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504 lines
15 KiB
C++
504 lines
15 KiB
C++
/* -*- Mode: C++; tab-width: 20; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "2D.h"
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#include "PathAnalysis.h"
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#include "PathHelpers.h"
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namespace mozilla {
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namespace gfx {
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struct BezierControlPoints
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{
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BezierControlPoints() {}
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BezierControlPoints(const Point &aCP1, const Point &aCP2,
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const Point &aCP3, const Point &aCP4)
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: mCP1(aCP1), mCP2(aCP2), mCP3(aCP3), mCP4(aCP4)
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{
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}
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Point mCP1, mCP2, mCP3, mCP4;
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};
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void
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FlattenBezier(const BezierControlPoints &aPoints,
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PathSink *aSink, Float aTolerance);
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Path::Path()
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{
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}
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Path::~Path()
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{
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}
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Float
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Path::ComputeLength()
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{
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EnsureFlattenedPath();
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return mFlattenedPath->ComputeLength();
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}
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Point
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Path::ComputePointAtLength(Float aLength, Point* aTangent)
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{
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EnsureFlattenedPath();
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return mFlattenedPath->ComputePointAtLength(aLength, aTangent);
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}
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void
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Path::EnsureFlattenedPath()
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{
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if (!mFlattenedPath) {
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mFlattenedPath = new FlattenedPath();
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StreamToSink(mFlattenedPath);
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}
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}
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// This is the maximum deviation we allow (with an additional ~20% margin of
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// error) of the approximation from the actual Bezier curve.
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const Float kFlatteningTolerance = 0.0001f;
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void
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FlattenedPath::MoveTo(const Point &aPoint)
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{
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MOZ_ASSERT(!mCalculatedLength);
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FlatPathOp op;
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op.mType = FlatPathOp::OP_MOVETO;
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op.mPoint = aPoint;
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mPathOps.push_back(op);
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mLastMove = aPoint;
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}
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void
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FlattenedPath::LineTo(const Point &aPoint)
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{
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MOZ_ASSERT(!mCalculatedLength);
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FlatPathOp op;
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op.mType = FlatPathOp::OP_LINETO;
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op.mPoint = aPoint;
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mPathOps.push_back(op);
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}
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void
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FlattenedPath::BezierTo(const Point &aCP1,
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const Point &aCP2,
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const Point &aCP3)
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{
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MOZ_ASSERT(!mCalculatedLength);
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FlattenBezier(BezierControlPoints(CurrentPoint(), aCP1, aCP2, aCP3), this, kFlatteningTolerance);
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}
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void
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FlattenedPath::QuadraticBezierTo(const Point &aCP1,
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const Point &aCP2)
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{
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MOZ_ASSERT(!mCalculatedLength);
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// We need to elevate the degree of this quadratic B<>zier to cubic, so we're
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// going to add an intermediate control point, and recompute control point 1.
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// The first and last control points remain the same.
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// This formula can be found on http://fontforge.sourceforge.net/bezier.html
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Point CP0 = CurrentPoint();
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Point CP1 = (CP0 + aCP1 * 2.0) / 3.0;
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Point CP2 = (aCP2 + aCP1 * 2.0) / 3.0;
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Point CP3 = aCP2;
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BezierTo(CP1, CP2, CP3);
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}
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void
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FlattenedPath::Close()
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{
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MOZ_ASSERT(!mCalculatedLength);
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LineTo(mLastMove);
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}
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void
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FlattenedPath::Arc(const Point &aOrigin, float aRadius, float aStartAngle,
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float aEndAngle, bool aAntiClockwise)
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{
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ArcToBezier(this, aOrigin, Size(aRadius, aRadius), aStartAngle, aEndAngle, aAntiClockwise);
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}
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Float
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FlattenedPath::ComputeLength()
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{
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if (!mCalculatedLength) {
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Point currentPoint;
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for (uint32_t i = 0; i < mPathOps.size(); i++) {
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if (mPathOps[i].mType == FlatPathOp::OP_MOVETO) {
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currentPoint = mPathOps[i].mPoint;
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} else {
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mCachedLength += Distance(currentPoint, mPathOps[i].mPoint);
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currentPoint = mPathOps[i].mPoint;
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}
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}
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mCalculatedLength = true;
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}
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return mCachedLength;
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}
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Point
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FlattenedPath::ComputePointAtLength(Float aLength, Point *aTangent)
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{
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// We track the last point that -wasn't- in the same place as the current
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// point so if we pass the edge of the path with a bunch of zero length
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// paths we still get the correct tangent vector.
