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Unified 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, 11 months ago
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Index: experimental/Intersection/LineIntersection.cpp
diff --git a/experimental/Intersection/LineIntersection.cpp b/experimental/Intersection/LineIntersection.cpp
deleted file mode 100644
index ca6a8e4081720bebcba53e9246c52103a09328d8..0000000000000000000000000000000000000000
--- a/experimental/Intersection/LineIntersection.cpp
+++ /dev/null
@@ -1,338 +0,0 @@
-/*
- * 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 "CurveIntersection.h"
-#include "Intersections.h"
-#include "LineIntersection.h"
-#include "LineUtilities.h"
-
-/* Determine the intersection point of two lines. This assumes the lines are not parallel,
- and that that the lines are infinite.
- From http://en.wikipedia.org/wiki/Line-line_intersection
- */
-void lineIntersect(const _Line& a, const _Line& b, _Point& p) {
- double axLen = a[1].x - a[0].x;
- double ayLen = a[1].y - a[0].y;
- double bxLen = b[1].x - b[0].x;
- double byLen = b[1].y - b[0].y;
- double denom = byLen * axLen - ayLen * bxLen;
- SkASSERT(denom);
- double term1 = a[1].x * a[0].y - a[1].y * a[0].x;
- double term2 = b[1].x * b[0].y - b[1].y * b[0].x;
- p.x = (term1 * bxLen - axLen * term2) / denom;
- p.y = (term1 * byLen - ayLen * term2) / denom;
-}
-
-static int computePoints(const _Line& a, int used, Intersections& i) {
- i.fPt[0] = xy_at_t(a, i.fT[0][0]);
- if ((i.fUsed = used) == 2) {
- i.fPt[1] = xy_at_t(a, i.fT[0][1]);
- }
- return i.fUsed;
-}
-
-/*
- Determine the intersection point of two line segments
- Return FALSE if the lines don't intersect
- from: http://paulbourke.net/geometry/lineline2d/
- */
-
-int intersect(const _Line& a, const _Line& b, Intersections& i) {
- double axLen = a[1].x - a[0].x;
- double ayLen = a[1].y - a[0].y;
- double bxLen = b[1].x - b[0].x;
- double byLen = b[1].y - b[0].y;
- /* Slopes match when denom goes to zero:
- axLen / ayLen == bxLen / byLen
- (ayLen * byLen) * axLen / ayLen == (ayLen * byLen) * bxLen / byLen
- byLen * axLen == ayLen * bxLen
- byLen * axLen - ayLen * bxLen == 0 ( == denom )
- */
- double denom = byLen * axLen - ayLen * bxLen;
- double ab0y = a[0].y - b[0].y;
- double ab0x = a[0].x - b[0].x;
- double numerA = ab0y * bxLen - byLen * ab0x;
- double numerB = ab0y * axLen - ayLen * ab0x;
- bool mayNotOverlap = (numerA < 0 && denom > numerA) || (numerA > 0 && denom < numerA)
- || (numerB < 0 && denom > numerB) || (numerB > 0 && denom < numerB);
- numerA /= denom;
- numerB /= denom;
- if ((!approximately_zero(denom) || (!approximately_zero_inverse(numerA)
- && !approximately_zero_inverse(numerB))) && !sk_double_isnan(numerA)
- && !sk_double_isnan(numerB)) {
- if (mayNotOverlap) {
- return 0;
- }
- i.fT[0][0] = numerA;
- i.fT[1][0] = numerB;
- i.fPt[0] = xy_at_t(a, numerA);
- return computePoints(a, 1, i);
- }
- /* See if the axis intercepts match:
- 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
- */
- // FIXME: need to use AlmostEqualUlps variant instead
- if (!approximately_equal_squared(axLen * a[0].y - ayLen * a[0].x,
- axLen * b[0].y - ayLen * b[0].x)) {
- return 0;
- }
- const double* aPtr;
- const double* bPtr;
- if (fabs(axLen) > fabs(ayLen) || fabs(bxLen) > fabs(byLen)) {
- aPtr = &a[0].x;
- bPtr = &b[0].x;
- } else {
- aPtr = &a[0].y;
- bPtr = &b[0].y;
- }
- double a0 = aPtr[0];
- double a1 = aPtr[2];
- double b0 = bPtr[0];
- double b1 = bPtr[2];
- // OPTIMIZATION: restructure to reject before the divide
- // e.g., if ((a0 - b0) * (a0 - a1) < 0 || abs(a0 - b0) > abs(a0 - a1))
- // (except efficient)
- double aDenom = a0 - a1;
- if (approximately_zero(aDenom)) {
- if (!between(b0, a0, b1)) {
- return 0;
- }
- i.fT[0][0] = i.fT[0][1] = 0;
- } else {
