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Side by Side Diff: experimental/Intersection/LineIntersection.cpp

Issue 867213004: remove prototype pathops code (Closed) Base URL: https://skia.googlesource.com/skia.git@master
Patch Set: Created 5 years, 10 months ago
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1 /*
2 * Copyright 2012 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7 #include "CurveIntersection.h"
8 #include "Intersections.h"
9 #include "LineIntersection.h"
10 #include "LineUtilities.h"
11
12 /* Determine the intersection point of two lines. This assumes the lines are not parallel,
13 and that that the lines are infinite.
14 From http://en.wikipedia.org/wiki/Line-line_intersection
15 */
16 void lineIntersect(const _Line& a, const _Line& b, _Point& p) {
17 double axLen = a[1].x - a[0].x;
18 double ayLen = a[1].y - a[0].y;
19 double bxLen = b[1].x - b[0].x;
20 double byLen = b[1].y - b[0].y;
21 double denom = byLen * axLen - ayLen * bxLen;
22 SkASSERT(denom);
23 double term1 = a[1].x * a[0].y - a[1].y * a[0].x;
24 double term2 = b[1].x * b[0].y - b[1].y * b[0].x;
25 p.x = (term1 * bxLen - axLen * term2) / denom;
26 p.y = (term1 * byLen - ayLen * term2) / denom;
27 }
28
29 static int computePoints(const _Line& a, int used, Intersections& i) {
30 i.fPt[0] = xy_at_t(a, i.fT[0][0]);
31 if ((i.fUsed = used) == 2) {
32 i.fPt[1] = xy_at_t(a, i.fT[0][1]);
33 }
34 return i.fUsed;
35 }
36
37 /*
38 Determine the intersection point of two line segments
39 Return FALSE if the lines don't intersect
40 from: http://paulbourke.net/geometry/lineline2d/
41 */
42
43 int intersect(const _Line& a, const _Line& b, Intersections& i) {
44 double axLen = a[1].x - a[0].x;
45 double ayLen = a[1].y - a[0].y;
46 double bxLen = b[1].x - b[0].x;
47 double byLen = b[1].y - b[0].y;
48 /* Slopes match when denom goes to zero:
49 axLen / ayLen == bxLen / byLen
50 (ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen
51 byLen * axLen == ayLen * bxLen
52 byLen * axLen - ayLen * bxLen == 0 ( == denom )
53 */
54 double denom = byLen * axLen - ayLen * bxLen;
55 double ab0y = a[0].y - b[0].y;
56 double ab0x = a[0].x - b[0].x;
57 double numerA = ab0y * bxLen - byLen * ab0x;
58 double numerB = ab0y * axLen - ayLen * ab0x;
59 bool mayNotOverlap = (numerA < 0 && denom > numerA) || (numerA > 0 && denom < numerA)
60 || (numerB < 0 && denom > numerB) || (numerB > 0 && denom < numerB);
61 numerA /= denom;
62 numerB /= denom;
63 if ((!approximately_zero(denom) || (!approximately_zero_inverse(numerA)
64 && !approximately_zero_inverse(numerB))) && !sk_double_isnan(numerA)
65 && !sk_double_isnan(numerB)) {
66 if (mayNotOverlap) {
67 return 0;
68 }
69 i.fT[0][0] = numerA;
70 i.fT[1][0] = numerB;
71 i.fPt[0] = xy_at_t(a, numerA);
72 return computePoints(a, 1, i);
73 }
74 /* See if the axis intercepts match:
75 ay - ax * ayLen / axLen == by - bx * ayLen / axLen
76 axLen * (ay - ax * ayLen / axLen) == axLen * (by - bx * ayLen / axLen)
77 axLen * ay - ax * ayLen == axLen * by - bx * ayLen
78 */
79 // FIXME: need to use AlmostEqualUlps variant instead
80 if (!approximately_equal_squared(axLen * a[0].y - ayLen * a[0].x,
81 axLen * b[0].y - ayLen * b[0].x)) {
82 return 0;
83 }
84 const double* aPtr;
85 const double* bPtr;
86 if (fabs(axLen) > fabs(ayLen) || fabs(bxLen) > fabs(byLen)) {
87 aPtr = &a[0].x;
88 bPtr = &b[0].x;
89 } else {
90 aPtr = &a[0].y;
91 bPtr = &b[0].y;
92 }
93 double a0 = aPtr[0];
94 double a1 = aPtr[2];
95 double b0 = bPtr[0];
96 double b1 = bPtr[2];
97 // OPTIMIZATION: restructure to reject before the divide
98 // e.g., if ((a0 - b0) * (a0 - a1) < 0 || abs(a0 - b0) > abs(a0 - a1))
99 // (except efficient)
100 double aDenom = a0 - a1;
101 if (approximately_zero(aDenom)) {
102 if (!between(b0, a0, b1)) {
103 return 0;
104 }
105 i.fT[0][0] = i.fT[0][1] = 0;
106 } else {
107 double at0 = (a0 - b0) / aDenom;
108 double at1 = (a0 - b1) / aDenom;
109 if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) {
110 return 0;
111 }
