SkDQuadLineIntersection.cpp revision 4fdbb229649caf74e5c1b55a1823926df903af34
1/* 2 * Copyright 2012 Google Inc. 3 * 4 * Use of this source code is governed by a BSD-style license that can be 5 * found in the LICENSE file. 6 */ 7#include "SkIntersections.h" 8#include "SkPathOpsLine.h" 9#include "SkPathOpsQuad.h" 10 11/* 12Find the interection of a line and quadratic by solving for valid t values. 13 14From http://stackoverflow.com/questions/1853637/how-to-find-the-mathematical-function-defining-a-bezier-curve 15 16"A Bezier curve is a parametric function. A quadratic Bezier curve (i.e. three 17control points) can be expressed as: F(t) = A(1 - t)^2 + B(1 - t)t + Ct^2 where 18A, B and C are points and t goes from zero to one. 19 20This will give you two equations: 21 22 x = a(1 - t)^2 + b(1 - t)t + ct^2 23 y = d(1 - t)^2 + e(1 - t)t + ft^2 24 25If you add for instance the line equation (y = kx + m) to that, you'll end up 26with three equations and three unknowns (x, y and t)." 27 28Similar to above, the quadratic is represented as 29 x = a(1-t)^2 + 2b(1-t)t + ct^2 30 y = d(1-t)^2 + 2e(1-t)t + ft^2 31and the line as 32 y = g*x + h 33 34Using Mathematica, solve for the values of t where the quadratic intersects the 35line: 36 37 (in) t1 = Resultant[a*(1 - t)^2 + 2*b*(1 - t)*t + c*t^2 - x, 38 d*(1 - t)^2 + 2*e*(1 - t)*t + f*t^2 - g*x - h, x] 39 (out) -d + h + 2 d t - 2 e t - d t^2 + 2 e t^2 - f t^2 + 40 g (a - 2 a t + 2 b t + a t^2 - 2 b t^2 + c t^2) 41 (in) Solve[t1 == 0, t] 42 (out) { 43 {t -> (-2 d + 2 e + 2 a g - 2 b g - 44 Sqrt[(2 d - 2 e - 2 a g + 2 b g)^2 - 45 4 (-d + 2 e - f + a g - 2 b g + c g) (-d + a g + h)]) / 46 (2 (-d + 2 e - f + a g - 2 b g + c g)) 47 }, 48 {t -> (-2 d + 2 e + 2 a g - 2 b g + 49 Sqrt[(2 d - 2 e - 2 a g + 2 b g)^2 - 50 4 (-d + 2 e - f + a g - 2 b g + c g) (-d + a g + h)]) / 51 (2 (-d + 2 e - f + a g - 2 b g + c g)) 52 } 53 } 54 55Using the results above (when the line tends towards horizontal) 56 A = (-(d - 2*e + f) + g*(a - 2*b + c) ) 57 B = 2*( (d - e ) - g*(a - b ) ) 58 C = (-(d ) + g*(a ) + h ) 59 60If g goes to infinity, we can rewrite the line in terms of x. 61 x = g'*y + h' 62 63And solve accordingly in Mathematica: 64 65 (in) t2 = Resultant[a*(1 - t)^2 + 2*b*(1 - t)*t + c*t^2 - g'*y - h', 66 d*(1 - t)^2 + 2*e*(1 - t)*t + f*t^2 - y, y] 67 (out) a - h' - 2 a t + 2 b t + a t^2 - 2 b t^2 + c t^2 - 68 g' (d - 2 d t + 2 e t + d t^2 - 2 e t^2 + f t^2) 69 (in) Solve[t2 == 0, t] 70 (out) { 71 {t -> (2 a - 2 b - 2 d g' + 2 e g' - 72 Sqrt[(-2 a + 2 b + 2 d g' - 2 e g')^2 - 73 4 (a - 2 b + c - d g' + 2 e g' - f g') (a - d g' - h')]) / 74 (2 (a - 2 b + c - d g' + 2 e g' - f g')) 75 }, 76 {t -> (2 a - 2 b - 2 d g' + 2 e g' + 77 Sqrt[(-2 a + 2 b + 2 d g' - 2 e g')^2 - 78 4 (a - 2 b + c - d g' + 2 e g' - f g') (a - d g' - h')])/ 79 (2 (a - 2 b + c - d g' + 2 e g' - f g')) 80 } 81 } 82 83Thus, if the slope of the line tends towards vertical, we use: 84 A = ( (a - 2*b + c) - g'*(d - 2*e + f) ) 85 B = 2*(-(a - b ) + g'*(d - e ) ) 86 C = ( (a ) - g'*(d ) - h' ) 87 */ 88 89 90class LineQuadraticIntersections { 91public: 92 enum PinTPoint { 93 kPointUninitialized, 94 kPointInitialized 95 }; 96 97 LineQuadraticIntersections(const