| /* | |
| * Copyright 2015 Google Inc. | |
| * | |
| * Use of this source code is governed by a BSD-style license that can be | |
| * found in the LICENSE file. | |
| */ | |
| #include "include/core/SkPoint3.h" | |
| #include "include/private/base/SkFloatingPoint.h" | |
| #include <cmath> | |
| // Returns the square of the Euclidian distance to (x,y,z). | |
| static inline float get_length_squared(float x, float y, float z) { | |
| return x * x + y * y + z * z; | |
| } | |
| // Calculates the square of the Euclidian distance to (x,y,z) and stores it in | |
| // *lengthSquared. Returns true if the distance is judged to be "nearly zero". | |
| // | |
| // This logic is encapsulated in a helper method to make it explicit that we | |
| // always perform this check in the same manner, to avoid inconsistencies | |
| // (see http://code.google.com/p/skia/issues/detail?id=560 ). | |
| static inline bool is_length_nearly_zero(float x, float y, float z, float *lengthSquared) { | |
| *lengthSquared = get_length_squared(x, y, z); | |
| return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero); | |
| } | |
| SkScalar SkPoint3::Length(SkScalar x, SkScalar y, SkScalar z) { | |
| float magSq = get_length_squared(x, y, z); | |
| if (SkIsFinite(magSq)) { | |
| return std::sqrt(magSq); | |
| } else { | |
| double xx = x; | |
| double yy = y; | |
| double zz = z; | |
| return (float)sqrt(xx * xx + yy * yy + zz * zz); | |
| } | |
| } | |
| /* | |
| * We have to worry about 2 tricky conditions: | |
| * 1. underflow of magSq (compared against nearlyzero^2) | |
| * 2. overflow of magSq (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. | |
| */ | |
| bool SkPoint3::normalize() { | |
| float magSq; | |
| if (is_length_nearly_zero(fX, fY, fZ, &magSq)) { | |
| this->set(0, 0, 0); | |
| return false; | |
| } | |
| // sqrtf does not provide enough precision; since sqrt takes a double, | |
| // there's no additional penalty to storing invScale in a double | |
| double invScale; | |
| if (SkIsFinite(magSq)) { | |
| invScale = magSq; | |
| } else { | |
| // our magSq step overflowed to infinity, so use doubles instead. | |
| // much slower, but needed when x, y or z is very large, otherwise we | |
| // divide by inf. and return (0,0,0) vector. | |
| double xx = fX; | |
| double yy = fY; | |
| double zz = fZ; | |
| invScale = xx * xx + yy * yy + zz * zz; | |
| } | |
| // using a float instead of a double for scale loses too much precision | |
| double scale = 1 / sqrt(invScale); | |
| fX *= scale; | |
| fY *= scale; | |
| fZ *= scale; | |
| if (!SkIsFinite(fX, fY, fZ)) { | |
| this->set(0, 0, 0); | |
| return false; | |
| } | |
| return true; | |
| } |