 0 ? -squareRt : squareRt)) / -2;
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int foundRoots = 0;
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double ratio = Q / A;
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if (approximately_zero_or_more(ratio) && approximately_one_or_less(ratio)) {
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if (approximately_less_than_zero(ratio)) {
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ratio = 0;
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} else if (approximately_greater_than_one(ratio)) {
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ratio = 1;
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}
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t[0] = ratio;
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++foundRoots;
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}
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ratio = C / Q;
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if (approximately_zero_or_more(ratio) && approximately_one_or_less(ratio)) {
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if (approximately_less_than_zero(ratio)) {
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ratio = 0;
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} else if (approximately_greater_than_one(ratio)) {
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ratio = 1;
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}
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if (foundRoots == 0 || !approximately_negative(ratio - t[0])) {
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t[foundRoots++] = ratio;
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} else if (!approximately_negative(t[0] - ratio)) {
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t[foundRoots++] = t[0];
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t[0] = ratio;
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}
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}
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#else
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double s[2];
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int realRoots = quadraticRootsReal(A, B, C, s);
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int foundRoots = add_valid_ts(s, realRoots, t);
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#endif
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return foundRoots;
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}
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// unlike quadratic roots, this does not discard real roots <= 0 or >= 1
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int quadraticRootsReal(const double A, const double B, const double C, double s[2]) {
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const double p = B / (2 * A);
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const double q = C / A;
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if (approximately_zero(A) && (approximately_zero_inverse(p) || approximately_zero_inverse(q))) {
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if (approximately_zero(B)) {
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s[0] = 0;
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return C == 0;
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}
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s[0] = -C / B;
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return 1;
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}
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/* normal form: x^2 + px + q = 0 */
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const double p2 = p * p;
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#if 0
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double D = AlmostEqualUlps(p2, q) ? 0 : p2 - q;
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if (D <= 0) {
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if (D < 0) {
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return 0;
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}
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s[0] = -p;
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SkDebugf("[%d] %1.9g\n", 1, s[0]);
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return 1;
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}
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double sqrt_D = sqrt(D);
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s[0] = sqrt_D - p;
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s[1] = -sqrt_D - p;
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SkDebugf("[%d] %1.9g %1.9g\n", 2, s[0], s[1]);
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return 2;
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#else
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if (!AlmostEqualUlps(p2, q) && p2 < q) {
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return 0;
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}
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double sqrt_D = 0;
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if (p2 > q) {
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sqrt_D = sqrt(p2 - q);
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}
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s[0] = sqrt_D - p;
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s[1] = -sqrt_D - p;
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#if 0
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if (AlmostEqualUlps(s[0], s[1])) {
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SkDebugf("[%d] %1.9g\n", 1, s[0]);
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} else {
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SkDebugf("[%d] %1.9g %1.9g\n", 2, s[0], s[1]);
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}
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#endif
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return 1 + !AlmostEqualUlps(s[0], s[1]);
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#endif
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}
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void toCubic(const Quadratic& quad, Cubic& cubic) {
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cubic[0] = quad[0];
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cubic[2] = quad[1];
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cubic[3] = quad[2];
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cubic[1].x = (cubic[0].x + cubic[2].x * 2) / 3;
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cubic[1].y = (cubic[0].y + cubic[2].y * 2) / 3;
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cubic[2].x = (cubic[3].x + cubic[2].x * 2) / 3;
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cubic[2].y = (cubic[3].y + cubic[2].y * 2) / 3;
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}
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static double derivativeAtT(const double* quad, double t) {
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double a = t - 1;
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double b = 1 - 2 * t;
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double c = t;
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return a * quad[0] + b * quad[2] + c * quad[4];
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}
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double dx_at_t(const Quadratic& quad, double t) {
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return derivativeAtT(&quad[0].x, t);
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}
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double dy_at_t(const Quadratic& quad, double t) {
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return derivativeAtT(&quad[0].y, t);
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}
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_Vector dxdy_at_t(const Quadratic& quad, double t) {
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double a = t - 1;
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double b = 1 - 2 * t;
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double c = t;
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_Vector result = { a * quad[0].x + b * quad[1].x + c * quad[2].x,
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a * quad[0].y + b * quad[1].y + c * quad[2].y };
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return result;
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}
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void xy_at_t(const Quadratic& quad, double t, double& x, double& y) {
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double one_t = 1 - t;
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double a = one_t * one_t;
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double b = 2 * one_t * t;
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double c = t * t;
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if (&x) {
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x = a * quad[0].x + b * quad[1].x + c * quad[2].x;
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}
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if (&y) {
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y = a * quad[0].y + b * quad[1].y + c * quad[2].y;
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}
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}
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_Point xy_at_t(const Quadratic& quad, double t) {
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double one_t = 1 - t;
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double a = one_t * one_t;
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double b = 2 * one_t * t;
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double c = t * t;
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_Point result = { a * quad[0].x + b * quad[1].x + c * quad[2].x,
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a * quad[0].y + b * quad[1].y + c * quad[2].y };
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return result;
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}
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