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

Issue 52653002: pathops work in progress (Closed) Base URL: https://skia.googlecode.com/svn/trunk
Patch Set: add raster vs gpu test Created 7 years, 1 month 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 7
8 #include "SkPathOpsTriangle.h" 8 #include "SkPathOpsTriangle.h"
9 9
10 // http://www.blackpawn.com/texts/pointinpoly/default.html 10 // http://www.blackpawn.com/texts/pointinpoly/default.html
11 // return true if pt is inside triangle; false if outside or on the line
11 bool SkDTriangle::contains(const SkDPoint& pt) const { 12 bool SkDTriangle::contains(const SkDPoint& pt) const {
12 // Compute vectors 13 // Compute vectors
13 SkDVector v0 = fPts[2] - fPts[0]; 14 SkDVector v0 = fPts[2] - fPts[0];
14 SkDVector v1 = fPts[1] - fPts[0]; 15 SkDVector v1 = fPts[1] - fPts[0];
15 SkDVector v2 = pt - fPts[0]; 16 SkDVector v2 = pt - fPts[0];
16 17
17 // Compute dot products 18 // Compute dot products
18 double dot00 = v0.dot(v0); 19 double dot00 = v0.dot(v0);
19 double dot01 = v0.dot(v1); 20 double dot01 = v0.dot(v1);
20 double dot02 = v0.dot(v2); 21 double dot02 = v0.dot(v2);
21 double dot11 = v1.dot(v1); 22 double dot11 = v1.dot(v1);
22 double dot12 = v1.dot(v2); 23 double dot12 = v1.dot(v2);
23 24
25 // original code doesn't handle degenerate input; isn't symmetric with inclusion of corner pts;
26 // introduces necessary error with divide; doesn't short circuit on early answer
27 #if 0
24 // Compute barycentric coordinates 28 // Compute barycentric coordinates
25 double invDenom = 1 / (dot00 * dot11 - dot01 * dot01); 29 double invDenom = 1 / (dot00 * dot11 - dot01 * dot01);
26 double u = (dot11 * dot02 - dot01 * dot12) * invDenom; 30 double u = (dot11 * dot02 - dot01 * dot12) * invDenom;
27 double v = (dot00 * dot12 - dot01 * dot02) * invDenom; 31 double v = (dot00 * dot12 - dot01 * dot02) * invDenom;
28 32
29 // Check if point is in triangle 33 // Check if point is in triangle
30 return (u >= 0) && (v >= 0) && (u + v < 1); 34 return (u >= 0) && (v >= 0) && (u + v <= 1);
35 #else
36 double w = dot00 * dot11 - dot01 * dot01;
37 if (w == 0) {
38 return false;
39 }
40 double wSign = w < 0 ? -1 : 1;
41 double u = (dot11 * dot02 - dot01 * dot12) * wSign;
42 if (u <= 0) {
43 return false;
44 }
45 double v = (dot00 * dot12 - dot01 * dot02) * wSign;
46 if (v <= 0) {
47 return false;
48 }
49 return u + v < w * wSign;
50 #endif
31 } 51 }
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