- double at0 = (a0 - b0) / aDenom;
- double at1 = (a0 - b1) / aDenom;
- if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) {
- return 0;
- }
- i.fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0);
- i.fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0);
- }
- double bDenom = b0 - b1;
- if (approximately_zero(bDenom)) {
- i.fT[1][0] = i.fT[1][1] = 0;
- } else {
- int bIn = aDenom * bDenom < 0;
- i.fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / bDenom, 1.0), 0.0);
- i.fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / bDenom, 1.0), 0.0);
- }
- bool second = fabs(i.fT[0][0] - i.fT[0][1]) > FLT_EPSILON;
- SkASSERT((fabs(i.fT[1][0] - i.fT[1][1]) <= FLT_EPSILON) ^ second);
- return computePoints(a, 1 + second, i);
-}
-
-int horizontalIntersect(const _Line& line, double y, double tRange[2]) {
- double min = line[0].y;
- double max = line[1].y;
- if (min > max) {
- SkTSwap(min, max);
- }
- if (min > y || max < y) {
- return 0;
- }
- if (AlmostEqualUlps(min, max)) {
- tRange[0] = 0;
- tRange[1] = 1;
- return 2;
- }
- tRange[0] = (y - line[0].y) / (line[1].y - line[0].y);
- return 1;
-}
-
-// OPTIMIZATION Given: dy = line[1].y - line[0].y
-// and: xIntercept / (y - line[0].y) == (line[1].x - line[0].x) / dy
-// then: xIntercept * dy == (line[1].x - line[0].x) * (y - line[0].y)
-// Assuming that dy is always > 0, the line segment intercepts if:
-// left * dy <= xIntercept * dy <= right * dy
-// thus: left * dy <= (line[1].x - line[0].x) * (y - line[0].y) <= right * dy
-// (clever as this is, it does not give us the t value, so may be useful only
-// as a quick reject -- and maybe not then; it takes 3 muls, 3 adds, 2 cmps)
-int horizontalLineIntersect(const _Line& line, double left, double right,
- double y, double tRange[2]) {
- int result = horizontalIntersect(line, y, tRange);
- if (result != 1) {
- // FIXME: this is incorrect if result == 2
- return result;
- }
- double xIntercept = line[0].x + tRange[0] * (line[1].x - line[0].x);
- if (xIntercept > right || xIntercept < left) {
- return 0;
- }
- return result;
-}
-
-int horizontalIntersect(const _Line& line, double left, double right,
- double y, bool flipped, Intersections& intersections) {
- int result = horizontalIntersect(line, y, intersections.fT[0]);
- switch (result) {
- case 0:
- break;
- case 1: {
- double xIntercept = line[0].x + intersections.fT[0][0]
- * (line[1].x - line[0].x);
- if (xIntercept > right || xIntercept < left) {
- return 0;
- }
- intersections.fT[1][0] = (xIntercept - left) / (right - left);
- break;
- }
- case 2:
- #if 0 // sorting edges fails to preserve original direction
- double lineL = line[0].x;
- double lineR = line[1].x;
- if (lineL > lineR) {
- SkTSwap(lineL, lineR);
- }
- double overlapL = SkTMax(left, lineL);
- double overlapR = SkTMin(right, lineR);
- if (overlapL > overlapR) {
- return 0;
- }
- if (overlapL == overlapR) {
- result = 1;
- }
- intersections.fT[0][0] = (overlapL - line[0].x) / (line[1].x - line[0].x);
- intersections.fT[1][0] = (overlapL - left) / (right - left);
- if (result > 1) {
- intersections.fT[0][1] = (overlapR - line[0].x) / (line[1].x - line[0].x);
- intersections.fT[1][1] = (overlapR - left) / (right - left);
- }
- #else
- double a0 = line[0].x;
- double a1 = line[1].x;
- double b0 = flipped ? right : left;
- double b1 = flipped ? left : right;
- // FIXME: share common code below
- double at0 = (a0 - b0) / (a0 - a1);
- double at1 = (a0 - b1) / (a0 - a1);
- if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) {
- return 0;
- }
- intersections.fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0);
- intersections.fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0);
- int bIn = (a0 - a1) * (b0 - b1) < 0;
- intersections.fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / (b0 - b1),
