Esempio n. 1
0
/*  Solve coeff(t) == 0, returning the number of roots that
    lie withing 0 < t < 1.
    coeff[0]t^3 + coeff[1]t^2 + coeff[2]t + coeff[3]
 
    Eliminates repeated roots (so that all tValues are distinct, and are always
    in increasing order.
*/
static int solve_cubic_polynomial(const SkFP coeff[4], SkScalar tValues[3])
{
#ifndef SK_SCALAR_IS_FLOAT
    return 0;   // this is not yet implemented for software float
#endif

    if (SkScalarNearlyZero(coeff[0]))   // we're just a quadratic
    {
        return SkFindUnitQuadRoots(coeff[1], coeff[2], coeff[3], tValues);
    }

    SkFP    a, b, c, Q, R;

    {
        SkASSERT(coeff[0] != 0);

        SkFP inva = SkFPInvert(coeff[0]);
        a = SkFPMul(coeff[1], inva);
        b = SkFPMul(coeff[2], inva);
        c = SkFPMul(coeff[3], inva);
    }
    Q = SkFPDivInt(SkFPSub(SkFPMul(a,a), SkFPMulInt(b, 3)), 9);
//  R = (2*a*a*a - 9*a*b + 27*c) / 54;
    R = SkFPMulInt(SkFPMul(SkFPMul(a, a), a), 2);
    R = SkFPSub(R, SkFPMulInt(SkFPMul(a, b), 9));
    R = SkFPAdd(R, SkFPMulInt(c, 27));
    R = SkFPDivInt(R, 54);

    SkFP Q3 = SkFPMul(SkFPMul(Q, Q), Q);
    SkFP R2MinusQ3 = SkFPSub(SkFPMul(R,R), Q3);
    SkFP adiv3 = SkFPDivInt(a, 3);

    SkScalar*   roots = tValues;
    SkScalar    r;

    if (SkFPLT(R2MinusQ3, 0))   // we have 3 real roots
    {
#ifdef SK_SCALAR_IS_FLOAT
        float theta = sk_float_acos(R / sk_float_sqrt(Q3));
        float neg2RootQ = -2 * sk_float_sqrt(Q);

        r = neg2RootQ * sk_float_cos(theta/3) - adiv3;
        if (is_unit_interval(r))
            *roots++ = r;

        r = neg2RootQ * sk_float_cos((theta + 2*SK_ScalarPI)/3) - adiv3;
        if (is_unit_interval(r))
            *roots++ = r;

        r = neg2RootQ * sk_float_cos((theta - 2*SK_ScalarPI)/3) - adiv3;
        if (is_unit_interval(r))
            *roots++ = r;

        SkDEBUGCODE(test_collaps_duplicates();)
SkUnitScalar SkPoint3D::normalize(SkUnit3D* unit) const
{
#ifdef SK_SCALAR_IS_FLOAT
    float mag = sk_float_sqrt(fX*fX + fY*fY + fZ*fZ);
    if (mag)
    {
        float scale = 1.0f / mag;
        unit->fX = fX * scale;
        unit->fY = fY * scale;
        unit->fZ = fZ * scale;
    }
#else
    Sk64    tmp1, tmp2;

    tmp1.setMul(fX, fX);
    tmp2.setMul(fY, fY);
    tmp1.add(tmp2);
    tmp2.setMul(fZ, fZ);
    tmp1.add(tmp2);

    SkFixed mag = tmp1.getSqrt();
    if (mag)
    {
        // what if mag < SK_Fixed1 ??? we will underflow the fixdiv
        SkFixed scale = SkFixedDiv(SK_Fract1, mag);
        unit->fX = SkFixedMul(fX, scale);
        unit->fY = SkFixedMul(fY, scale);
        unit->fZ = SkFixedMul(fZ, scale);
    }
#endif
    return mag;
}
Esempio n. 3
0
SkScalar SkPoint::Normalize(SkPoint* pt) {
    float x = pt->fX;
    float y = pt->fY;
    float mag2;
    if (isLengthNearlyZero(x, y, &mag2)) {
        return 0;
    }