SkDQuad& q, const SkDLine& l, SkIntersections* i) 98 : fQuad(q) 99 , fLine(l) 100 , fIntersections(i) 101 , fAllowNear(true) { 102 } 103 104 void allowNear(bool allow) { 105 fAllowNear = allow; 106 } 107 108 int intersectRay(double roots[2]) { 109 /* 110 solve by rotating line+quad so line is horizontal, then finding the roots 111 set up matrix to rotate quad to x-axis 112 |cos(a) -sin(a)| 113 |sin(a) cos(a)| 114 note that cos(a) = A(djacent) / Hypoteneuse 115 sin(a) = O(pposite) / Hypoteneuse 116 since we are computing Ts, we can ignore hypoteneuse, the scale factor: 117 | A -O | 118 | O A | 119 A = line[1].fX - line[0].fX (adjacent side of the right triangle) 120 O = line[1].fY - line[0].fY (opposite side of the right triangle) 121 for each of the three points (e.g. n = 0 to 2) 122 quad[n].fY' = (quad[n].fY - line[0].fY) * A - (quad[n].fX - line[0].fX) * O 123 */ 124 double adj = fLine[1].fX - fLine[0].fX; 125 double opp = fLine[1].fY - fLine[0].fY; 126 double r[3]; 127 for (int n = 0; n < 3; ++n) { 128 r[n] = (fQuad[n].fY - fLine[0].fY) * adj - (fQuad[n].fX - fLine[0].fX) * opp; 129 } 130 double A = r[2]; 131 double B = r[1]; 132 double C = r[0]; 133 A += C - 2 * B; // A = a - 2*b + c 134 B -= C; // B = -(b - c) 135 return SkDQuad::RootsValidT(A, 2 * B, C, roots); 136 } 137 138 int intersect() { 139 addExactEndPoints(); 140 double rootVals[2]; 141 int roots = intersectRay(rootVals); 142 for (int index = 0; index < roots; ++index) { 143 double quadT = rootVals[index]; 144 double lineT = findLineT(quadT); 145 SkDPoint pt; 146 if (pinTs(&quadT, &lineT, &pt, kPointUninitialized)) { 147 fIntersections->insert(quadT, lineT, pt); 148 } 149 } 150 if (fAllowNear) { 151 addNearEndPoints(); 152 } 153 return fIntersections->used(); 154 } 155 156 int horizontalIntersect(double axisIntercept, double roots[2]) { 157 double D = fQuad[2].fY; // f 158 double E = fQuad[1].fY; // e 159 double F = fQuad[0].fY; // d 160 D += F - 2 * E; // D = d - 2*e + f 161 E -= F; // E = -(d - e) 162 F -= axisIntercept; 163 return SkDQuad::RootsValidT(D, 2 * E, F, roots); 164 } 165 166 int horizontalIntersect(double axisIntercept, double left, double right, bool flipped) { 167 addExactHorizontalEndPoints(left, right, axisIntercept); 168 double rootVals[2]; 169 int roots = horizontalIntersect(axisIntercept, rootVals); 170 for (int index = 0; index < roots; ++index) { 171 double quadT = rootVals[index]; 172 SkDPoint pt = fQuad.ptAtT(quadT); 173 double lineT = (pt.fX - left) / (right - left); 174 if (pinTs(&quadT, &lineT, &pt, kPointInitialized)) { 175 fIntersections->insert(quadT, lineT, pt); 176 } 177 } 178 if (fAllowNear) { 179 addNearHorizontalEndPoints(left, right, axisIntercept); 180 } 181 if (flipped) { 182 fIntersections->flip(); 183 } 184 return fIntersections->used(); 185 } 186 187 int verticalIntersect(double axisIntercept, double roots[2]) { 188 double D = fQuad[2].fX; // f 189 double E = fQuad[1].fX; // e 190 double F = fQuad[0].fX; // d 191 D += F - 2 * E; // D = d - 2*e + f 192 E -= F; // E = -(d - e) 193 F -= axisIntercept; 194 return SkDQuad::RootsValidT(D, 2 * E, F, roots); 195 } 196 197 int verticalIntersect(double axisIntercept, double top, double bottom, bool flipped) { 