- 1.0), 0.0);
- intersections.fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / (b0 - b1),
- 1.0), 0.0);
- bool second = fabs(intersections.fT[0][0] - intersections.fT[0][1])
- > FLT_EPSILON;
- SkASSERT((fabs(intersections.fT[1][0] - intersections.fT[1][1])
- <= FLT_EPSILON) ^ second);
- return computePoints(line, 1 + second, intersections);
- #endif
- break;
- }
- if (flipped) {
- // OPTIMIZATION: instead of swapping, pass original line, use [1].x - [0].x
- for (int index = 0; index < result; ++index) {
- intersections.fT[1][index] = 1 - intersections.fT[1][index];
- }
- }
- return computePoints(line, result, intersections);
-}
-
-static int verticalIntersect(const _Line& line, double x, double tRange[2]) {
- double min = line[0].x;
- double max = line[1].x;
- if (min > max) {
- SkTSwap(min, max);
- }
- if (min > x || max < x) {
- return 0;
- }
- if (AlmostEqualUlps(min, max)) {
- tRange[0] = 0;
- tRange[1] = 1;
- return 2;
- }
- tRange[0] = (x - line[0].x) / (line[1].x - line[0].x);
- return 1;
-}
-
-int verticalIntersect(const _Line& line, double top, double bottom,
- double x, bool flipped, Intersections& intersections) {
- int result = verticalIntersect(line, x, intersections.fT[0]);
- switch (result) {
- case 0:
- break;
- case 1: {
- double yIntercept = line[0].y + intersections.fT[0][0]
- * (line[1].y - line[0].y);
- if (yIntercept > bottom || yIntercept < top) {
- return 0;
- }
- intersections.fT[1][0] = (yIntercept - top) / (bottom - top);
- break;
- }
- case 2:
- #if 0 // sorting edges fails to preserve original direction
- double lineT = line[0].y;
- double lineB = line[1].y;
- if (lineT > lineB) {
- SkTSwap(lineT, lineB);
- }
- double overlapT = SkTMax(top, lineT);
- double overlapB = SkTMin(bottom, lineB);
- if (overlapT > overlapB) {
- return 0;
- }
- if (overlapT == overlapB) {
- result = 1;
- }
- intersections.fT[0][0] = (overlapT - line[0].y) / (line[1].y - line[0].y);
- intersections.fT[1][0] = (overlapT - top) / (bottom - top);
- if (result > 1) {
- intersections.fT[0][1] = (overlapB - line[0].y) / (line[1].y - line[0].y);
- intersections.fT[1][1] = (overlapB - top) / (bottom - top);
- }
- #else
- double a0 = line[0].y;
- double a1 = line[1].y;
- double b0 = flipped ? bottom : top;
- double b1 = flipped ? top : bottom;
- // FIXME: share common code above
- double at0 = (a0 - b0) / (a0 - a1);
- double at1 = (a0 - b1) / (a0 - a1);
- if ((at0 < 0 && at1 < 0) || (at0 > 1 && at1 > 1)) {
- return 0;
- }
- intersections.fT[0][0] = SkTMax(SkTMin(at0, 1.0), 0.0);
- intersections.fT[0][1] = SkTMax(SkTMin(at1, 1.0), 0.0);
- int bIn = (a0 - a1) * (b0 - b1) < 0;
- intersections.fT[1][bIn] = SkTMax(SkTMin((b0 - a0) / (b0 - b1),
- 1.0), 0.0);
- intersections.fT[1][!bIn] = SkTMax(SkTMin((b0 - a1) / (b0 - b1),
- 1.0), 0.0);
- bool second = fabs(intersections.fT[0][0] - intersections.fT[0][1])
- > FLT_EPSILON;
- SkASSERT((fabs(intersections.fT[1][0] - intersections.fT[1][1])
- <= FLT_EPSILON) ^ second);
- return computePoints(line, 1 + second, intersections);
- #endif
- break;
- }
- if (flipped) {
- // OPTIMIZATION: instead of swapping, pass original line, use [1].y - [0].y
- for (int index = 0; index < result; ++index) {
- intersections.fT[1][index] = 1 - intersections.fT[1][index];
- }
- }
- return computePoints(line, result, intersections);
-}
-
-// from http://www.bryceboe.com/wordpress/wp-content/uploads/2006/10/intersect.py
-// 4 subs, 2 muls, 1 cmp
-static bool ccw(const _Point& A, const _Point& B, const _Point& C) {
- return (C.y - A.y) * (B.x - A.x) > (B.y - A.y) * (C.x - A.x);
-}
-
-// 16 subs, 8 muls, 6 cmps
-bool testIntersect(const _Line& a, const _Line& b) {
- return ccw(a[0], b[0], b[1]) != ccw(a[1], b[0], b[1])
- && ccw(a[0], a[1], b[0]) != ccw(a[0], a[1], b[1]);
-}
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