Esempio n. 1
0
static int quadPart(const Cubic& cubic, double tStart, double tEnd, Quadratic& simple) {
    Cubic part;
    sub_divide(cubic, tStart, tEnd, part);
    Quadratic quad;
    demote_cubic_to_quad(part, quad);
    // FIXME: should reduceOrder be looser in this use case if quartic is going to blow up on an
    // extremely shallow quadratic?
    int order = reduceOrder(quad, simple, kReduceOrder_TreatAsFill);
#if DEBUG_QUAD_PART
    SkDebugf("%s cubic=(%1.17g,%1.17g %1.17g,%1.17g %1.17g,%1.17g %1.17g,%1.17g) t=(%1.17g,%1.17g)\n",
            __FUNCTION__, cubic[0].x, cubic[0].y, cubic[1].x, cubic[1].y, cubic[2].x, cubic[2].y,
            cubic[3].x, cubic[3].y, tStart, tEnd);
    SkDebugf("%s part=(%1.17g,%1.17g %1.17g,%1.17g %1.17g,%1.17g %1.17g,%1.17g)"
            " quad=(%1.17g,%1.17g %1.17g,%1.17g %1.17g,%1.17g)\n", __FUNCTION__, part[0].x, part[0].y,
            part[1].x, part[1].y, part[2].x, part[2].y, part[3].x, part[3].y, quad[0].x, quad[0].y,
            quad[1].x, quad[1].y, quad[2].x, quad[2].y);
    SkDebugf("%s simple=(%1.17g,%1.17g", __FUNCTION__, simple[0].x, simple[0].y);
    if (order > 1) {
        SkDebugf(" %1.17g,%1.17g", simple[1].x, simple[1].y);
    }
    if (order > 2) {
        SkDebugf(" %1.17g,%1.17g", simple[2].x, simple[2].y);
    }
    SkDebugf(")\n");
    SkASSERT(order < 4 && order > 0);
#endif
    return order;
}
Esempio n. 2
0
bool intersect(const Cubic& cubic, Intersections& i) {
    SkTDArray<double> ts;
    double precision = calcPrecision(cubic);
    cubic_to_quadratics(cubic, precision, ts);
    int tsCount = ts.count();
    if (tsCount == 1) {
        return false;
    }
    double t1Start = 0;
    Cubic part;
    for (int idx = 0; idx < tsCount; ++idx) {
        double t1 = ts[idx];
        Quadratic q1;
        sub_divide(cubic, t1Start, t1, part);
        demote_cubic_to_quad(part, q1);
        double t2Start = t1;
        for (int i2 = idx + 1; i2 <= tsCount; ++i2) {
            const double t2 = i2 < tsCount ? ts[i2] : 1;
            Quadratic q2;
            sub_divide(cubic, t2Start, t2, part);
            demote_cubic_to_quad(part, q2);
            Intersections locals;
            intersect2(q1, q2, locals);
            for (int tIdx = 0; tIdx < locals.used(); ++tIdx) {
            // discard intersections at cusp? (maximum curvature)
                double t1sect = locals.fT[0][tIdx];
                double t2sect = locals.fT[1][tIdx];
                if (idx + 1 == i2 && t1sect == 1 && t2sect == 0) {
                    continue;
                }
                double to1 = t1Start + (t1 - t1Start) * t1sect;
                double to2 = t2Start + (t2 - t2Start) * t2sect;
                i.insert(to1, to2);
            }
            t2Start = t2;
        }
        t1Start = t1;
    }
    return i.intersected();
}
Esempio n. 3
0
int intersect(const Cubic& cubic, const Quadratic& quad, Intersections& i) {
    SkTDArray<double> ts;
    double precision = calcPrecision(cubic);
    cubic_to_quadratics(cubic, precision, ts);
    double tStart = 0;
    Cubic part;
    int tsCount = ts.count();
    for (int idx = 0; idx <= tsCount; ++idx) {
        double t = idx < tsCount ? ts[idx] : 1;
        Quadratic q1;
        sub_divide(cubic, tStart, t, part);
        demote_cubic_to_quad(part, q1);
        Intersections locals;
        intersect2(q1, quad, locals);
        for (int tIdx = 0; tIdx < locals.used(); ++tIdx) {
            double globalT = tStart + (t - tStart) * locals.fT[0][tIdx];
            i.insertOne(globalT, 0);
            globalT = locals.fT[1][tIdx];
            i.insertOne(globalT, 1);
        }
        tStart = t;
    }
    return i.used();
}
Esempio n. 4
0
// this flavor approximates the cubics with quads to find the intersecting ts
// OPTIMIZE: if this strategy proves successful, the quad approximations, or the ts used
// to create the approximations, could be stored in the cubic segment
// FIXME: this strategy needs to intersect the convex hull on either end with the opposite to
// account for inset quadratics that cause the endpoint intersection to avoid detection
// the segments can be very short -- the length of the maximum quadratic error (precision)
// FIXME: this needs to recurse on itself, taking a range of T values and computing the new
// t range ala is linear inner. The range can be figured by taking the dx/dy and determining
// the fraction that matches the precision. That fraction is the change in t for the smaller cubic.