112 i.fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0);
113 i.fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0);
114 }
115 double bDenom = b0 - b1;
116 if (approximately_zero(bDenom)) {
117 i.fT[1][0] = i.fT[1][1] = 0;
118 } else {
119 int bIn = aDenom * bDenom < 0;
120 i.fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / bDenom, 1.0), 0.0);
121 i.fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / bDenom, 1.0), 0.0);
122 }
123 bool second = fabs(i.fT[0][0] - i.fT[0][1]) > FLT_EPSILON;
124 SkASSERT((fabs(i.fT[1][0] - i.fT[1][1]) <= FLT_EPSILON) ^ second);
125 return computePoints(a, 1 + second, i);
126 }
127
128 int horizontalIntersect(const _Line& line, double y, double tRange[2]) {
129 double min = line[0].y;
130 double max = line[1].y;
131 if (min > max) {
132 SkTSwap(min, max);
133 }
134 if (min > y || max < y) {
135 return 0;
136 }
137 if (AlmostEqualUlps(min, max)) {
138 tRange[0] = 0;
139 tRange[1] = 1;
140 return 2;
141 }
142 tRange[0] = (y - line[0].y) / (line[1].y - line[0].y);
143 return 1;
144 }
145
146 // OPTIMIZATION Given: dy = line[1].y - line[0].y
147 // and: xIntercept / (y - line[0].y) == (line[1].x - line[0].x) / dy
148 // then: xIntercept * dy == (line[1].x - line[0].x) * (y - line[0].y)
149 // Assuming that dy is always > 0, the line segment intercepts if:
150 // left * dy <= xIntercept * dy <= right * dy
151 // thus: left * dy <= (line[1].x - line[0].x) * (y - line[0].y) <= right * dy
152 // (clever as this is, it does not give us the t value, so may be useful only
153 // as a quick reject -- and maybe not then; it takes 3 muls, 3 adds, 2 cmps)
154 int horizontalLineIntersect(const _Line& line, double left, double right,
155 double y, double tRange[2]) {
156 int result = horizontalIntersect(line, y, tRange);
157 if (result != 1) {
158 // FIXME: this is incorrect if result == 2
159 return result;
160 }
161 double xIntercept = line[0].x + tRange[0] * (line[1].x - line[0].x);
162 if (xIntercept > right || xIntercept < left) {
163 return 0;
164 }
165 return result;
166 }
167
168 int horizontalIntersect(const _Line& line, double left, double right,
169 double y, bool flipped, Intersections& intersections) {
170 int result = horizontalIntersect(line, y, intersections.fT[0]);
171 switch (result) {
172 case 0:
173 break;
174 case 1: {
175 double xIntercept = line[0].x + intersections.fT[0][0]
176 * (line[1].x - line[0].x);
177 if (xIntercept > right || xIntercept < left) {
178 return 0;
179 }
180 intersections.fT[1][0] = (xIntercept - left) / (right - left);
181 break;
182 }
183 case 2:
184 #if 0 // sorting edges fails to preserve original direction
185 double lineL = line[0].x;
186 double lineR = line[1].x;
187 if (lineL > lineR) {
188 SkTSwap(lineL, lineR);
189 }
190 double overlapL = SkTMax(left, lineL);
191 double overlapR = SkTMin(right, lineR);
192 if (overlapL > overlapR) {
193 return 0;
194 }
195 if (overlapL == overlapR) {
196 result = 1;
197 }
198 intersections.fT[0][0] = (overlapL - line[0].x) / (line[1].x - line[ 0].x);
199 intersections.fT[1][0] = (overlapL - left) / (right - left);
200 if (result > 1) {
201 intersections.fT[0][1] = (overlapR - line[0].x) / (line[1].x - l ine[0].x);
202 intersections.fT[1][1] = (overlapR - left) / (right - left);
203 }
204 #else
205 double a0 = line[0].x;
206 double a1 = line[1].x;
207 double b0 = flipped ? right : left;
208 double b1 = flipped ? left : right;
209 // FIXME: share common code below
210 double at0 = (a0 - b0) / (a0 - a1);
211 double at1 = (a0 - b1) / (a0 - a1);
212 if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) {
213 return 0;
214 }
215 intersections.fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0);
216 intersections.fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0);
217 int bIn = (a0 - a1) * (b0 - b1) < 0;
218 intersections.fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / (b0 - b1),
219 1.0), 0.0);
220 intersections.fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / (b0 - b1),
221 1.0), 0.0);
