gecko-dev/gfx/2d/BezierUtils.cpp
Ting-Yu Lin 7577c40539 Bug 1320014 Part 3 - Move Corner from namespace mozilla::css into mozilla. r=mats
For those cpp files, it's sufficient to use Corner to refer to
mozilla::Corner.

MozReview-Commit-ID: JmDEJ3gGm8K

--HG--
extra : rebase_source : 79d7fc74fdb827894dd9ea17d6bb382eb75e81e8
2017-01-04 17:18:49 +08:00

340 lines
9.8 KiB
C++

/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
// vim:cindent:ts=2:et:sw=2:
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#include "BezierUtils.h"
#include "PathHelpers.h"
namespace mozilla {
namespace gfx {
Point
GetBezierPoint(const Bezier& aBezier, Float t)
{
Float s = 1.0f - t;
return Point(
aBezier.mPoints[0].x * s * s * s +
3.0f * aBezier.mPoints[1].x * t * s * s +
3.0f * aBezier.mPoints[2].x * t * t * s +
aBezier.mPoints[3].x * t * t * t,
aBezier.mPoints[0].y * s * s * s +
3.0f * aBezier.mPoints[1].y * t * s * s +
3.0f * aBezier.mPoints[2].y * t * t * s +
aBezier.mPoints[3].y * t * t * t
);
}
Point
GetBezierDifferential(const Bezier& aBezier, Float t)
{
// Return P'(t).
Float s = 1.0f - t;
return Point(
-3.0f * ((aBezier.mPoints[0].x - aBezier.mPoints[1].x) * s * s +
2.0f * (aBezier.mPoints[1].x - aBezier.mPoints[2].x) * t * s +
(aBezier.mPoints[2].x - aBezier.mPoints[3].x) * t * t),
-3.0f * ((aBezier.mPoints[0].y - aBezier.mPoints[1].y) * s * s +
2.0f * (aBezier.mPoints[1].y - aBezier.mPoints[2].y) * t * s+
(aBezier.mPoints[2].y - aBezier.mPoints[3].y) * t * t)
);
}
Point
GetBezierDifferential2(const Bezier& aBezier, Float t)
{
// Return P''(t).
Float s = 1.0f - t;
return Point(
6.0f * ((aBezier.mPoints[0].x - aBezier.mPoints[1].x) * s -
(aBezier.mPoints[1].x - aBezier.mPoints[2].x) * (s - t) -
(aBezier.mPoints[2].x - aBezier.mPoints[3].x) * t),
6.0f * ((aBezier.mPoints[0].y - aBezier.mPoints[1].y) * s -
(aBezier.mPoints[1].y - aBezier.mPoints[2].y) * (s - t) -
(aBezier.mPoints[2].y - aBezier.mPoints[3].y) * t)
);
}
Float
GetBezierLength(const Bezier& aBezier, Float a, Float b)
{
if (a < 0.5f && b > 0.5f) {
// To increase the accuracy, split into two parts.
return GetBezierLength(aBezier, a, 0.5f) +
GetBezierLength(aBezier, 0.5f, b);
}
// Calculate length of simple bezier curve with Simpson's rule.
// _
// / b
// length = | |P'(x)| dx
// _/ a
//
// b - a a + b
// = ----- [ |P'(a)| + 4 |P'(-----)| + |P'(b)| ]
// 6 2
Float fa = GetBezierDifferential(aBezier, a).Length();
Float fab = GetBezierDifferential(aBezier, (a + b) / 2.0f).Length();
Float fb = GetBezierDifferential(aBezier, b).Length();
return (b - a) / 6.0f * (fa + 4.0f * fab + fb);
}
static void
SplitBezierA(Bezier* aSubBezier, const Bezier& aBezier, Float t)
{
// Split bezier curve into [0,t] and [t,1] parts, and return [0,t] part.