static bool intersect2(const Cubic& cubic1, double t1s, double t1e, const Cubic& cubic2,
        double t2s, double t2e, double precisionScale, Intersections& i) {
    Cubic c1, c2;
    sub_divide(cubic1, t1s, t1e, c1);
    sub_divide(cubic2, t2s, t2e, c2);
    SkTDArray<double> ts1;
    cubic_to_quadratics(c1, calcPrecision(c1) * precisionScale, ts1);
    SkTDArray<double> ts2;
    cubic_to_quadratics(c2, calcPrecision(c2) * precisionScale, ts2);
    double t1Start = t1s;
    int ts1Count = ts1.count();
    for (int i1 = 0; i1 <= ts1Count; ++i1) {
        const double tEnd1 = i1 < ts1Count ? ts1[i1] : 1;
        const double t1 = t1s + (t1e - t1s) * tEnd1;
        Cubic part1;
        sub_divide(cubic1, t1Start, t1, part1);
        Quadratic q1;
        demote_cubic_to_quad(part1, q1);
  //      start here;
        // should reduceOrder be looser in this use case if quartic is going to blow up on an
        // extremely shallow quadratic?
        Quadratic s1;
        int o1 = reduceOrder(q1, s1);
        double t2Start = t2s;
        int ts2Count = ts2.count();
        for (int i2 = 0; i2 <= ts2Count; ++i2) {
            const double tEnd2 = i2 < ts2Count ? ts2[i2] : 1;
            const double t2 = t2s + (t2e - t2s) * tEnd2;
            Cubic part2;
            sub_divide(cubic2, t2Start, t2, part2);
            Quadratic q2;
            demote_cubic_to_quad(part2, q2);
            Quadratic s2;
            double o2 = reduceOrder(q2, s2);
            Intersections locals;
            if (o1 == 3 && o2 == 3) {
                intersect2(q1, q2, locals);
            } else if (o1 <= 2 && o2 <= 2) {
                locals.fUsed = intersect((const _Line&) s1, (const _Line&) s2, locals.fT[0],
                        locals.fT[1]);
            } else if (o1 == 3 && o2 <= 2) {
                intersect(q1, (const _Line&) s2, locals);
            } else {
                SkASSERT(o1 <= 2 && o2 == 3);
                intersect(q2, (const _Line&) s1, locals);
                for (int s = 0; s < locals.fUsed; ++s) {
                    SkTSwap(locals.fT[0][s], locals.fT[1][s]);
                }
            }
            for (int tIdx = 0; tIdx < locals.used(); ++tIdx) {
                double to1 = t1Start + (t1 - t1Start) * locals.fT[0][tIdx];
                double to2 = t2Start + (t2 - t2Start) * locals.fT[1][tIdx];
    // if the computed t is not sufficiently precise, iterate
                _Point p1, p2;
                xy_at_t(cubic1, to1, p1.x, p1.y);
                xy_at_t(cubic2, to2, p2.x, p2.y);
                if (p1.approximatelyEqual(p2)) {
                    i.insert(i.swapped() ? to2 : to1, i.swapped() ? to1 : to2);
                } else {
                    double dt1, dt2;
                    computeDelta(cubic1, to1, (t1e - t1s), cubic2, to2, (t2e - t2s), dt1, dt2);
                    double scale = precisionScale;
                    if (dt1 > 0.125 || dt2 > 0.125) {
                        scale /= 2;
                        SkDebugf("%s scale=%1.9g\n", __FUNCTION__, scale);
                    }
#if SK_DEBUG
                    ++debugDepth;
                    assert(debugDepth < 10);
#endif
                    i.swap();
                    intersect2(cubic2, SkTMax(to2 - dt2, 0.), SkTMin(to2 + dt2, 1.),
                            cubic1, SkTMax(to1 - dt1, 0.), SkTMin(to1 + dt1, 1.), scale, i);
                    i.swap();
#if SK_DEBUG
                    --debugDepth;
#endif
                }
            }
            t2Start = t2;
        }
        t1Start = t1;
    }
    return i.intersected();
}