| /* | |
| * 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 "SkMathPriv.h" | |
| #include "SkPoint.h" | |
| void SkIPoint::rotateCW(SkIPoint* dst) const { | |
| SkASSERT(dst); | |
| // use a tmp in case this == dst | |
| int32_t tmp = fX; | |
| dst->fX = -fY; | |
| dst->fY = tmp; | |
| } | |
| void SkIPoint::rotateCCW(SkIPoint* dst) const { | |
| SkASSERT(dst); | |
| // use a tmp in case this == dst | |
| int32_t tmp = fX; | |
| dst->fX = fY; | |
| dst->fY = -tmp; | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| void SkPoint::setIRectFan(int l, int t, int r, int b, size_t stride) { | |
| SkASSERT(stride >= sizeof(SkPoint)); | |
| ((SkPoint*)((intptr_t)this + 0 * stride))->set(SkIntToScalar(l), | |
| SkIntToScalar(t)); | |
| ((SkPoint*)((intptr_t)this + 1 * stride))->set(SkIntToScalar(l), | |
| SkIntToScalar(b)); | |
| ((SkPoint*)((intptr_t)this + 2 * stride))->set(SkIntToScalar(r), | |
| SkIntToScalar(b)); | |
| ((SkPoint*)((intptr_t)this + 3 * stride))->set(SkIntToScalar(r), | |
| SkIntToScalar(t)); | |
| } | |
| void SkPoint::setRectFan(SkScalar l, SkScalar t, SkScalar r, SkScalar b, | |
| size_t stride) { | |
| SkASSERT(stride >= sizeof(SkPoint)); | |
| ((SkPoint*)((intptr_t)this + 0 * stride))->set(l, t); | |
| ((SkPoint*)((intptr_t)this + 1 * stride))->set(l, b); | |
| ((SkPoint*)((intptr_t)this + 2 * stride))->set(r, b); | |
| ((SkPoint*)((intptr_t)this + 3 * stride))->set(r, t); | |
| } | |
| void SkPoint::rotateCW(SkPoint* dst) const { | |
| SkASSERT(dst); | |
| // use a tmp in case this == dst | |
| SkScalar tmp = fX; | |
| dst->fX = -fY; | |
| dst->fY = tmp; | |
| } | |
| void SkPoint::rotateCCW(SkPoint* dst) const { | |
| SkASSERT(dst); | |
| // use a tmp in case this == dst | |
| SkScalar tmp = fX; | |
| dst->fX = fY; | |
| dst->fY = -tmp; | |
| } | |
| void SkPoint::scale(SkScalar scale, SkPoint* dst) const { | |
| SkASSERT(dst); | |
| dst->set(SkScalarMul(fX, scale), SkScalarMul(fY, scale)); | |
| } | |
| bool SkPoint::normalize() { | |
| return this->setLength(fX, fY, SK_Scalar1); | |
| } | |
| bool SkPoint::setNormalize(SkScalar x, SkScalar y) { | |
| return this->setLength(x, y, SK_Scalar1); | |
| } | |
| bool SkPoint::setLength(SkScalar length) { | |
| return this->setLength(fX, fY, length); | |
| } | |
| // Returns the square of the Euclidian distance to (dx,dy). | |
| static inline float getLengthSquared(float dx, float dy) { | |
| return dx * dx + dy * dy; | |
| } | |
| // Calculates the square of the Euclidian distance to (dx,dy) 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 isLengthNearlyZero(float dx, float dy, | |
| float *lengthSquared) { | |
| *lengthSquared = getLengthSquared(dx, dy); | |
| return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero); | |
| } | |
| SkScalar SkPoint::Normalize(SkPoint* pt) { | |
| float x = pt->fX; | |
| float y = pt->fY; | |
| float mag2; | |
| if (isLengthNearlyZero(x, y, &mag2)) { | |
| return 0; | |
| } | |
| float mag, scale; | |
| if (SkScalarIsFinite(mag2)) { | |
| mag = sk_float_sqrt(mag2); | |
| scale = 1 / mag; | |
| } else { | |
| // 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 magmag = sqrt(xx * xx + yy * yy); | |
| mag = (float)magmag; | |
| // we perform the divide with the double magmag, to stay exactly the | |
| // same as setLength. It would be faster to perform the divide with | |