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Point lastPointSinceMove;
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Point currentPoint;
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for (uint32_t i = 0; i < mPathOps.size(); i++) {
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if (mPathOps[i].mType == FlatPathOp::OP_MOVETO) {
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if (Distance(currentPoint, mPathOps[i].mPoint)) {
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lastPointSinceMove = currentPoint;
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}
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currentPoint = mPathOps[i].mPoint;
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} else {
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Float segmentLength = Distance(currentPoint, mPathOps[i].mPoint);
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if (segmentLength) {
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lastPointSinceMove = currentPoint;
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if (segmentLength > aLength) {
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Point currentVector = mPathOps[i].mPoint - currentPoint;
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Point tangent = currentVector / segmentLength;
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if (aTangent) {
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*aTangent = tangent;
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}
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return currentPoint + tangent * aLength;
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}
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}
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aLength -= segmentLength;
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currentPoint = mPathOps[i].mPoint;
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}
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}
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Point currentVector = currentPoint - lastPointSinceMove;
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if (aTangent) {
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if (hypotf(currentVector.x, currentVector.y)) {
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*aTangent = currentVector / hypotf(currentVector.x, currentVector.y);
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} else {
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*aTangent = Point();
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}
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}
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return currentPoint;
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}
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// This function explicitly permits aControlPoints to refer to the same object
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// as either of the other arguments.
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static void
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SplitBezier(const BezierControlPoints &aControlPoints,
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BezierControlPoints *aFirstSegmentControlPoints,
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BezierControlPoints *aSecondSegmentControlPoints,
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Float t)
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{
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MOZ_ASSERT(aSecondSegmentControlPoints);
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*aSecondSegmentControlPoints = aControlPoints;
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Point cp1a = aControlPoints.mCP1 + (aControlPoints.mCP2 - aControlPoints.mCP1) * t;
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Point cp2a = aControlPoints.mCP2 + (aControlPoints.mCP3 - aControlPoints.mCP2) * t;
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Point cp1aa = cp1a + (cp2a - cp1a) * t;
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Point cp3a = aControlPoints.mCP3 + (aControlPoints.mCP4 - aControlPoints.mCP3) * t;
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Point cp2aa = cp2a + (cp3a - cp2a) * t;
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Point cp1aaa = cp1aa + (cp2aa - cp1aa) * t;
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aSecondSegmentControlPoints->mCP4 = aControlPoints.mCP4;
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if(aFirstSegmentControlPoints) {
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aFirstSegmentControlPoints->mCP1 = aControlPoints.mCP1;
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aFirstSegmentControlPoints->mCP2 = cp1a;
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aFirstSegmentControlPoints->mCP3 = cp1aa;
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aFirstSegmentControlPoints->mCP4 = cp1aaa;
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}
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aSecondSegmentControlPoints->mCP1 = cp1aaa;
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aSecondSegmentControlPoints->mCP2 = cp2aa;
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aSecondSegmentControlPoints->mCP3 = cp3a;
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}
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static void
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FlattenBezierCurveSegment(const BezierControlPoints &aControlPoints,
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PathSink *aSink,
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Float aTolerance)
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{
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/* The algorithm implemented here is based on:
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* http://cis.usouthal.edu/~hain/general/Publications/Bezier/Bezier%20Offset%20Curves.pdf
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*
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* The basic premise is that for a small t the third order term in the
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* equation of a cubic bezier curve is insignificantly small. This can
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* then be approximated by a quadratic equation for which the maximum
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* difference from a linear approximation can be much more easily determined.
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*/
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BezierControlPoints currentCP = aControlPoints;
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Float t = 0;
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while (t < 1.0f) {
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Point cp21 = currentCP.mCP2 - currentCP.mCP3;
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Point cp31 = currentCP.mCP3 - currentCP.mCP1;
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Float s3 = (cp31.x * cp21.y - cp31.y * cp21.x) / hypotf(cp21.x, cp21.y);
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t = 2 * Float(sqrt(aTolerance / (3. * abs(s3))));
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if (t >= 1.0f) {
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aSink->LineTo(aControlPoints.mCP4);
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break;
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}
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Point prevCP2, prevCP3, nextCP1, nextCP2, nextCP3;
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SplitBezier(currentCP, nullptr, ¤tCP, t);
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aSink->LineTo(currentCP.mCP1);
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}
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}
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static inline void
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FindInflectionApproximationRange(BezierControlPoints aControlPoints,
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Float *aMin, Float *aMax, Float aT,
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Float aTolerance)
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{
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SplitBezier(aControlPoints, nullptr, &aControlPoints, aT);
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Point cp21 = aControlPoints.mCP2 - aControlPoints.mCP1;
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Point cp41 = aControlPoints.mCP4 - aControlPoints.mCP1;
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if (cp21.x == 0 && cp21.y == 0) {
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// In this case s3 becomes lim[n->0] (cp41.x * n) / n - (cp41.y * n) / n = cp41.x - cp41.y.
