* Copyright 2012 Google Inc.
*
* Use of this source code is governed by a BSD-style license that can be
* found in the LICENSE file.
*/
#include "include/core/SkTypes.h"
#include "src/pathops/SkIntersections.h"
#include "src/pathops/SkPathOpsLine.h"
#include "src/pathops/SkPathOpsPoint.h"
#include "src/pathops/SkPathOpsTypes.h"
#include <cmath>
#include <cstdint>
#include <utility>
void SkIntersections::cleanUpParallelLines(bool parallel) {
while (fUsed > 2) {
removeOne(1);
}
if (fUsed == 2 && !parallel) {
bool startMatch = fT[0][0] == 0 || zero_or_one(fT[1][0]);
bool endMatch = fT[0][1] == 1 || zero_or_one(fT[1][1]);
if ((!startMatch && !endMatch) || approximately_equal(fT[0][0], fT[0][1])) {
SkASSERT(startMatch || endMatch);
if (startMatch && endMatch && (fT[0][0] != 0 || !zero_or_one(fT[1][0]))
&& fT[0][1] == 1 && zero_or_one(fT[1][1])) {
removeOne(0);
} else {
removeOne(endMatch);
}
}
}
if (fUsed == 2) {
fIsCoincident[0] = fIsCoincident[1] = 0x03;
}
}
void SkIntersections::computePoints(const SkDLine& line, int used) {
fPt[0] = line.ptAtT(fT[0][0]);
if ((fUsed = used) == 2) {
fPt[1] = line.ptAtT(fT[0][1]);
}
}
int SkIntersections::intersectRay(const SkDLine& a, const SkDLine& b) {
fMax = 2;
SkDVector aLen = a[1] - a[0];
SkDVector bLen = b[1] - b[0];
axLen / ayLen == bxLen / byLen
(ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen
byLen * axLen == ayLen * bxLen
byLen * axLen - ayLen * bxLen == 0 ( == denom )
*/
double denom = bLen.fY * aLen.fX - aLen.fY * bLen.fX;
int used;
if (!approximately_zero(denom)) {
SkDVector ab0 = a[0] - b[0];
double numerA = ab0.fY * bLen.fX - bLen.fY * ab0.fX;
double numerB = ab0.fY * aLen.fX - aLen.fY * ab0.fX;
numerA /= denom;
numerB /= denom;
fT[0][0] = numerA;
fT[1][0] = numerB;
used = 1;
} else {
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(aLen.fX * a[0].fY - aLen.fY * a[0].fX,
aLen.fX * b[0].fY - aLen.fY * b[0].fX)) {
return fUsed = 0;
}
fT[0][0] = fT[1][0] = 0;
fT[1][0] = fT[1][1] = 1;
used = 2;
}
computePoints(a, used);
return fUsed;
}
int SkIntersections::intersect(const SkDLine& a, const SkDLine& b) {
fMax = 3;
double t;
for (int iA = 0; iA < 2; ++iA) {
if ((t = b.exactPoint(a[iA])) >= 0) {
insert(iA, t, a[iA]);
}
}
for (int iB = 0; iB < 2; ++iB) {
if ((t = a.exactPoint(b[iB])) >= 0) {
insert(t, iB, b[iB]);
}
}
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;
axLen / ayLen == bxLen / byLen
(ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen
byLen * axLen == ayLen * bxLen
byLen * axLen - ayLen * bxLen == 0 ( == denom )
*/
double axByLen = axLen * byLen;
double ayBxLen = ayLen * bxLen;
bool unparallel = fAllowNear ? NotAlmostEqualUlps_Pin(axByLen, ayBxLen)
: NotAlmostDequalUlps(axByLen, ayBxLen);
if (unparallel && fUsed == 0) {
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;
double denom = axByLen - ayBxLen;
if (between(0, numerA, denom) && between(0, numerB, denom)) {
fT[0][0] = numerA / denom;
fT[1][0] = numerB / denom;
computePoints(a, 1);
}
}
coincident -- even when the end points are not exactly the same.
Mark this as a 'wild card' for the end points, so that either point is considered totally
coincident. Then, avoid folding the lines over each other, but allow either end to mate
to the next set of lines.