Float s = 1.0f - t;
Point tmp1;
Point tmp2;
aSubBezier->mPoints[0] = aBezier.mPoints[0];
aSubBezier->mPoints[1] = aBezier.mPoints[0] * s + aBezier.mPoints[1] * t;
tmp1 = aBezier.mPoints[1] * s + aBezier.mPoints[2] * t;
tmp2 = aBezier.mPoints[2] * s + aBezier.mPoints[3] * t;
aSubBezier->mPoints[2] = aSubBezier->mPoints[1] * s + tmp1 * t;
tmp1 = tmp1 * s + tmp2 * t;
aSubBezier->mPoints[3] = aSubBezier->mPoints[2] * s + tmp1 * t;
}
static void
SplitBezierB(Bezier* aSubBezier, const Bezier& aBezier, Float t)
{
// Split bezier curve into [0,t] and [t,1] parts, and return [t,1] part.
Float s = 1.0f - t;
Point tmp1;
Point tmp2;
aSubBezier->mPoints[3] = aBezier.mPoints[3];
aSubBezier->mPoints[2] = aBezier.mPoints[2] * s + aBezier.mPoints[3] * t;
tmp1 = aBezier.mPoints[1] * s + aBezier.mPoints[2] * t;
tmp2 = aBezier.mPoints[0] * s + aBezier.mPoints[1] * t;
aSubBezier->mPoints[1] = tmp1 * s + aSubBezier->mPoints[2] * t;
tmp1 = tmp2 * s + tmp1 * t;
aSubBezier->mPoints[0] = tmp1 * s + aSubBezier->mPoints[1] * t;
}
void
GetSubBezier(Bezier* aSubBezier, const Bezier& aBezier, Float t1, Float t2)
{
Bezier tmp;
SplitBezierB(&tmp, aBezier, t1);
Float range = 1.0f - t1;
if (range == 0.0f) {
*aSubBezier = tmp;
} else {
SplitBezierA(aSubBezier, tmp, (t2 - t1) / range);
}
}
static Point
BisectBezierNearestPoint(const Bezier& aBezier, const Point& aTarget,
Float* aT)
{
// Find a nearest point on bezier curve with Binary search.
// Called from FindBezierNearestPoint.
Float lower = 0.0f;
Float upper = 1.0f;
Float t;
Point P, lastP;
const size_t MAX_LOOP = 32;
const Float DIST_MARGIN = 0.1f;
const Float DIST_MARGIN_SQUARE = DIST_MARGIN * DIST_MARGIN;
const Float DIFF = 0.0001f;
for (size_t i = 0; i < MAX_LOOP; i++) {
t = (upper + lower) / 2.0f;
P = GetBezierPoint(aBezier, t);
// Check if it converged.
if (i > 0 && (lastP - P).LengthSquare() < DIST_MARGIN_SQUARE) {
break;
}
Float distSquare = (P - aTarget).LengthSquare();
if ((GetBezierPoint(aBezier, t + DIFF) - aTarget).LengthSquare() <
distSquare) {
lower = t;
} else if ((GetBezierPoint(aBezier, t - DIFF) - aTarget).LengthSquare() <
distSquare) {
upper = t;
} else {
break;
}
lastP = P;
}
if (aT) {
*aT = t;
}
return P;
}
Point
FindBezierNearestPoint(const Bezier& aBezier, const Point& aTarget,
Float aInitialT, Float* aT)
{
// Find a nearest point on bezier curve with Newton's method.
// It converges within 4 iterations in most cases.