198 addExactVerticalEndPoints(top, bottom, axisIntercept); 199 double rootVals[2]; 200 int roots = verticalIntersect(axisIntercept, rootVals); 201 for (int index = 0; index < roots; ++index) { 202 double quadT = rootVals[index]; 203 SkDPoint pt = fQuad.ptAtT(quadT); 204 double lineT = (pt.fY - top) / (bottom - top); 205 if (pinTs(&quadT, &lineT, &pt, kPointInitialized)) { 206 fIntersections->insert(quadT, lineT, pt); 207 } 208 } 209 if (fAllowNear) { 210 addNearVerticalEndPoints(top, bottom, axisIntercept); 211 } 212 if (flipped) { 213 fIntersections->flip(); 214 } 215 return fIntersections->used(); 216 } 217 218protected: 219 // add endpoints first to get zero and one t values exactly 220 void addExactEndPoints() { 221 for (int qIndex = 0; qIndex < 3; qIndex += 2) { 222 double lineT = fLine.exactPoint(fQuad[qIndex]); 223 if (lineT < 0) { 224 continue; 225 } 226 double quadT = (double) (qIndex >> 1); 227 fIntersections->insert(quadT, lineT, fQuad[qIndex]); 228 } 229 } 230 231 void addNearEndPoints() { 232 for (int qIndex = 0; qIndex < 3; qIndex += 2) { 233 double quadT = (double) (qIndex >> 1); 234 if (fIntersections->hasT(quadT)) { 235 continue; 236 } 237 double lineT = fLine.nearPoint(fQuad[qIndex]); 238 if (lineT < 0) { 239 continue; 240 } 241 fIntersections->insert(quadT, lineT, fQuad[qIndex]); 242 } 243 // FIXME: see if line end is nearly on quad 244 } 245 246 void addExactHorizontalEndPoints(double left, double right, double y) { 247 for (int qIndex = 0; qIndex < 3; qIndex += 2) { 248 double lineT = SkDLine::ExactPointH(fQuad[qIndex], left, right, y); 249 if (lineT < 0) { 250 continue; 251 } 252 double quadT = (double) (qIndex >> 1); 253 fIntersections->insert(quadT, lineT, fQuad[qIndex]); 254 } 255 } 256 257 void addNearHorizontalEndPoints(double left, double right, double y) { 258 for (int qIndex = 0; qIndex < 3; qIndex += 2) { 259 double quadT = (double) (qIndex >> 1); 260 if (fIntersections->hasT(quadT)) { 261 continue; 262 } 263 double lineT = SkDLine::NearPointH(fQuad[qIndex], left, right, y); 264 if (lineT < 0) { 265 continue; 266 } 267 fIntersections->insert(quadT, lineT, fQuad[qIndex]); 268 } 269 // FIXME: see if line end is nearly on quad 270 } 271 272 void addExactVerticalEndPoints(double top, double bottom, double x) { 273 for (int qIndex = 0; qIndex < 3; qIndex += 2) { 274 double lineT = SkDLine::ExactPointV(fQuad[qIndex], top, bottom, x); 275 if (lineT < 0) { 276 continue; 277 } 278 double quadT = (double) (qIndex >> 1); 279 fIntersections->insert(quadT, lineT, fQuad[qIndex]); 280 } 281 } 282 283 void addNearVerticalEndPoints(double top, double bottom, double x) { 284 for (int qIndex = 0; qIndex < 3; qIndex += 2) { 285 double quadT = (double) (qIndex >> 1); 286 if (fIntersections->hasT(quadT)) { 287 continue; 288 } 289 double lineT = SkDLine::NearPointV(fQuad[qIndex], top, bottom, x); 290 if (lineT < 0) { 291 continue; 292 } 293 fIntersections->insert(quadT, lineT, fQuad[qIndex]); 294 } 295 // FIXME: see if line end is nearly on quad 296 } 297 298 double findLineT(double t) { 299 SkDPoint xy = fQuad.ptAtT(t); 300 double dx = fLine[1].fX - fLine[0].fX; 301 double dy = fLine[1].fY - fLine[0].fY; 302 double dxT = (xy.fX - fLine[0].fX) / dx; 303 double dyT = (xy.fY - fLine[0].fY) / dy; 304 if (!between(FLT_EPSILON, dxT, 1 - FLT_EPSILON) && between(0, dyT, 1)) { 305 return dyT; 306 } 307 if (!between(FLT_EPSILON, dyT, 1 - FLT_EPSILON) && between(0, dxT, 1)) { 308 return dxT; 309 } 310 return fabs(dx) > fabs(dy) ? dxT : dyT; 311 } 312 313 bool pinTs(double* quadT, double* lineT, SkDPoint* pt, PinTPoint ptSet) { 314 if (!approximately_one_or_less(*lineT)) { 315 return false; 316 } 317 if (!approximately_zero_or_more(*lineT)) { 318 return false; 319 } 320 double qT = *quadT = SkPinT(*quadT); 321 double lT = *lineT = SkPinT(*lineT); 322 if (lT == 0 || lT == 1 || (ptSet == kPointUninitialized && qT != 0 && qT != 1)) { 323 *pt = fLine.ptAtT(lT); 324 } else if (ptSet == kPointUninitialized) { 325 *pt = fQuad.ptAtT(qT); 326 } 327 return true; 328 } 329 330private: 331 const SkDQuad& fQuad; 332 const SkDLine& fLine; 333 SkIntersections* fIntersections; 334 bool fAllowNear; 335}; 336 337// utility for pairs of coincident quads 338static double horizontalIntersect(const SkDQuad& quad, const SkDPoint& pt) { 339 LineQuadraticIntersections q(quad, *(static_cast<SkDLine*>(0)), 340 static_cast<SkIntersections*>(0)); 341 double rootVals[2]; 342 int roots = q.horizontalIntersect(pt.fY, rootVals); 343 for (int index = 0; index < roots; ++index) { 344 double t = rootVals[index]; 345 SkDPoint qPt = quad.ptAtT(t); 346 if (AlmostEqualUlps(qPt.fX, pt.fX)) { 347 return t; 348 } 349 } 350 return -1; 351} 352 353static double verticalIntersect(const SkDQuad& quad, const SkDPoint& pt) { 354 LineQuadraticIntersections q(quad, *(static_cast<SkDLine*>(0)), 355 static_cast<SkIntersections*>(0)); 356 double rootVals[2]; 357 int roots = q.verticalIntersect(pt.fX, rootVals); 358 for (int index = 0; index < roots; ++index) { 359 double t = rootVals[index]; 360 SkDPoint qPt = quad.ptAtT(t); 361 if (AlmostEqualUlps(qPt.fY, pt.fY)) { 362 return t; 363 } 364 } 365 return -1; 366} 367 368double SkIntersections::Axial(const SkDQuad& q1, const SkDPoint& p, bool vertical) { 369 if (vertical) { 370 return verticalIntersect(q1, p); 371 } 372 return horizontalIntersect(q1, p); 373} 374 375int SkIntersections::horizontal(const SkDQuad& quad, double left, double right, double y, 376 bool flipped) { 377 SkDLine line = {{{ left, y }, { right, y }}}; 378 LineQuadraticIntersections q(quad, line, this); 379 return q.horizontalIntersect(y, left, right, flipped); 380} 381 382int SkIntersections::vertical(const SkDQuad& quad, double top, double bottom, double x, 383 bool flipped) { 384 SkDLine line = {{{ x, top }, { x, bottom }}}; 385 LineQuadraticIntersections q(quad, line, this); 386 return q.verticalIntersect(x, top, bottom, flipped); 387} 388 389int SkIntersections::intersect(const SkDQuad& quad, const SkDLine& line) { 390 LineQuadraticIntersections q(quad, line, this); 391 q.allowNear(fAllowNear); 392 return q.intersect(); 393} 394 395int SkIntersections::intersectRay(const SkDQuad& quad, const SkDLine& line) { 396 LineQuadraticIntersections q(quad, line, this); 397 fUsed = q.intersectRay(fT[0]); 398 for (int index = 0; index < fUsed; ++index) { 399 fPt[index] = quad.ptAtT(fT[0][index]); 400 } 401 return fUsed; 402} 403