    float mag, scale;
    if (SkScalarIsFinite(mag2)) {
        mag = sk_float_sqrt(mag2);
        scale = 1 / mag;
    } else {
        // our mag2 step overflowed to infinity, so use doubles instead.
        // much slower, but needed when x or y are very large, other wise we
        // divide by inf. and return (0,0) vector.
        double xx = x;
        double yy = y;
        double magmag = sqrt(xx * xx + yy * yy);
        mag = (float)magmag;
        // we perform the divide with the double magmag, to stay exactly the
        // same as setLength. It would be faster to perform the divide with
        // mag, but it is possible that mag has overflowed to inf. but still
        // have a non-zero value for scale (thanks to denormalized numbers).
        scale = (float)(1 / magmag);
    }
    pt->set(x * scale, y * scale);
    return mag;
}
Esempio n. 4
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/*
 *  We have to worry about 2 tricky conditions:
 *  1. underflow of mag2 (compared against nearlyzero^2)
 *  2. overflow of mag2 (compared w/ isfinite)
 *
 *  If we underflow, we return false. If we overflow, we compute again using
 *  doubles, which is much slower (3x in a desktop test) but will not overflow.
 */
bool SkPoint::setLength(float x, float y, float length) {
    float mag2;
    if (isLengthNearlyZero(x, y, &mag2)) {
        return false;
    }

    float scale;
    if (SkScalarIsFinite(mag2)) {
        scale = length / sk_float_sqrt(mag2);
    } else {
        // our mag2 step overflowed to infinity, so use doubles instead.
        // much slower, but needed when x or y are very large, other wise we
        // divide by inf. and return (0,0) vector.
        double xx = x;
        double yy = y;
    #ifdef SK_DISCARD_DENORMALIZED_FOR_SPEED
        // The iOS ARM processor discards small denormalized numbers to go faster.
        // Casting this to a float would cause the scale to go to zero. Keeping it
        // as a double for the multiply keeps the scale non-zero.
        double dscale = length / sqrt(xx * xx + yy * yy);
        fX = x * dscale;
        fY = y * dscale;
        return true;
    #else
        scale = (float)(length / sqrt(xx * xx + yy * yy));
    #endif
    }
    fX = x * scale;
    fY = y * scale;
    return true;
}
Esempio n. 5
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bool SkPoint::setLength(float x, float y, float length) {
    float mag = sk_float_sqrt(x * x + y * y);
    if (mag > SK_ScalarNearlyZero) {
        length /= mag;
        fX = x * length;
        fY = y * length;
        return true;
    }
    return false;
}
Esempio n. 6
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bool SkPoint::setLength(float x, float y, float length) {
    float mag2;
    if (!isLengthNearlyZero(x, y, &mag2)) {
        float scale = length / sk_float_sqrt(mag2);
        fX = x * scale;
        fY = y * scale;
        return true;
    }
    return false;
}
Esempio n. 7
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SkScalar SkPoint::Length(SkScalar dx, SkScalar dy) {
    float mag2 = dx * dx + dy * dy;
    if (SkScalarIsFinite(mag2)) {
        return sk_float_sqrt(mag2);
    } else {
        double xx = dx;
        double yy = dy;
        return (float)sqrt(xx * xx + yy * yy);
    }
}
Esempio n. 8
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SkScalar SkPoint::Normalize(SkPoint* pt) {
    float mag2;
    if (!isLengthNearlyZero(pt->fX, pt->fY, &mag2)) {
        float mag = sk_float_sqrt(mag2);
        float scale = 1.0f / mag;
        pt->fX = pt->fX * scale;
        pt->fY = pt->fY * scale;
        return mag;
    }
    return 0;
}
// Return the number of distinct real roots, and write them into roots[] in
// ascending order
static int find_quad_roots(float A, float B, float C, float roots[2], bool descendingOrder = false) {
    SkASSERT(roots);

    if (A == 0) {
        return valid_divide(-C, B, roots);
    }

    float R = B*B - 4*A*C;
    if (R < 0) {
        return 0;
    }
    R = sk_float_sqrt(R);

#if 1
    float Q = B;
    if (Q < 0) {
        Q -= R;
    } else {
        Q += R;
    }
#else
    // on 10.6 this was much slower than the above branch :(
    float Q = B + copysignf(R, B);
#endif
    Q *= -0.5f;
    if (0 == Q) {
        roots[0] = 0;
        return 1;
    }

    float r0 = Q / A;
    float r1 = C / Q;
    roots[0] = r0 < r1 ? r0 : r1;
    roots[1] = r0 > r1 ? r0 : r1;
    if (descendingOrder) {
        SkTSwap(roots[0], roots[1]);
    }
    return 2;
}
/** From Numerical Recipes in C.

