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1 | 1 |
2 /* | 2 /* |
3 * Copyright 2008 The Android Open Source Project | 3 * Copyright 2008 The Android Open Source Project |
4 * | 4 * |
5 * Use of this source code is governed by a BSD-style license that can be | 5 * Use of this source code is governed by a BSD-style license that can be |
6 * found in the LICENSE file. | 6 * found in the LICENSE file. |
7 */ | 7 */ |
8 | 8 |
9 | 9 |
| 10 #include "SkMathPriv.h" |
10 #include "SkPoint.h" | 11 #include "SkPoint.h" |
11 | 12 |
12 void SkIPoint::rotateCW(SkIPoint* dst) const { | 13 void SkIPoint::rotateCW(SkIPoint* dst) const { |
13 SkASSERT(dst); | 14 SkASSERT(dst); |
14 | 15 |
15 // use a tmp in case this == dst | 16 // use a tmp in case this == dst |
16 int32_t tmp = fX; | 17 int32_t tmp = fX; |
17 dst->fX = -fY; | 18 dst->fX = -fY; |
18 dst->fY = tmp; | 19 dst->fY = tmp; |
19 } | 20 } |
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161 | 162 |
162 float scale; | 163 float scale; |
163 if (SkScalarIsFinite(mag2)) { | 164 if (SkScalarIsFinite(mag2)) { |
164 scale = length / sk_float_sqrt(mag2); | 165 scale = length / sk_float_sqrt(mag2); |
165 } else { | 166 } else { |
166 // our mag2 step overflowed to infinity, so use doubles instead. | 167 // our mag2 step overflowed to infinity, so use doubles instead. |
167 // much slower, but needed when x or y are very large, other wise we | 168 // much slower, but needed when x or y are very large, other wise we |
168 // divide by inf. and return (0,0) vector. | 169 // divide by inf. and return (0,0) vector. |
169 double xx = x; | 170 double xx = x; |
170 double yy = y; | 171 double yy = y; |
| 172 #ifdef SK_DISCARD_DENORMALIZED_FOR_SPEED |
| 173 // The iOS ARM processor discards small denormalized numbers to go faste
r. |
| 174 // Casting this to a float would cause the scale to go to zero. Keeping
it |
| 175 // as a double for the multiply keeps the scale non-zero. |
| 176 double dscale = length / sqrt(xx * xx + yy * yy); |
| 177 fX = x * dscale; |
| 178 fY = y * dscale; |
| 179 return true; |
| 180 #else |
171 scale = (float)(length / sqrt(xx * xx + yy * yy)); | 181 scale = (float)(length / sqrt(xx * xx + yy * yy)); |
| 182 #endif |
172 } | 183 } |
173 fX = x * scale; | 184 fX = x * scale; |
174 fY = y * scale; | 185 fY = y * scale; |
175 return true; | 186 return true; |
176 } | 187 } |
177 | 188 |
178 bool SkPoint::setLengthFast(float length) { | 189 bool SkPoint::setLengthFast(float length) { |
179 return this->setLengthFast(fX, fY, length); | 190 return this->setLengthFast(fX, fY, length); |
180 } | 191 } |
181 | 192 |
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248 | 259 |
249 if (uDotV <= 0) { | 260 if (uDotV <= 0) { |
250 return v.lengthSqd(); | 261 return v.lengthSqd(); |
251 } else if (uDotV > uLengthSqd) { | 262 } else if (uDotV > uLengthSqd) { |
252 return b.distanceToSqd(*this); | 263 return b.distanceToSqd(*this); |
253 } else { | 264 } else { |
254 SkScalar det = u.cross(v); | 265 SkScalar det = u.cross(v); |
255 return SkScalarMulDiv(det, det, uLengthSqd); | 266 return SkScalarMulDiv(det, det, uLengthSqd); |
256 } | 267 } |
257 } | 268 } |
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