// note that this only works if both lines are neither horizontal nor vertical int SkIntersections::intersect(const SkDLine& a, const SkDLine& b) { // see if end points intersect the opposite line double t; for (int iA = 0; iA < 2; ++iA) { if (!checkEndPoint(a[iA].fX, a[iA].fY, b, &t, -1)) { continue; } insert(iA, t, a[iA]); } for (int iB = 0; iB < 2; ++iB) { if (!checkEndPoint(b[iB].fX, b[iB].fY, a, &t, -1)) { continue; } insert(t, iB, b[iB]); } if (used() > 0) { SkASSERT(fUsed <= 2); return used(); // coincident lines are returned here } /* Determine the intersection point of two line segments Return FALSE if the lines don't intersect from: http://paulbourke.net/geometry/lineline2d/ */ double axLen = a[1].fX - a[0].fX; double ayLen = a[1].fY - a[0].fY; double bxLen = b[1].fX - b[0].fX; double byLen = b[1].fY - b[0].fY; /* Slopes match when denom goes to zero: axLen / ayLen == bxLen / byLen (ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen byLen * axLen == ayLen * bxLen byLen * axLen - ayLen * bxLen == 0 ( == denom ) */ double denom = byLen * axLen - ayLen * bxLen; double ab0y = a[0].fY - b[0].fY; double ab0x = a[0].fX - b[0].fX; double numerA = ab0y * bxLen - byLen * ab0x; double numerB = ab0y * axLen - ayLen * ab0x; bool mayNotOverlap = (numerA < 0 && denom > numerA) || (numerA > 0 && denom < numerA) || (numerB < 0 && denom > numerB) || (numerB > 0 && denom < numerB); numerA /= denom; numerB /= denom; if ((!approximately_zero(denom) || (!approximately_zero_inverse(numerA) && !approximately_zero_inverse(numerB))) && !sk_double_isnan(numerA) && !sk_double_isnan(numerB)) { if (mayNotOverlap) { return 0; } fT[0][0] = numerA; fT[1][0] = numerB; fPt[0] = a.xyAtT(numerA); return computePoints(a, 1); } return 0; }
// unlike quadratic roots, this does not discard real roots <= 0 or >= 1 int quadraticRootsReal(const double A, const double B, const double C, double s[2]) { const double p = B / (2 * A); const double q = C / A; if (approximately_zero(A) && (approximately_zero_inverse(p) || approximately_zero_inverse(q))) { if (approximately_zero(B)) { s[0] = 0; return C == 0; } s[0] = -C / B; return 1; } /* normal form: x^2 + px + q = 0 */ const double p2 = p * p; #if 0 double D = AlmostEqualUlps(p2, q) ? 0 : p2 - q; if (D <= 0) { if (D < 0) { return 0; } s[0] = -p; SkDebugf("[%d] %1.9g\n", 1, s[0]); return 1; } double sqrt_D = sqrt(D); s[0] = sqrt_D - p; s[1] = -sqrt_D - p; SkDebugf("[%d] %1.9g %1.9g\n", 2, s[0], s[1]); return 2; #else if (!AlmostEqualUlps(p2, q) && p2 < q) { return 0; } double sqrt_D = 0; if (p2 > q) { sqrt_D = sqrt(p2 - q); } s[0] = sqrt_D - p; s[1] = -sqrt_D - p; #if 0 if (AlmostEqualUlps(s[0], s[1])) { SkDebugf("[%d] %1.9g\n", 1, s[0]); } else { SkDebugf("[%d] %1.9g %1.9g\n", 2, s[0], s[1]); } #endif return 1 + !AlmostEqualUlps(s[0], s[1]); #endif }
