| /* | |
| * Copyright 2022 Rive | |
| */ | |
| #include "rive/math/hit_test.hpp" | |
| #include <algorithm> | |
| #include <assert.h> | |
| #include <cmath> | |
| // Should we make this an option at runtime? | |
| #define CULL_BOUNDS true | |
| using namespace rive; | |
| static inline float graphics_roundf(float x) { return std::floor(x + 0.5f); } | |
| static inline int graphics_round(float x) { return (int)graphics_roundf(x); } | |
| struct Point | |
| { | |
| float x, y; | |
| Point() {} | |
| Point(float xx, float yy) : x(xx), y(yy) {} | |
| Point(const Vec2D& src) : x(src.x), y(src.y) {} | |
| Point operator+(Point v) const { return {x + v.x, y + v.y}; } | |
| Point operator-(Point v) const { return {x - v.x, y - v.y}; } | |
| Point& operator+=(Point v) | |
| { | |
| *this = *this + v; | |
| return *this; | |
| } | |
| Point& operator-=(Point v) | |
| { | |
| *this = *this - v; | |
| return *this; | |
| } | |
| friend Point operator*(Point v, float s) { return {v.x * s, v.y * s}; } | |
| friend Point operator*(float s, Point v) { return {v.x * s, v.y * s}; } | |
| }; | |
| template <typename T> T lerp(T a, T b, float t) { return a + (b - a) * t; } | |
| template <typename T> T ave(T a, T b) { return lerp(a, b, 0.5f); } | |
| static void | |
| append_line(const float height, Point p0, Point p1, float m, int winding, int delta[], int iwidth) | |
| { | |
| assert(winding == 1 || winding == -1); | |
| int top = graphics_round(p0.y); | |
| int bottom = graphics_round(p1.y); | |
| if (top == bottom) | |
| { | |
| return; | |
| } | |
| assert(top < bottom); | |
| assert(top >= 0); | |
| assert((float)bottom <= height); | |
| // we add 0.5 at the end to pre-round the values | |
| float x = p0.x + m * (top - p0.y + 0.5f) + 0.5f; | |
| int* row = delta + top * iwidth; | |
| for (int y = top; y < bottom; ++y) | |
| { | |
| int ix = (int)std::max(x, 0.0f); | |
| if (ix < iwidth) | |
| { | |
| row[ix] += winding; | |
| } | |
| x += m; | |
| row += iwidth; | |
| } | |
| } | |
| static void clip_line(const float height, Point p0, Point p1, int delta[], const int iwidth) | |
| { | |
| if (p0.y == p1.y) | |
| { | |
| return; | |
| } | |
| int winding = 1; | |
| if (p0.y > p1.y) | |
| { | |
| winding = -1; | |
| std::swap(p0, p1); | |
| } | |
| // now we're monotonic in Y: p0 <= p1 | |
| if (p1.y <= 0 || p0.y >= height) | |
| { | |
| return; | |
| } | |
| const float m = (float)(p1.x - p0.x) / (p1.y - p0.y); | |
| if (p0.y < 0) | |
| { | |
| p0.x += m * (0 - p0.y); | |
| p0.y = 0; | |
| } | |
| if (p1.y > height) | |
| { | |
| p1.x += m * (height - p1.y); | |
| p1.y = height; | |
| } | |
| assert(p0.y <= p1.y); | |
| assert(p0.y >= 0); | |
| assert(p1.y <= height); | |
| append_line(height, p0, p1, m, winding, delta, iwidth); | |
| } | |
| #define MAX_CURVE_SEGMENTS (1 << 8) | |
| static int compute_cubic_segments(Point a, Point b, Point c, Point d) | |
| { | |
| Point abc = a - b - b + c; | |
| Point bcd = b - c - c + d; | |
| float dx = std::max(std::abs(abc.x), std::abs(bcd.x)); | |
| float dy = std::max(std::abs(abc.y), std::abs(bcd.y)); | |
| float dist = sqrtf(dx * dx + dy * dy); | |
| // count = sqrt(6*dist / 8*tol) | |
| // tol = 0.25 | |
| // count = sqrt(3*dist) | |
| float count = sqrtf(3 * dist); | |
| return std::max(1, std::min((int)ceilf(count), MAX_CURVE_SEGMENTS)); | |
| } | |
| // cubic a(1-t)^3 + 3bt(1-t)^2 + 3c(1-t)t^2 + dt^3 | |
| // becomes | |
| // At^3 + Bt^2 + Ct + D | |
| // | |
| struct CubicCoeff | |
| { | |
| Point A, B, C, D; | |
| // a(1-t)^3 + 3bt(1-t)^2 + 3ct^2(1-t) + dt^3 | |
| // a - 3at + 3at^2 - at^3 a(1 - 3t + 3t^2 - t^3) | |
| // 3bt - 6bt^2 + 3bt^3 3b( t - 2t^2 + t^3) | |
| // 3ct^2 - 3ct^3 3c( t^2 - t^3) | |
| // dt^3 d( t^3) | |