*/
if (fAllowNear || !unparallel) {
double aNearB[2];
double bNearA[2];
bool aNotB[2] = {false, false};
bool bNotA[2] = {false, false};
int nearCount = 0;
for (int index = 0; index < 2; ++index) {
aNearB[index] = t = b.nearPoint(a[index], &aNotB[index]);
nearCount += t >= 0;
bNearA[index] = t = a.nearPoint(b[index], &bNotA[index]);
nearCount += t >= 0;
}
if (nearCount > 0) {
if (nearCount != 2 || aNotB[0] == aNotB[1]) {
for (int iA = 0; iA < 2; ++iA) {
if (!aNotB[iA]) {
continue;
}
int nearer = aNearB[iA] > 0.5;
if (!bNotA[nearer]) {
continue;
}
SkASSERT(a[iA] != b[nearer]);
SkOPASSERT(iA == (bNearA[nearer] > 0.5));
insertNear(iA, nearer, a[iA], b[nearer]);
aNearB[iA] = -1;
bNearA[nearer] = -1;
nearCount -= 2;
}
}
if (nearCount > 0) {
for (int iA = 0; iA < 2; ++iA) {
if (aNearB[iA] >= 0) {
insert(iA, aNearB[iA], a[iA]);
}
}
for (int iB = 0; iB < 2; ++iB) {
if (bNearA[iB] >= 0) {
insert(bNearA[iB], iB, b[iB]);
}
}
}
}
}
cleanUpParallelLines(!unparallel);
SkASSERT(fUsed <= 2);
return fUsed;
}
static int horizontal_coincident(const SkDLine& line, double y) {
double min = line[0].fY;
double max = line[1].fY;
if (min > max) {
using std::swap;
swap(min, max);
}
if (min > y || max < y) {
return 0;
}
if (AlmostEqualUlps(min, max) && max - min < fabs(line[0].fX - line[1].fX)) {
return 2;
}
return 1;
}
double SkIntersections::HorizontalIntercept(const SkDLine& line, double y) {
SkASSERT(line[1].fY != line[0].fY);
return SkPinT((y - line[0].fY) / (line[1].fY - line[0].fY));
}
int SkIntersections::horizontal(const SkDLine& line, double left, double right,
double y, bool flipped) {
fMax = 3;
double t;
const SkDPoint leftPt = { left, y };
if ((t = line.exactPoint(leftPt)) >= 0) {
insert(t, (double) flipped, leftPt);
}
if (left != right) {
const SkDPoint rightPt = { right, y };
if ((t = line.exactPoint(rightPt)) >= 0) {
insert(t, (double) !flipped, rightPt);
}
for (int index = 0; index < 2; ++index) {
if ((t = SkDLine::ExactPointH(line[index], left, right, y)) >= 0) {
insert((double) index, flipped ? 1 - t : t, line[index]);
}
}
}
int result = horizontal_coincident(line, y);
if (result == 1 && fUsed == 0) {
fT[0][0] = HorizontalIntercept(line, y);
double xIntercept = line[0].fX + fT[0][0] * (line[1].fX - line[0].fX);
if (between(left, xIntercept, right)) {
fT[1][0] = (xIntercept - left) / (right - left);
if (flipped) {
for (int index = 0; index < result; ++index) {
fT[1][index] = 1 - fT[1][index];
}
}
fPt[0].fX = xIntercept;
fPt[0].fY = y;
fUsed = 1;
}
}
if (fAllowNear || result == 2) {
if ((t = line.nearPoint(leftPt, nullptr)) >= 0) {
insert(t, (double) flipped, leftPt);
}
if (left != right) {
const SkDPoint rightPt = { right, y };
if ((t = line.nearPoint(rightPt, nullptr)) >= 0) {
insert(t, (double) !flipped, rightPt);
}
for (int index = 0; index < 2; ++index) {
if ((t = SkDLine::NearPointH(line[index], left, right, y)) >= 0) {
insert((double) index, flipped ? 1 - t : t, line[index]);
}
}
}
}
cleanUpParallelLines(result == 2);
return fUsed;
}
static int vertical_coincident(const SkDLine& line, double x) {
double min = line[0].fX;
double max = line[1].fX;
if (min > max) {
using std::swap;
swap(min, max);
}
if (!precisely_between(min, x, max)) {
return 0;
}
if (AlmostEqualUlps(min, max)) {
return 2;
}
return 1;
}
double SkIntersections::VerticalIntercept(const SkDLine& line, double x) {
SkASSERT(line[1].fX != line[0].fX);
return SkPinT((x - line[0].fX) / (line[1].fX - line[0].fX));
}
int SkIntersections::vertical(const SkDLine& line, double top, double bottom,
double x, bool flipped) {
fMax = 3;
double t;
SkDPoint topPt = { x, top };
if ((t = line.exactPoint(topPt)) >= 0) {
insert(t, (double) flipped, topPt);
}
if (top != bottom) {
SkDPoint bottomPt = { x, bottom };
if ((t = line.exactPoint(bottomPt)) >= 0) {
insert(t, (double) !flipped, bottomPt);
}
for (int index = 0; index < 2; ++index) {
if ((t = SkDLine::ExactPointV(line[index], top, bottom, x)) >= 0) {
insert((double) index, flipped ? 1 - t : t, line[index]);
}
}
}
int result = vertical_coincident(line, x);
if (result == 1 && fUsed == 0) {
fT[0][0] = VerticalIntercept(line, x);
double yIntercept = line[0].fY + fT[0][0] * (line[1].fY - line[0].fY);
if (between(top, yIntercept, bottom)) {
fT[1][0] = (yIntercept - top) / (bottom - top);
if (flipped) {
for (int index = 0; index < result; ++index) {
fT[1][index] = 1 - fT[1][index];
}
}
fPt[0].fX = x;
fPt[0].fY = yIntercept;
fUsed = 1;
}
}
if (fAllowNear || result == 2) {
if ((t = line.nearPoint(topPt, nullptr)) >= 0) {
insert(t, (double) flipped, topPt);
}
if (top != bottom) {
SkDPoint bottomPt = { x, bottom };
if ((t = line.nearPoint(bottomPt, nullptr)) >= 0) {
insert(t, (double) !flipped, bottomPt);
}
for (int index = 0; index < 2; ++index) {
if ((t = SkDLine::NearPointV(line[index], top, bottom, x)) >= 0) {
insert((double) index, flipped ? 1 - t : t, line[index]);
}
}
}
}
cleanUpParallelLines(result == 2);
SkASSERT(fUsed <= 2);
return fUsed;
}