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Side by Side Diff: src/pathops/SkPathOpsQuad.cpp

Issue 2338323002: quad and conic do not intersect (Closed)
Patch Set: turn off under development Created 4 years, 3 months ago
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1 /* 1 /*
2 * Copyright 2012 Google Inc. 2 * Copyright 2012 Google Inc.
3 * 3 *
4 * Use of this source code is governed by a BSD-style license that can be 4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file. 5 * found in the LICENSE file.
6 */ 6 */
7 #include "SkIntersections.h" 7 #include "SkIntersections.h"
8 #include "SkLineParameters.h" 8 #include "SkLineParameters.h"
9 #include "SkPathOpsCubic.h" 9 #include "SkPathOpsCubic.h"
10 #include "SkPathOpsCurve.h" 10 #include "SkPathOpsCurve.h"
11 #include "SkPathOpsQuad.h" 11 #include "SkPathOpsQuad.h"
12 12
13 // from blackpawn.com/texts/pointinpoly
14 static bool pointInTriangle(const SkDPoint fPts[3], const SkDPoint& test) {
15 SkDVector v0 = fPts[2] - fPts[0];
16 SkDVector v1 = fPts[1] - fPts[0];
17 SkDVector v2 = test - fPts[0];
18 double dot00 = v0.dot(v0);
19 double dot01 = v0.dot(v1);
20 double dot02 = v0.dot(v2);
21 double dot11 = v1.dot(v1);
22 double dot12 = v1.dot(v2);
23 // Compute barycentric coordinates
24 double invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
25 double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
26 double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
27 // Check if point is in triangle
28 return u >= 0 && v >= 0 && u + v < 1;
29 }
30
31 static bool matchesEnd(const SkDPoint fPts[3], const SkDPoint& test) {
32 return fPts[0] == test || fPts[2] == test;
33 }
34
13 /* started with at_most_end_pts_in_common from SkDQuadIntersection.cpp */ 35 /* started with at_most_end_pts_in_common from SkDQuadIntersection.cpp */
14 // Do a quick reject by rotating all points relative to a line formed by 36 // Do a quick reject by rotating all points relative to a line formed by
15 // a pair of one quad's points. If the 2nd quad's points 37 // a pair of one quad's points. If the 2nd quad's points
16 // are on the line or on the opposite side from the 1st quad's 'odd man', the 38 // are on the line or on the opposite side from the 1st quad's 'odd man', the
17 // curves at most intersect at the endpoints. 39 // curves at most intersect at the endpoints.
18 /* if returning true, check contains true if quad's hull collapsed, making the c ubic linear 40 /* if returning true, check contains true if quad's hull collapsed, making the c ubic linear
19 if returning false, check contains true if the the quad pair have only the en d point in common 41 if returning false, check contains true if the the quad pair have only the en d point in common
20 */ 42 */
21 bool SkDQuad::hullIntersects(const SkDQuad& q2, bool* isLinear) const { 43 bool SkDQuad::hullIntersects(const SkDQuad& q2, bool* isLinear) const {
22 bool linear = true; 44 bool linear = true;
(...skipping 14 matching lines...) Expand all
37 double test = (q2[n].fY - origY) * adj - (q2[n].fX - origX) * opp; 59 double test = (q2[n].fY - origY) * adj - (q2[n].fX - origX) * opp;
38 if (test * sign > 0 && !precisely_zero(test)) { 60 if (test * sign > 0 && !precisely_zero(test)) {
39 foundOutlier = true; 61 foundOutlier = true;
40 break; 62 break;
41 } 63 }
42 } 64 }
43 if (!foundOutlier) { 65 if (!foundOutlier) {
44 return false; 66 return false;
45 } 67 }
46 } 68 }
69 if (linear && !matchesEnd(fPts, q2.fPts[0]) && !matchesEnd(fPts, q2.fPts[2]) ) {
70 // if the end point of the opposite quad is inside the hull that is near ly a line,
71 // then representing the quad as a line may cause the intersection to be missed.
72 // Check to see if the endpoint is in the triangle.
73 if (pointInTriangle(fPts, q2.fPts[0]) || pointInTriangle(fPts, q2.fPts[2 ])) {
74 linear = false;
75 }
76 }
47 *isLinear = linear; 77 *isLinear = linear;
48 return true; 78 return true;
49 } 79 }
50 80
51 bool SkDQuad::hullIntersects(const SkDConic& conic, bool* isLinear) const { 81 bool SkDQuad::hullIntersects(const SkDConic& conic, bool* isLinear) const {
52 return conic.hullIntersects(*this, isLinear); 82 return conic.hullIntersects(*this, isLinear);
53 } 83 }
54 84
55 bool SkDQuad::hullIntersects(const SkDCubic& cubic, bool* isLinear) const { 85 bool SkDQuad::hullIntersects(const SkDCubic& cubic, bool* isLinear) const {
56 return cubic.hullIntersects(*this, isLinear); 86 return cubic.hullIntersects(*this, isLinear);
(...skipping 294 matching lines...) Expand 10 before | Expand all | Expand 10 after
351 * c = C 381 * c = C
352 */ 382 */
353 void SkDQuad::SetABC(const double* quad, double* a, double* b, double* c) { 383 void SkDQuad::SetABC(const double* quad, double* a, double* b, double* c) {
354 *a = quad[0]; // a = A 384 *a = quad[0]; // a = A
355 *b = 2 * quad[2]; // b = 2*B 385 *b = 2 * quad[2]; // b = 2*B
356 *c = quad[4]; // c = C 386 *c = quad[4]; // c = C
357 *b -= *c; // b = 2*B - C 387 *b -= *c; // b = 2*B - C
358 *a -= *b; // a = A - 2*B + C 388 *a -= *b; // a = A - 2*B + C
359 *b -= *c; // b = 2*B - 2*C 389 *b -= *c; // b = 2*B - 2*C
360 } 390 }
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