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*aMin = aT - pow(aTolerance / (cp41.x - cp41.y), Float(1. / 3.));
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*aMax = aT + pow(aTolerance / (cp41.x - cp41.y), Float(1. / 3.));;
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return;
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}
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Float s3 = (cp41.x * cp21.y - cp41.y * cp21.x) / hypotf(cp21.x, cp21.y);
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if (s3 == 0) {
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// This means within the precision we have it can be approximated
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// infinitely by a linear segment. Deal with this by specifying the
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// approximation range as extending beyond the entire curve.
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*aMin = -1.0f;
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*aMax = 2.0f;
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return;
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}
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Float tf = pow(abs(aTolerance / s3), Float(1. / 3.));
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*aMin = aT - tf * (1 - aT);
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*aMax = aT + tf * (1 - aT);
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}
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/* Find the inflection points of a bezier curve. Will return false if the
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* curve is degenerate in such a way that it is best approximated by a straight
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* line.
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*
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* The below algorithm was written by Jeff Muizelaar <jmuizelaar@mozilla.com>, explanation follows:
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*
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* The lower inflection point is returned in aT1, the higher one in aT2. In the
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* case of a single inflection point this will be in aT1.
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*
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* The method is inspired by the algorithm in "analysis of in?ection points for planar cubic bezier curve"
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*
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* Here are some differences between this algorithm and versions discussed elsewhere in the literature:
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*
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* zhang et. al compute a0, d0 and e0 incrementally using the follow formula:
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*
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* Point a0 = CP2 - CP1
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* Point a1 = CP3 - CP2
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* Point a2 = CP4 - CP1
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*
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* Point d0 = a1 - a0
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* Point d1 = a2 - a1
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* Point e0 = d1 - d0
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*
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* this avoids any multiplications and may or may not be faster than the approach take below.
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*
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* "fast, precise flattening of cubic bezier path and ofset curves" by hain et. al
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* Point a = CP1 + 3 * CP2 - 3 * CP3 + CP4
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* Point b = 3 * CP1 - 6 * CP2 + 3 * CP3
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* Point c = -3 * CP1 + 3 * CP2
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* Point d = CP1
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* the a, b, c, d can be expressed in terms of a0, d0 and e0 defined above as:
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* c = 3 * a0
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* b = 3 * d0
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* a = e0
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*
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*
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* a = 3a = a.y * b.x - a.x * b.y
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* b = 3b = a.y * c.x - a.x * c.y
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* c = 9c = b.y * c.x - b.x * c.y
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*
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* The additional multiples of 3 cancel each other out as show below:
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*
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* x = (-b + sqrt(b * b - 4 * a * c)) / (2 * a)
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* x = (-3 * b + sqrt(3 * b * 3 * b - 4 * a * 3 * 9 * c / 3)) / (2 * 3 * a)
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* x = 3 * (-b + sqrt(b * b - 4 * a * c)) / (2 * 3 * a)
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* x = (-b + sqrt(b * b - 4 * a * c)) / (2 * a)
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*
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* I haven't looked into whether the formulation of the quadratic formula in
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* hain has any numerical advantages over the one used below.
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*/
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static inline bool
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FindInflectionPoints(const BezierControlPoints &aControlPoints,
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Float *aT1, Float *aT2, uint32_t *aCount)
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{
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// Find inflection points.
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// See www.faculty.idc.ac.il/arik/quality/appendixa.html for an explanation
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// of this approach.
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Point A = aControlPoints.mCP2 - aControlPoints.mCP1;
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Point B = aControlPoints.mCP3 - (aControlPoints.mCP2 * 2) + aControlPoints.mCP1;
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Point C = aControlPoints.mCP4 - (aControlPoints.mCP3 * 3) + (aControlPoints.mCP2 * 3) - aControlPoints.mCP1;
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Float a = Float(B.x) * C.y - Float(B.y) * C.x;
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Float b = Float(A.x) * C.y - Float(A.y) * C.x;
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Float c = Float(A.x) * B.y - Float(A.y) * B.x;
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if (a == 0) {
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// Not a quadratic equation.
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if (b == 0) {
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// Instead of a linear equation we have a constant.
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return false;
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}
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*aT1 = -c / b;
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*aCount = 1;
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return true;
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} else {
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Float discriminant = b * b - 4 * a * c;
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if (discriminant < 0) {
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// No inflection points.
