static void testLineIntersect(skiatest::Reporter* reporter, const SkDQuad& quad, const SkDLine& line, const double x, const double y) { char pathStr[1024]; sk_bzero(pathStr, sizeof(pathStr)); char* str = pathStr; str += sprintf(str, " path.moveTo(%1.9g, %1.9g);\n", quad[0].fX, quad[0].fY); str += sprintf(str, " path.quadTo(%1.9g, %1.9g, %1.9g, %1.9g);\n", quad[1].fX, quad[1].fY, quad[2].fX, quad[2].fY); str += sprintf(str, " path.moveTo(%1.9g, %1.9g);\n", line[0].fX, line[0].fY); str += sprintf(str, " path.lineTo(%1.9g, %1.9g);\n", line[1].fX, line[1].fY); SkIntersections intersections; bool flipped = false; int result = doIntersect(intersections, quad, line, flipped); bool found = false; for (int index = 0; index < result; ++index) { double quadT = intersections[0][index]; SkDPoint quadXY = quad.xyAtT(quadT); double lineT = intersections[1][index]; SkDPoint lineXY = line.xyAtT(lineT); if (quadXY.approximatelyEqual(lineXY)) { found = true; } } REPORTER_ASSERT(reporter, found); }
// find a point on a quad by choosing a t from 0 to 1 // create a vertical span above and below the point // verify that intersecting the vertical span and the quad returns t // verify that a vertical span starting at quad[0] intersects at t=0 // verify that a vertical span starting at quad[2] intersects at t=1 static void testQuadLineIntersectMain(PathOpsThreadState* data) { PathOpsThreadState& state = *data; REPORTER_ASSERT(state.fReporter, data); int ax = state.fA & 0x03; int ay = state.fA >> 2; int bx = state.fB & 0x03; int by = state.fB >> 2; int cx = state.fC & 0x03; int cy = state.fC >> 2; SkDQuad quad = {{{(double) ax, (double) ay}, {(double) bx, (double) by}, {(double) cx, (double) cy}}}; SkReduceOrder reducer; int order = reducer.reduce(quad, SkReduceOrder::kFill_Style); if (order < 3) { return; } for (int tIndex = 0; tIndex <= 4; ++tIndex) { SkDPoint xy = quad.xyAtT(tIndex / 4.0); for (int h = -2; h <= 2; ++h) { for (int v = -2; v <= 2; ++v) { if (h == v && abs(h) != 1) { continue; } double x = xy.fX; double y = xy.fY; SkDLine line = {{{x - h, y - v}, {x, y}}}; testLineIntersect(state.fReporter, quad, line, x, y); state.fReporter->bumpTestCount(); SkDLine line2 = {{{x, y}, {x + h, y + v}}}; testLineIntersect(state.fReporter, quad, line2, x, y); state.fReporter->bumpTestCount(); SkDLine line3 = {{{x - h, y - v}, {x + h, y + v}}}; testLineIntersect(state.fReporter, quad, line3, x, y); state.fReporter->bumpTestCount(); } } } }