// this does not discard real roots <= 0 or >= 1 int SkDQuad::RootsReal(const double A, const double B, const double C, double s[2]) { const double p = B / (2 * A); const double q = C / A; if (approximately_zero(A) && (approximately_zero_inverse(p) || approximately_zero_inverse(q))) { if (approximately_zero(B)) { s[0] = 0; return C == 0; } s[0] = -C / B; return 1; } /* normal form: x^2 + px + q = 0 */ const double p2 = p * p; if (!AlmostDequalUlps(p2, q) && p2 < q) { return 0; } double sqrt_D = 0; if (p2 > q) { sqrt_D = sqrt(p2 - q); } s[0] = sqrt_D - p; s[1] = -sqrt_D - p; return 1 + !AlmostDequalUlps(s[0], s[1]); }
int SkIntersections::intersect(const SkDLine& a, const SkDLine& b) { double axLen = a[1].fX - a[0].fX; double ayLen = a[1].fY - a[0].fY; double bxLen = b[1].fX - b[0].fX; double byLen = b[1].fY - b[0].fY; /* Slopes match when denom goes to zero: axLen / ayLen == bxLen / byLen (ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen byLen * axLen == ayLen * bxLen byLen * axLen - ayLen * bxLen == 0 ( == denom ) */ double denom = byLen * axLen - ayLen * bxLen; double ab0y = a[0].fY - b[0].fY; double ab0x = a[0].fX - b[0].fX; double numerA = ab0y * bxLen - byLen * ab0x; double numerB = ab0y * axLen - ayLen * ab0x; bool mayNotOverlap = (numerA < 0 && denom > numerA) || (numerA > 0 && denom < numerA) || (numerB < 0 && denom > numerB) || (numerB > 0 && denom < numerB); numerA /= denom; numerB /= denom; if ((!approximately_zero(denom) || (!approximately_zero_inverse(numerA) && !approximately_zero_inverse(numerB))) && !sk_double_isnan(numerA) && !sk_double_isnan(numerB)) { if (mayNotOverlap) { return fUsed = 0; } fT[0][0] = numerA; fT[1][0] = numerB; fPt[0] = a.xyAtT(numerA); return computePoints(a, 1); } /* See if the axis intercepts match: ay - ax * ayLen / axLen == by - bx * ayLen / axLen axLen * (ay - ax * ayLen / axLen) == axLen * (by - bx * ayLen / axLen) axLen * ay - ax * ayLen == axLen * by - bx * ayLen */ if (!AlmostEqualUlps(axLen * a[0].fY - ayLen * a[0].fX, axLen * b[0].fY - ayLen * b[0].fX)) { return fUsed = 0; } const double* aPtr; const double* bPtr; if (fabs(axLen) > fabs(ayLen) || fabs(bxLen) > fabs(byLen)) { aPtr = &a[0].fX; bPtr = &b[0].fX; } else { aPtr = &a[0].fY; bPtr = &b[0].fY; } double a0 = aPtr[0]; double a1 = aPtr[2]; double b0 = bPtr[0]; double b1 = bPtr[2]; // OPTIMIZATION: restructure to reject before the divide // e.g., if ((a0 - b0) * (a0 - a1) < 0 || abs(a0 - b0) > abs(a0 - a1)) // (except efficient) double aDenom = a0 - a1; if (approximately_zero(aDenom)) { if (!between(b0, a0, b1)) { return fUsed = 0; } fT[0][0] = fT[0][1] = 0; } else { double at0 = (a0 - b0) / aDenom; double at1 = (a0 - b1) / aDenom; if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) { return fUsed = 0; } fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0); fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0); } double bDenom = b0 - b1; if (approximately_zero(bDenom)) { fT[1][0] = fT[1][1] = 0; } else { int bIn = aDenom * bDenom < 0; fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / bDenom, 1.0), 0.0); fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / bDenom, 1.0), 0.0); } bool second = fabs(fT[0][0] - fT[0][1]) > FLT_EPSILON; SkASSERT((fabs(fT[1][0] - fT[1][1]) <= FLT_EPSILON) ^ second); return computePoints(a, 1 + second); }