| // ... | |
| // D + Ct + Bt^2 + At^3 | |
| // | |
| CubicCoeff(Point a, Point b, Point c, Point d) | |
| { | |
| A = (d - a) + 3.0f * (b - c); | |
| B = 3.0f * ((c - b) + (a - b)); | |
| C = 3.0f * (b - a); | |
| D = a; | |
| } | |
| Point eval(float t) const { return ((A * t + B) * t + C) * t + D; } | |
| }; | |
| //////////////////////////////////////////// | |
| void HitTester::reset() { m_DW.clear(); } | |
| void HitTester::reset(const IAABB& clip) | |
| { | |
| m_offset = Vec2D{(float)clip.left, (float)clip.top}; | |
| m_height = (float)clip.height(); | |
| m_IWidth = clip.width(); | |
| m_IHeight = clip.height(); | |
| m_DW.resize(m_IWidth * m_IHeight); | |
| for (size_t i = 0; i < m_DW.size(); ++i) | |
| { | |
| m_DW[i] = 0; | |
| } | |
| m_ExpectsMove = true; | |
| } | |
| void HitTester::move(Vec2D v) | |
| { | |
| if (!m_ExpectsMove) | |
| { | |
| this->close(); | |
| } | |
| m_First = m_Prev = v - m_offset; | |
| m_ExpectsMove = false; | |
| } | |
| void HitTester::line(Vec2D v) | |
| { | |
| assert(!m_ExpectsMove); | |
| v = v - m_offset; | |
| clip_line(m_height, m_Prev, v, m_DW.data(), m_IWidth); | |
| m_Prev = v; | |
| } | |
| void HitTester::quad(Vec2D b, Vec2D c) | |
| { | |
| assert(!m_ExpectsMove); | |
| m_Prev = c; | |
| } | |
| static bool quickRejectCubic(float height, Point a, Point b, Point c, Point d) | |
| { | |
| const float h = height; | |
| return (a.y <= 0 && b.y <= 0 && c.y <= 0 && d.y <= 0) || | |
| (a.y >= h && b.y >= h && c.y >= h && d.y >= h); | |
| } | |
| struct CubicChop | |
| { | |
| Vec2D storage[7]; | |
| CubicChop(Vec2D a, Vec2D b, Vec2D c, Vec2D d) | |
| { | |
| auto ab = ave(a, b); | |
| auto bc = ave(b, c); | |
| auto cd = ave(c, d); | |
| auto abc = ave(ab, bc); | |
| auto bcd = ave(bc, cd); | |
| storage[0] = a; | |
| storage[1] = ab; | |
| storage[2] = abc; | |
| storage[3] = ave(abc, bcd); | |
| storage[4] = bcd; | |
| storage[5] = cd; | |
| storage[6] = d; | |
| } | |
| Vec2D operator[](unsigned index) const | |
| { | |
| assert(index < 7); | |
| return storage[index]; | |
| } | |
| }; | |
| // Trial and error to pick a good value for this. | |
| // | |
| // Subdivision and recursion have their own cost, so at some point | |
| // just evaluating the cubic (count) times is cheaper than continuing | |
| // to chop. | |
| // | |
| // The key win is quickRejectCubic. This is how we save time over just | |
| // evaluating the cubic up front. | |
| // | |
| #define MAX_LOCAL_SEGMENTS 16 | |
| void HitTester::recurse_cubic(Vec2D b, Vec2D c, Vec2D d, int count) | |
| { | |
| if (quickRejectCubic(m_height, m_Prev, b, c, d)) | |
| { | |
| m_Prev = d; | |
| return; | |
| } | |
| if (count > MAX_LOCAL_SEGMENTS) | |
| { | |
| CubicChop chop(m_Prev, b, c, d); | |
| const int newCount = (count + 1) >> 1; | |
| assert(newCount < count); | |
| this->recurse_cubic(chop[1], chop[2], chop[3], newCount); | |
| this->recurse_cubic(chop[4], chop[5], chop[6], newCount); | |
| } | |
| else | |
| { | |
| const float dt = 1.0f / (float)count; | |
| float t = dt; | |
| CubicCoeff cube(m_Prev, b, c, d); | |
| // we don't need the first point eval(0) or the last eval(1) | |
| Point prev = m_Prev; | |
| for (int i = 1; i < count - 1; ++i) | |
| { | |
| auto next = cube.eval(t); | |
| clip_line(m_height, prev, next, m_DW.data(), m_IWidth); | |
| prev = next; | |
| t += dt; | |
| } | |
| clip_line(m_height, prev, d, m_DW.data(), m_IWidth); | |
| m_Prev = d; | |
| } | |
| } | |
| void HitTester::cubic(Vec2D b, Vec2D c, Vec2D d) | |
| { | |
| assert(!m_ExpectsMove); | |
| b = b - m_offset; | |
| c = c - m_offset; | |
| d = d - m_offset; | |
| if (quickRejectCubic(m_height, m_Prev, b, c, d)) | |
| { | |
| m_Prev = d; | |
| return; | |
| } | |