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*aCount = 0;
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} else if (discriminant == 0) {
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*aCount = 1;
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*aT1 = -b / (2 * a);
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} else {
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/* Use the following formula for computing the roots:
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*
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* q = -1/2 * (b + sign(b) * sqrt(b^2 - 4ac))
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* t1 = q / a
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* t2 = c / q
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*/
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Float q = sqrtf(discriminant);
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if (b < 0) {
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q = b - q;
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} else {
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q = b + q;
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}
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q *= Float(-1./2);
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*aT1 = q / a;
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*aT2 = c / q;
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if (*aT1 > *aT2) {
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std::swap(*aT1, *aT2);
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}
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*aCount = 2;
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}
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}
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return true;
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}
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void
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FlattenBezier(const BezierControlPoints &aControlPoints,
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PathSink *aSink, Float aTolerance)
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{
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Float t1;
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Float t2;
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uint32_t count;
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if (!FindInflectionPoints(aControlPoints, &t1, &t2, &count)) {
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aSink->LineTo(aControlPoints.mCP4);
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return;
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}
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// Check that at least one of the inflection points is inside [0..1]
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if (count == 0 || ((t1 < 0 || t1 > 1.0) && ((t2 < 0 || t2 > 1.0) || count == 1)) ) {
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FlattenBezierCurveSegment(aControlPoints, aSink, aTolerance);
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return;
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}
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Float t1min = t1, t1max = t1, t2min = t2, t2max = t2;
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BezierControlPoints remainingCP = aControlPoints;
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// For both inflection points, calulate the range where they can be linearly
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// approximated if they are positioned within [0,1]
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if (count > 0 && t1 >= 0 && t1 < 1.0) {
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FindInflectionApproximationRange(aControlPoints, &t1min, &t1max, t1, aTolerance);
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}
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if (count > 1 && t2 >= 0 && t2 < 1.0) {
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FindInflectionApproximationRange(aControlPoints, &t2min, &t2max, t2, aTolerance);
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}
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BezierControlPoints nextCPs = aControlPoints;
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BezierControlPoints prevCPs;
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// Process ranges. [t1min, t1max] and [t2min, t2max] are approximated by line
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// segments.
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if (t1min > 0) {
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// Flatten the Bezier up until the first inflection point's approximation
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// point.
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SplitBezier(aControlPoints, &prevCPs,
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&remainingCP, t1min);
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FlattenBezierCurveSegment(prevCPs, aSink, aTolerance);
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}
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if (t1max < 1.0 && (count == 1 || t2min > t1max)) {
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// The second inflection point's approximation range begins after the end
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// of the first, approximate the first inflection point by a line and
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// subsequently flatten up until the end or the next inflection point.
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SplitBezier(aControlPoints, nullptr, &nextCPs, t1max);
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aSink->LineTo(nextCPs.mCP1);
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if (count == 1 || (count > 1 && t2min >= 1.0)) {
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// No more inflection points to deal with, flatten the rest of the curve.
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FlattenBezierCurveSegment(nextCPs, aSink, aTolerance);
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}
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} else if (count > 1 && t2min > 1.0) {
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// We've already concluded t2min <= t1max, so if this is true the
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// approximation range for the first inflection point runs past the
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// end of the curve, draw a line to the end and we're done.
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aSink->LineTo(aControlPoints.mCP4);
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return;
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}
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if (count > 1 && t2min < 1.0 && t2max > 0) {
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if (t2min > 0 && t2min < t1max) {
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// In this case the t2 approximation range starts inside the t1
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// approximation range.
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SplitBezier(aControlPoints, nullptr, &nextCPs, t1max);
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aSink->LineTo(nextCPs.mCP1);
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} else if (t2min > 0 && t1max > 0) {
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SplitBezier(aControlPoints, nullptr, &nextCPs, t1max);
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// Find a control points describing the portion of the curve between t1max and t2min.
|
||
Float t2mina = (t2min - t1max) / (1 - t1max);
|
||
SplitBezier(nextCPs, &prevCPs, &nextCPs, t2mina);
|
||
FlattenBezierCurveSegment(prevCPs, aSink, aTolerance);
|
||
} else if (t2min > 0) {
|
||
// We have nothing interesting before t2min, find that bit and flatten it.
|
||
SplitBezier(aControlPoints, &prevCPs, &nextCPs, t2min);
|
||
FlattenBezierCurveSegment(prevCPs, aSink, aTolerance);
|
||
}
|
||
if (t2max < 1.0) {
|
||
// Flatten the portion of the curve after t2max
|
||
SplitBezier(aControlPoints, nullptr, &nextCPs, t2max);
|
||
|
||
// Draw a line to the start, this is the approximation between t2min and
|
||
// t2max.
|
||
aSink->LineTo(nextCPs.mCP1);
|
||
FlattenBezierCurveSegment(nextCPs, aSink, aTolerance);
|
||
} else {
|
||
// Our approximation range extends beyond the end of the curve.
|
||
aSink->LineTo(aControlPoints.mCP4);
|
||
return;
|
||
}
|
||
}
|
||
}
|
||
|
||
}
|
||
}
|