#include "IntersectionUtilities.h"
#include "LineIntersection.h"
#include "LineUtilities.h"
+#include "QuadraticUtilities.h"
#if ONE_OFF_DEBUG
static const double tLimits[2][2] = {{0.516980827, 0.516981209}, {0.647714088, 0.64771447}};
return result;
}
+// Up promote the quad to a cubic.
+// OPTIMIZATION If this is a common use case, optimize by duplicating
+// the intersect 3 loop to avoid the promotion / demotion code
int intersect(const Cubic& cubic, const Quadratic& quad, Intersections& i) {
- SkTDArray<double> ts;
- double precision = calcPrecision(cubic);
- cubic_to_quadratics(cubic, precision, ts);
- double tStart = 0;
- Cubic part;
- int tsCount = ts.count();
- for (int idx = 0; idx <= tsCount; ++idx) {
- double t = idx < tsCount ? ts[idx] : 1;
- Quadratic q1;
- sub_divide(cubic, tStart, t, part);
- demote_cubic_to_quad(part, q1);
- Intersections locals;
- intersect2(q1, quad, locals);
- for (int tIdx = 0; tIdx < locals.used(); ++tIdx) {
- double globalT = tStart + (t - tStart) * locals.fT[0][tIdx];
- i.insert(globalT, locals.fT[1][tIdx], locals.fPt[tIdx]);
- }
- tStart = t;
- }
+ Cubic up;
+ toCubic(quad, up);
+ (void) intersect3(cubic, up, i);
return i.used();
}
+// FIXME: this needs to be recursive like intersect 3
bool intersect(const Cubic& cubic, Intersections& i) {
SkTDArray<double> ts;
double precision = calcPrecision(cubic);
#endif
}
+void toCubic(const Quadratic& quad, Cubic& cubic) {
+ cubic[0] = quad[0];
+ cubic[2] = quad[1];
+ cubic[3] = quad[2];
+ cubic[1].x = (cubic[0].x + cubic[2].x * 2) / 3;
+ cubic[1].y = (cubic[0].y + cubic[2].y * 2) / 3;
+ cubic[2].x = (cubic[3].x + cubic[2].x * 2) / 3;
+ cubic[2].y = (cubic[3].y + cubic[2].y * 2) / 3;
+}
+
static double derivativeAtT(const double* quad, double t) {
double a = t - 1;
double b = 1 - 2 * t;
int quadraticRootsReal(double A, double B, double C, double t[2]);
int quadraticRootsValidT(const double A, const double B, const double C, double s[2]);
void sub_divide(const Quadratic& src, double t1, double t2, Quadratic& dst);
+void toCubic(const Quadratic& , Cubic& );
_Point top(const Quadratic& , double startT, double endT);
void xy_at_t(const Quadratic& , double t, double& x, double& y);
_Point xy_at_t(const Quadratic& , double t);
// topmost tangent from y-min to first pt is closer to horizontal
SkASSERT(!done());
int firstT = -1;
- SkPoint topPt = activeLeftTop(onlySortable, &firstT);
+ /* SkPoint topPt = */ activeLeftTop(onlySortable, &firstT);
SkASSERT(firstT >= 0);
// sort the edges to find the leftmost
int step = 1;
testShapeOp(path, pathB, kIntersect_Op);
}
-static void (*firstTest)() = cubicOp19i;
+static void cubicOp20d() {
+ SkPath path, pathB;
+ path.setFillType(SkPath::kWinding_FillType);
+ path.moveTo(0,1);
+ path.cubicTo(0,1, 6,0, 2,1);
+ path.close();
+ pathB.setFillType(SkPath::kWinding_FillType);
+ pathB.moveTo(0,6);
+ pathB.cubicTo(1,2, 1,0, 1,0);
+ pathB.close();
+ testShapeOp(path, pathB, kDifference_Op);
+}
+
+static void (*firstTest)() = cubicOp20d;
static struct {
void (*fun)();
const char* str;
} tests[] = {
+ TEST(cubicOp20d),
TEST(cubicOp19i),
TEST(cubicOp18d),
TEST(cubicOp17d),
pathB.close();
</div>
+<div id="cubicOp20d">
+ path.setFillType(SkPath::kWinding_FillType);
+ path.moveTo(0,1);
+ path.cubicTo(0,1, 6,0, 2,1);
+ path.close();
+ pathB.setFillType(SkPath::kWinding_FillType);
+ pathB.moveTo(0,6);
+ pathB.cubicTo(1,2, 1,0, 1,0);
+ pathB.close();
+</div>
+
</div>
<script type="text/javascript">
var testDivs = [
+ cubicOp20d,
cubicOp19i,
cubicOp18d,
cubicOp17d,