| /* | |
| * Copyright 2008 The Android Open Source Project | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "include/core/SkPoint.h" | |
| #include "include/core/SkTypes.h" | |
| #include "include/private/base/SkFloatingPoint.h" | |
| #include "src/core/SkPointPriv.h" | |
| #include <cmath> | |
| /////////////////////////////////////////////////////////////////////////////// | |
| void SkPoint::scale(float scale, SkPoint* dst) const { | |
| SkASSERT(dst); | |
| dst->set(fX * scale, fY * scale); | |
| } | |
| bool SkPoint::normalize() { | |
| return this->setLength(fX, fY, 1); | |
| } | |
| bool SkPoint::setNormalize(float x, float y) { | |
| return this->setLength(x, y, 1); | |
| } | |
| bool SkPoint::setLength(float length) { | |
| return this->setLength(fX, fY, length); | |
| } | |
| /* | |
| * We have to worry about 2 tricky conditions: | |
| * 1. underflow of mag2 (compared against nearlyzero^2) | |
| * 2. overflow of mag2 (compared w/ isfinite) | |
| * | |
| * If we underflow, we return false. If we overflow, we compute again using | |
| * doubles, which is much slower (3x in a desktop test) but will not overflow. | |
| */ | |
| template <bool use_rsqrt> bool set_point_length(SkPoint* pt, float x, float y, float length, | |
| float* orig_length = nullptr) { | |
| SkASSERT(!use_rsqrt || (orig_length == nullptr)); | |
| // our mag2 step overflowed to infinity, so use doubles instead. | |
| // much slower, but needed when x or y are very large, other wise we | |
| // divide by inf. and return (0,0) vector. | |
| double xx = x; | |
| double yy = y; | |
| double dmag = sqrt(xx * xx + yy * yy); | |
| double dscale = sk_ieee_double_divide(length, dmag); | |
| x *= dscale; | |
| y *= dscale; | |
| // check if we're not finite, or we're zero-length | |
| if (!SkIsFinite(x, y) || (x == 0 && y == 0)) { | |
| pt->set(0, 0); | |
| return false; | |
| } | |
| float mag = 0; | |
| if (orig_length) { | |
| mag = sk_double_to_float(dmag); | |
| } | |
| pt->set(x, y); | |
| if (orig_length) { | |
| *orig_length = mag; | |
| } | |
| return true; | |
| } | |
| float SkPoint::Normalize(SkPoint* pt) { | |
| float mag; | |
| if (set_point_length<false>(pt, pt->fX, pt->fY, 1.0f, &mag)) { | |
| return mag; | |
| } | |
| return 0; | |
| } | |
| float SkPoint::Length(float dx, float dy) { | |
| float mag2 = dx * dx + dy * dy; | |
| if (SkIsFinite(mag2)) { | |
| return std::sqrt(mag2); | |
| } else { | |
| double xx = dx; | |
| double yy = dy; | |
| return sk_double_to_float(sqrt(xx * xx + yy * yy)); | |
| } | |
| } | |
| bool SkPoint::setLength(float x, float y, float length) { | |
| return set_point_length<false>(this, x, y, length); | |
| } | |
| bool SkPointPriv::SetLengthFast(SkPoint* pt, float length) { | |
| return set_point_length<true>(pt, pt->fX, pt->fY, length); | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| float SkPointPriv::DistanceToLineBetweenSqd(const SkPoint& pt, const SkPoint& a, | |
| const SkPoint& b, | |
| Side* side) { | |
| SkVector u = b - a; | |
| SkVector v = pt - a; | |
| float uLengthSqd = LengthSqd(u); | |
| float det = u.cross(v); | |
| if (side) { | |
| SkASSERT(-1 == kLeft_Side && | |
| 0 == kOn_Side && | |
| 1 == kRight_Side); | |
| *side = (Side)sk_float_sgn(det); | |
| } | |
| float temp = sk_ieee_float_divide(det, uLengthSqd); | |
| temp *= det; | |
| // It's possible we have a degenerate line vector, or we're so far away it looks degenerate | |
| // In this case, return squared distance to point A. | |
| if (!SkIsFinite(temp)) { | |
| return LengthSqd(v); | |
| } | |
| return temp; | |
| } | |
| float SkPointPriv::DistanceToLineSegmentBetweenSqd(const SkPoint& pt, const SkPoint& a, | |
| const SkPoint& b) { | |
| // See comments to distanceToLineBetweenSqd. If the projection of c onto | |
| // u is between a and b then this returns the same result as that | |
| // function. Otherwise, it returns the distance to the closest of a and | |
| // b. Let the projection of v onto u be v'. There are three cases: | |
| // 1. v' points opposite to u. c is not between a and b and is closer | |
| // to a than b. | |
| // 2. v' points along u and has magnitude less than y. c is between | |
| // a and b and the distance to the segment is the same as distance | |
| // to the line ab. | |
| // 3. v' points along u and has greater magnitude than u. c is not | |
| // between a and b and is closer to b than a. | |
| // v' = (u dot v) * u / |u|. So if (u dot v)/|u| is less than zero we're | |
| // in case 1. If (u dot v)/|u| is > |u| we are in case 3. Otherwise, | |
| // we're in case 2. We actually compare (u dot v) to 0 and |u|^2 to | |
| // avoid a sqrt to compute |u|. | |
| SkVector u = b - a; | |
| SkVector v = pt - a; | |
| float uLengthSqd = LengthSqd(u); | |
| float uDotV = SkPoint::DotProduct(u, v); | |
| // closest point is point A | |
| if (uDotV <= 0) { | |
| return LengthSqd(v); | |
| // closest point is point B | |
| } else if (uDotV > uLengthSqd) { | |
| return DistanceToSqd(b, pt); | |
| // closest point is inside segment | |
| } else { | |
| float det = u.cross(v); | |
| float temp = sk_ieee_float_divide(det, uLengthSqd); | |
| temp *= det; | |
| // It's possible we have a degenerate segment, or we're so far away it looks degenerate | |
| // In this case, return squared distance to point A. | |
| if (!SkIsFinite(temp)) { | |
| return LengthSqd(v); | |
| } | |
| return temp; | |
| } | |
| } |