222 bool second = fabs(intersections.fT[0][0] - intersections.fT[0][1])
223 > FLT_EPSILON;
224 SkASSERT((fabs(intersections.fT[1][0] - intersections.fT[1][1])
225 <= FLT_EPSILON) ^ second);
226 return computePoints(line, 1 + second, intersections);
227 #endif
228 break;
229 }
230 if (flipped) {
231 // OPTIMIZATION: instead of swapping, pass original line, use [1].x - [0 ].x
232 for (int index = 0; index < result; ++index) {
233 intersections.fT[1][index] = 1 - intersections.fT[1][index];
234 }
235 }
236 return computePoints(line, result, intersections);
237 }
238
239 static int verticalIntersect(const _Line& line, double x, double tRange[2]) {
240 double min = line[0].x;
241 double max = line[1].x;
242 if (min > max) {
243 SkTSwap(min, max);
244 }
245 if (min > x || max < x) {
246 return 0;
247 }
248 if (AlmostEqualUlps(min, max)) {
249 tRange[0] = 0;
250 tRange[1] = 1;
251 return 2;
252 }
253 tRange[0] = (x - line[0].x) / (line[1].x - line[0].x);
254 return 1;
255 }
256
257 int verticalIntersect(const _Line& line, double top, double bottom,
258 double x, bool flipped, Intersections& intersections) {
259 int result = verticalIntersect(line, x, intersections.fT[0]);
260 switch (result) {
261 case 0:
262 break;
263 case 1: {
264 double yIntercept = line[0].y + intersections.fT[0][0]
265 * (line[1].y - line[0].y);
266 if (yIntercept > bottom || yIntercept < top) {
267 return 0;
268 }
269 intersections.fT[1][0] = (yIntercept - top) / (bottom - top);
270 break;
271 }
272 case 2:
273 #if 0 // sorting edges fails to preserve original direction
274 double lineT = line[0].y;
275 double lineB = line[1].y;
276 if (lineT > lineB) {
277 SkTSwap(lineT, lineB);
278 }
279 double overlapT = SkTMax(top, lineT);
280 double overlapB = SkTMin(bottom, lineB);
281 if (overlapT > overlapB) {
282 return 0;
283 }
284 if (overlapT == overlapB) {
285 result = 1;
286 }
287 intersections.fT[0][0] = (overlapT - line[0].y) / (line[1].y - line[ 0].y);
288 intersections.fT[1][0] = (overlapT - top) / (bottom - top);
289 if (result > 1) {
290 intersections.fT[0][1] = (overlapB - line[0].y) / (line[1].y - l ine[0].y);
291 intersections.fT[1][1] = (overlapB - top) / (bottom - top);
292 }
293 #else
294 double a0 = line[0].y;
295 double a1 = line[1].y;
296 double b0 = flipped ? bottom : top;
297 double b1 = flipped ? top : bottom;
298 // FIXME: share common code above
299 double at0 = (a0 - b0) / (a0 - a1);
300 double at1 = (a0 - b1) / (a0 - a1);
301 if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) {
302 return 0;
303 }
304 intersections.fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0);
305 intersections.fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0);
306 int bIn = (a0 - a1) * (b0 - b1) < 0;
307 intersections.fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / (b0 - b1),
308 1.0), 0.0);
309 intersections.fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / (b0 - b1),
310 1.0), 0.0);
311 bool second = fabs(intersections.fT[0][0] - intersections.fT[0][1])
312 > FLT_EPSILON;
313 SkASSERT((fabs(intersections.fT[1][0] - intersections.fT[1][1])
314 <= FLT_EPSILON) ^ second);
315 return computePoints(line, 1 + second, intersections);
316 #endif
317 break;
318 }
319 if (flipped) {
320 // OPTIMIZATION: instead of swapping, pass original line, use [1].y - [0 ].y
321 for (int index = 0; index < result; ++index) {
322 intersections.fT[1][index] = 1 - intersections.fT[1][index];
323 }
324 }
325 return computePoints(line, result, intersections);
326 }
327
328 // from http://www.bryceboe.com/wordpress/wp-content/uploads/2006/10/intersect.p y
329 // 4 subs, 2 muls, 1 cmp
330 static bool ccw(const _Point& A, const _Point& B, const _Point& C) {
331 return (C.y - A.y) * (B.x - A.x) > (B.y - A.y) * (C.x - A.x);
332 }
333
334 // 16 subs, 8 muls, 6 cmps
335 bool testIntersect(const _Line& a, const _Line& b) {
336 return ccw(a[0], b[0], b[1]) != ccw(a[1], b[0], b[1])
337 && ccw(a[0], a[1], b[0]) != ccw(a[0], a[1], b[1]);
338 }
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