    Q = -1/2 (B + sign(B) sqrt[B*B - 4*A*C])
    x1 = Q / A
    x2 = C / Q
*/
int SkFindUnitQuadRoots(SkScalar A, SkScalar B, SkScalar C, SkScalar roots[2])
{
    SkASSERT(roots);

    if (A == 0)
        return valid_unit_divide(-C, B, roots);

    SkScalar* r = roots;

#ifdef SK_SCALAR_IS_FLOAT
    float R = B*B - 4*A*C;
    if (R < 0 || SkScalarIsNaN(R)) {  // complex roots
        return 0;
    }
    R = sk_float_sqrt(R);
#else
    Sk64    RR, tmp;

    RR.setMul(B,B);
    tmp.setMul(A,C);
    tmp.shiftLeft(2);
    RR.sub(tmp);
    if (RR.isNeg())
        return 0;
    SkFixed R = RR.getSqrt();
#endif

    SkScalar Q = (B < 0) ? -(B-R)/2 : -(B+R)/2;
    r += valid_unit_divide(Q, A, r);
    r += valid_unit_divide(C, Q, r);
    if (r - roots == 2)
    {
        if (roots[0] > roots[1])
            SkTSwap<SkScalar>(roots[0], roots[1]);
        else if (roots[0] == roots[1])  // nearly-equal?
            r -= 1; // skip the double root
    }
    return (int)(r - roots);
}
/*  Solve coeff(t) == 0, returning the number of roots that
    lie withing 0 < t < 1.
    coeff[0]t^3 + coeff[1]t^2 + coeff[2]t + coeff[3]
*/
static int solve_cubic_polynomial(const SkFP coeff[4], SkScalar tValues[3])
{
#ifndef SK_SCALAR_IS_FLOAT
    return 0;   // this is not yet implemented for software float
#endif

    if (SkScalarNearlyZero(coeff[0]))   // we're just a quadratic
    {
        return SkFindUnitQuadRoots(coeff[1], coeff[2], coeff[3], tValues);
    }

    SkFP    a, b, c, Q, R;

    {
        SkASSERT(coeff[0] != 0);

        SkFP inva = SkFPInvert(coeff[0]);
        a = SkFPMul(coeff[1], inva);
        b = SkFPMul(coeff[2], inva);
        c = SkFPMul(coeff[3], inva);
    }
    Q = SkFPDivInt(SkFPSub(SkFPMul(a,a), SkFPMulInt(b, 3)), 9);
//  R = (2*a*a*a - 9*a*b + 27*c) / 54;
    R = SkFPMulInt(SkFPMul(SkFPMul(a, a), a), 2);
    R = SkFPSub(R, SkFPMulInt(SkFPMul(a, b), 9));
    R = SkFPAdd(R, SkFPMulInt(c, 27));
    R = SkFPDivInt(R, 54);

    SkFP Q3 = SkFPMul(SkFPMul(Q, Q), Q);
    SkFP R2MinusQ3 = SkFPSub(SkFPMul(R,R), Q3);
    SkFP adiv3 = SkFPDivInt(a, 3);

    SkScalar*   roots = tValues;
    SkScalar    r;

    if (SkFPLT(R2MinusQ3, 0))   // we have 3 real roots
    {
#ifdef SK_SCALAR_IS_FLOAT
        float theta = sk_float_acos(R / sk_float_sqrt(Q3));
        float neg2RootQ = -2 * sk_float_sqrt(Q);

        r = neg2RootQ * sk_float_cos(theta/3) - adiv3;
        if (is_unit_interval(r))
            *roots++ = r;

        r = neg2RootQ * sk_float_cos((theta + 2*SK_ScalarPI)/3) - adiv3;
        if (is_unit_interval(r))
            *roots++ = r;

        r = neg2RootQ * sk_float_cos((theta - 2*SK_ScalarPI)/3) - adiv3;
        if (is_unit_interval(r))
            *roots++ = r;

        // now sort the roots
        bubble_sort(tValues, (int)(roots - tValues));
#endif
    }
    else                // we have 1 real root
    {
        SkFP A = SkFPAdd(SkFPAbs(R), SkFPSqrt(R2MinusQ3));
        A = SkFPCubeRoot(A);
        if (SkFPGT(R, 0))
            A = SkFPNeg(A);

        if (A != 0)
            A = SkFPAdd(A, SkFPDiv(Q, A));
        r = SkFPToScalar(SkFPSub(A, adiv3));
        if (is_unit_interval(r))
            *roots++ = r;
    }

    return (int)(roots - tValues);
}
Esempio n. 12
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SkScalar SkPoint::Length(SkScalar dx, SkScalar dy) {
    return sk_float_sqrt(dx * dx + dy * dy);
}
Esempio n. 13
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SkScalar SkPoint::Length(SkScalar dx, SkScalar dy) {
    return sk_float_sqrt(getLengthSquared(dx, dy));
}