//
// f(t_n)
// t_{n+1} = t_n - ---------
// f'(t_n)
//
// d 2
// f(t) = ---- | P(t) - aTarget |
// dt
Float t = aInitialT;
Point P;
Point lastP = GetBezierPoint(aBezier, t);
const size_t MAX_LOOP = 4;
const Float DIST_MARGIN = 0.1f;
const Float DIST_MARGIN_SQUARE = DIST_MARGIN * DIST_MARGIN;
for (size_t i = 0; i <= MAX_LOOP; i++) {
Point dP = GetBezierDifferential(aBezier, t);
Point ddP = GetBezierDifferential2(aBezier, t);
Float f = 2.0f * (lastP.DotProduct(dP) - aTarget.DotProduct(dP));
Float df = 2.0f * (dP.DotProduct(dP) + lastP.DotProduct(ddP) -
aTarget.DotProduct(ddP));
t = t - f / df;
P = GetBezierPoint(aBezier, t);
if ((P - lastP).LengthSquare() < DIST_MARGIN_SQUARE) {
break;
}
lastP = P;
if (i == MAX_LOOP) {
// If aInitialT is too bad, it won't converge in a few iterations,
// fallback to binary search.
return BisectBezierNearestPoint(aBezier, aTarget, aT);
}
}
if (aT) {
*aT = t;
}
return P;
}
void
GetBezierPointsForCorner(Bezier* aBezier, Corner aCorner,
const Point& aCornerPoint, const Size& aCornerSize)
{
// Calculate bezier control points for elliptic arc.
const Float signsList[4][2] = {
{ +1.0f, +1.0f },
{ -1.0f, +1.0f },
{ -1.0f, -1.0f },
{ +1.0f, -1.0f }
};
const Float (& signs)[2] = signsList[aCorner];
aBezier->mPoints[0] = aCornerPoint;
aBezier->mPoints[0].x += signs[0] * aCornerSize.width;
aBezier->mPoints[1] = aBezier->mPoints[0];
aBezier->mPoints[1].x -= signs[0] * aCornerSize.width * kKappaFactor;
aBezier->mPoints[3] = aCornerPoint;
aBezier->mPoints[3].y += signs[1] * aCornerSize.height;
aBezier->mPoints[2] = aBezier->mPoints[3];
aBezier->mPoints[2].y -= signs[1] * aCornerSize.height * kKappaFactor;
}
Float
GetQuarterEllipticArcLength(Float a, Float b)
{
// Calculate the approximate length of a quarter elliptic arc formed by radii
// (a, b), by Ramanujan's approximation of the perimeter p of an ellipse.
// _ _
// | 2 |
// | 3 * (a - b) |
// p = PI | (a + b) + ------------------------------------------- |
// | 2 2 |
// |_ 10 * (a + b) + sqrt(a + 14 * a * b + b ) _|
//
// _ _
// | 2 |
// | 3 * (a - b) |
// = PI | (a + b) + -------------------------------------------------- |
// | 2 2 |
// |_ 10 * (a + b) + sqrt(4 * (a + b) - 3 * (a - b) ) _|
//
// _ _
// | 2 |
// | 3 * S |
// = PI | A + -------------------------------------- |
// | 2 2 |
// |_ 10 * A + sqrt(4 * A - 3 * S ) _|
//
// where A = a + b, S = a - b
Float A = a + b, S = a - b;
Float A2 = A * A, S2 = S * S;
Float p = M_PI * (A + 3.0f * S2 / (10.0f * A + sqrt(4.0f * A2 - 3.0f * S2)));
return p / 4.0f;
}
Float
CalculateDistanceToEllipticArc(const Point& P, const Point& normal,
const Point& origin, Float width, Float height)
{
// Solve following equations with n and return smaller n.
//
// / (x, y) = P + n * normal
// |
// < _ _ 2 _ _ 2
// | | x - origin.x | | y - origin.y |
// | | ------------ | + | ------------ | = 1
// \ |_ width _| |_ height _|
Float a = (P.x - origin.x) / width;
Float b = normal.x / width;
Float c = (P.y - origin.y) / height;
Float d = normal.y / height;
Float A = b * b + d * d;
Float B = a * b + c * d;
Float C = a * a + c * c - 1;
Float S = sqrt(B * B - A * C);
Float n1 = (- B + S) / A;
Float n2 = (- B - S) / A;
MOZ_ASSERT(n1 >= 0);
MOZ_ASSERT(n2 >= 0);
return n1 < n2 ? n1 : n2;
}
} // namespace gfx
} // namespace mozilla