/* * 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 "SkPathOpsCubic.h" #include "SkPathOpsLine.h" #include "SkPathOpsQuad.h" // Sources // computer-aided design - volume 22 number 9 november 1990 pp 538 - 549 // online at http://cagd.cs.byu.edu/~tom/papers/bezclip.pdf // This turns a line segment into a parameterized line, of the form // ax + by + c = 0 // When a^2 + b^2 == 1, the line is normalized. // The distance to the line for (x, y) is d(x,y) = ax + by + c // // Note that the distances below are not necessarily normalized. To get the true // distance, it's necessary to either call normalize() after xxxEndPoints(), or // divide the result of xxxDistance() by sqrt(normalSquared()) class SkLineParameters { public: void cubicEndPoints(const SkDCubic& pts) { cubicEndPoints(pts, 0, 1); if (dx() == 0 && dy() == 0) { cubicEndPoints(pts, 0, 2); if (dx() == 0 && dy() == 0) { cubicEndPoints(pts, 0, 3); } } } void cubicEndPoints(const SkDCubic& pts, int s, int e) { a = pts[s].fY - pts[e].fY; b = pts[e].fX - pts[s].fX; c = pts[s].fX * pts[e].fY - pts[e].fX * pts[s].fY; } void lineEndPoints(const SkDLine& pts) { a = pts[0].fY - pts[1].fY; b = pts[1].fX - pts[0].fX; c = pts[0].fX * pts[1].fY - pts[1].fX * pts[0].fY; } void quadEndPoints(const SkDQuad& pts) { quadEndPoints(pts, 0, 1); if (dx() == 0 && dy() == 0) { quadEndPoints(pts, 0, 2); } } void quadEndPoints(const SkDQuad& pts, int s, int e) { a = pts[s].fY - pts[e].fY; b = pts[e].fX - pts[s].fX; c = pts[s].fX * pts[e].fY - pts[e].fX * pts[s].fY; } double normalSquared() const { return a * a + b * b; } bool normalize() { double normal = sqrt(normalSquared()); if (approximately_zero(normal)) { a = b = c = 0; return false; } double reciprocal = 1 / normal; a *= reciprocal; b *= reciprocal; c *= reciprocal; return true; } void cubicDistanceY(const SkDCubic& pts, SkDCubic& distance) const { double oneThird = 1 / 3.0; for (int index = 0; index < 4; ++index) { distance[index].fX = index * oneThird; distance[index].fY = a * pts[index].fX + b * pts[index].fY + c; } } void quadDistanceY(const SkDQuad& pts, SkDQuad& distance) const { double oneHalf = 1 / 2.0; for (int index = 0; index < 3; ++index) { distance[index].fX = index * oneHalf; distance[index].fY = a * pts[index].fX + b * pts[index].fY + c; } } double controlPtDistance(const SkDCubic& pts, int index) const { SkASSERT(index == 1 || index == 2); return a * pts[index].fX + b * pts[index].fY + c; } double controlPtDistance(const SkDQuad& pts) const { return a * pts[1].fX + b * pts[1].fY + c; } double pointDistance(const SkDPoint& pt) const { return a * pt.fX + b * pt.fY + c; } double dx() const { return b; } double dy() const { return -a; } private: double a; double b; double c; };