| const int count = compute_cubic_segments(m_Prev, b, c, d); | |
| this->recurse_cubic(b, c, d, count); | |
| } | |
| void HitTester::close() | |
| { | |
| assert(!m_ExpectsMove); | |
| clip_line(m_height, m_Prev, m_First, m_DW.data(), m_IWidth); | |
| m_ExpectsMove = true; | |
| } | |
| void HitTester::addRect(const AABB& rect, const Mat2D& xform, PathDirection dir) | |
| { | |
| const Vec2D pts[] = { | |
| xform * Vec2D{rect.left(), rect.top()}, | |
| xform * Vec2D{rect.right(), rect.top()}, | |
| xform * Vec2D{rect.right(), rect.bottom()}, | |
| xform * Vec2D{rect.left(), rect.bottom()}, | |
| }; | |
| move(pts[0]); | |
| if (dir == PathDirection::clockwise) | |
| { | |
| line(pts[1]); | |
| line(pts[2]); | |
| line(pts[3]); | |
| } | |
| else | |
| { | |
| line(pts[3]); | |
| line(pts[2]); | |
| line(pts[1]); | |
| } | |
| close(); | |
| } | |
| bool HitTester::test(FillRule rule) | |
| { | |
| if (!m_ExpectsMove) | |
| { | |
| this->close(); | |
| } | |
| const int mask = (rule == rive::FillRule::nonZero) ? -1 : 1; | |
| int nonzero = 0; | |
| for (auto m : m_DW) | |
| { | |
| nonzero |= (m & mask); | |
| } | |
| return nonzero != 0; | |
| } | |
| ///////////////////////// | |
| static bool cross_lt(Vec2D a, Vec2D b) { return a.x * b.y < a.y * b.x; } | |
| bool HitTester::testMesh(Vec2D pt, Span<Vec2D> verts, Span<uint16_t> indices) | |
| { | |
| if (verts.size() < 3) | |
| { | |
| return false; | |
| } | |
| // Test against the bounds of the entire mesh | |
| // Make this optional? | |
| if (CULL_BOUNDS) | |
| { | |
| const auto bounds = AABB(verts); | |
| if (bounds.bottom() < pt.y || pt.y < bounds.top() || bounds.right() < pt.x || | |
| pt.x < bounds.left()) | |
| { | |
| return false; | |
| } | |
| } | |
| for (size_t i = 0; i < indices.size(); i += 3) | |
| { | |
| const auto a = verts[indices[i + 0]]; | |
| const auto b = verts[indices[i + 1]]; | |
| const auto c = verts[indices[i + 2]]; | |
| auto pa = a - pt; | |
| auto pb = b - pt; | |
| auto pc = c - pt; | |
| auto ab = cross_lt(pa, pb); | |
| auto bc = cross_lt(pb, pc); | |
| auto ca = cross_lt(pc, pa); | |
| if (ab == bc && ab == ca) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } | |
| bool HitTester::testMesh(const IAABB& area, Span<Vec2D> verts, Span<uint16_t> indices) | |
| { | |
| // this version can give slightly different results, so perhaps we should do this | |
| // automatically, ... its just much faster if we do. | |
| if (area.width() * area.height() == 1) | |
| { | |
| return testMesh(Vec2D((float)area.left, (float)area.top), verts, indices); | |
| } | |
| if (verts.size() < 3) | |
| { | |
| return false; | |
| } | |
| // Test against the bounds of the entire mesh | |
| // Make this optional? | |
| if (CULL_BOUNDS) | |
| { | |
| const auto bounds = AABB(verts); | |
| if (bounds.bottom() <= area.top || area.bottom <= bounds.top() || | |
| bounds.right() <= area.left || area.right <= bounds.left()) | |
| { | |
| return false; | |
| } | |
| } | |
| std::vector<int> windings(area.width() * area.height()); | |
| const auto offset = Vec2D((float)area.left, (float)area.top); | |
| int* deltas = windings.data(); | |
| for (size_t i = 0; i < indices.size(); i += 3) | |
| { | |
| const auto a = verts[indices[i + 0]] - offset; | |
| const auto b = verts[indices[i + 1]] - offset; | |
| const auto c = verts[indices[i + 2]] - offset; | |
| clip_line((float)area.height(), a, b, deltas, area.width()); | |
| clip_line((float)area.height(), b, c, deltas, area.width()); | |
| clip_line((float)area.height(), c, a, deltas, area.width()); | |
| int nonzero = 0; | |
| for (auto w : windings) | |
| { | |
| nonzero |= w; | |
| } | |
| if (nonzero) | |
| { | |
| return true; | |
| } | |
| } | |
| return false; | |
| } |