| // mag, but it is possible that mag has overflowed to inf. but still | |
| // have a non-zero value for scale (thanks to denormalized numbers). | |
| scale = (float)(1 / magmag); | |
| } | |
| pt->set(x * scale, y * scale); | |
| return mag; | |
| } | |
| SkScalar SkPoint::Length(SkScalar dx, SkScalar dy) { | |
| float mag2 = dx * dx + dy * dy; | |
| if (SkScalarIsFinite(mag2)) { | |
| return sk_float_sqrt(mag2); | |
| } else { | |
| double xx = dx; | |
| double yy = dy; | |
| return (float)sqrt(xx * xx + yy * yy); | |
| } | |
| } | |
| /* | |
| * 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. | |
| */ | |
| bool SkPoint::setLength(float x, float y, float length) { | |
| float mag2; | |
| if (isLengthNearlyZero(x, y, &mag2)) { | |
| return false; | |
| } | |
| float scale; | |
| if (SkScalarIsFinite(mag2)) { | |
| scale = length / sk_float_sqrt(mag2); | |
| } else { | |
| // 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; | |
| #ifdef SK_DISCARD_DENORMALIZED_FOR_SPEED | |
| // The iOS ARM processor discards small denormalized numbers to go faster. | |
| // Casting this to a float would cause the scale to go to zero. Keeping it | |
| // as a double for the multiply keeps the scale non-zero. | |
| double dscale = length / sqrt(xx * xx + yy * yy); | |
| fX = x * dscale; | |
| fY = y * dscale; | |
| return true; | |
| #else | |
| scale = (float)(length / sqrt(xx * xx + yy * yy)); | |
| #endif | |
| } | |
| fX = x * scale; | |
| fY = y * scale; | |
| return true; | |
| } | |
| bool SkPoint::setLengthFast(float length) { | |
| return this->setLengthFast(fX, fY, length); | |
| } | |
| bool SkPoint::setLengthFast(float x, float y, float length) { | |
| float mag2; | |
| if (isLengthNearlyZero(x, y, &mag2)) { | |
| return false; | |
| } | |
| float scale; | |
| if (SkScalarIsFinite(mag2)) { | |
| scale = length * sk_float_rsqrt(mag2); // <--- this is the difference | |
| } else { | |
| // 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; | |
| scale = (float)(length / sqrt(xx * xx + yy * yy)); | |
| } | |
| fX = x * scale; | |
| fY = y * scale; | |
| return true; | |
| } | |
| /////////////////////////////////////////////////////////////////////////////// | |
| SkScalar SkPoint::distanceToLineBetweenSqd(const SkPoint& a, | |
| const SkPoint& b, | |
| Side* side) const { | |
| SkVector u = b - a; | |
| SkVector v = *this - a; | |
| SkScalar uLengthSqd = u.lengthSqd(); | |
| SkScalar det = u.cross(v); | |
| if (NULL != side) { | |
| SkASSERT(-1 == SkPoint::kLeft_Side && | |
| 0 == SkPoint::kOn_Side && | |
| 1 == kRight_Side); | |
| *side = (Side) SkScalarSignAsInt(det); | |
| } | |
| return SkScalarMulDiv(det, det, uLengthSqd); | |
| } | |
| SkScalar SkPoint::distanceToLineSegmentBetweenSqd(const SkPoint& a, | |
| const SkPoint& b) const { | |
| // 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 closer 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 | |
| // 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 = *this - a; | |
| SkScalar uLengthSqd = u.lengthSqd(); | |
| SkScalar uDotV = SkPoint::DotProduct(u, v); | |
| if (uDotV <= 0) { | |
| return v.lengthSqd(); | |
| } else if (uDotV > uLengthSqd) { | |
| return b.distanceToSqd(*this); | |
| } else { | |
| SkScalar det = u.cross(v); | |
| return SkScalarMulDiv(det, det, uLengthSqd); | |
| } | |
| } |