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208 lines
6.6 KiB
C++
208 lines
6.6 KiB
C++
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/*
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* This file is part of the WebKit open source project.
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*
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* Copyright (C) 2006, 2007 Eric Seidel (eric@webkit.org)
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "config.h"
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#include "PathTraversalState.h"
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#include "Path.h"
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#include <math.h>
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namespace WebCore {
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static const float kPathSegmentLengthTolerance = 0.00001f;
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static inline FloatPoint midPoint(const FloatPoint& first, const FloatPoint& second)
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{
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return FloatPoint((first.x() + second.x()) / 2.0f, (first.y() + second.y()) / 2.0f);
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}
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static inline float distanceLine(const FloatPoint& start, const FloatPoint& end)
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{
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return sqrtf((end.x() - start.x()) * (end.x() - start.x()) + (end.y() - start.y()) * (end.y() - start.y()));
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}
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struct QuadraticBezier {
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QuadraticBezier() { }
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QuadraticBezier(const FloatPoint& s, const FloatPoint& c, const FloatPoint& e)
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: start(s)
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, control(c)
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, end(e)
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{
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}
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float approximateDistance() const
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{
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return distanceLine(start, control) + distanceLine(control, end);
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}
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void split(QuadraticBezier& left, QuadraticBezier& right) const
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{
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left.control = midPoint(start, control);
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right.control = midPoint(control, end);
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FloatPoint leftControlToRightControl = midPoint(left.control, right.control);
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left.end = leftControlToRightControl;
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right.start = leftControlToRightControl;
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left.start = start;
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right.end = end;
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}
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FloatPoint start;
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FloatPoint control;
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FloatPoint end;
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};
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struct CubicBezier {
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CubicBezier() { }
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CubicBezier(const FloatPoint& s, const FloatPoint& c1, const FloatPoint& c2, const FloatPoint& e)
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: start(s)
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, control1(c1)
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, control2(c2)
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, end(e)
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{
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}
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float approximateDistance() const
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{
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return distanceLine(start, control1) + distanceLine(control1, control2) + distanceLine(control2, end);
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}
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void split(CubicBezier& left, CubicBezier& right) const
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{
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FloatPoint startToControl1 = midPoint(control1, control2);
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left.start = start;
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left.control1 = midPoint(start, control1);
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left.control2 = midPoint(left.control1, startToControl1);
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right.control2 = midPoint(control2, end);
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right.control1 = midPoint(right.control2, startToControl1);
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right.end = end;
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FloatPoint leftControl2ToRightControl1 = midPoint(left.control2, right.control1);
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left.end = leftControl2ToRightControl1;
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right.start = leftControl2ToRightControl1;
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}
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FloatPoint start;
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FloatPoint control1;
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FloatPoint control2;
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FloatPoint end;
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};
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// FIXME: This function is possibly very slow due to the ifs required for proper path measuring
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// A simple speed-up would be to use an additional boolean template parameter to control whether
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// to use the "fast" version of this function with no PathTraversalState updating, vs. the slow
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// version which does update the PathTraversalState. We'll have to shark it to see if that's necessary.
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// Another check which is possible up-front (to send us down the fast path) would be to check if
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// approximateDistance() + current total distance > desired distance
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template<class CurveType>
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static float curveLength(PathTraversalState& traversalState, CurveType curve)
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{
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Vector<CurveType> curveStack;
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curveStack.append(curve);
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float totalLength = 0.0f;
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do {
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float length = curve.approximateDistance();
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if ((length - distanceLine(curve.start, curve.end)) > kPathSegmentLengthTolerance) {
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CurveType left, right;
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curve.split(left, right);
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curve = left;
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curveStack.append(right);
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} else {
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totalLength += length;
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if (traversalState.m_action == PathTraversalState::TraversalPointAtLength
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|| traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) {
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traversalState.m_previous = curve.start;
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traversalState.m_current = curve.end;
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if (traversalState.m_totalLength + totalLength > traversalState.m_desiredLength)
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return totalLength;
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}
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curve = curveStack.last();
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curveStack.removeLast();
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}
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} while (!curveStack.isEmpty());
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return totalLength;
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}
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PathTraversalState::PathTraversalState(PathTraversalAction action)
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: m_action(action)
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, m_success(false)
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, m_totalLength(0.0f)
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, m_segmentIndex(0)
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, m_desiredLength(0.0f)
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, m_normalAngle(0.0f)
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{
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}
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float PathTraversalState::closeSubpath()
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{
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float distance = distanceLine(m_current, m_start);
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m_start = m_control1 = m_control2 = m_current;
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return distance;
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}
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float PathTraversalState::moveTo(const FloatPoint& point)
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{
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m_current = m_start = m_control1 = m_control2 = point;
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return 0.0f;
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}
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float PathTraversalState::lineTo(const FloatPoint& point)
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{
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float distance = distanceLine(m_current, point);
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m_current = m_control1 = m_control2 = point;
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return distance;
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}
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float PathTraversalState::quadraticBezierTo(const FloatPoint& newControl, const FloatPoint& newEnd)
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{
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float distance = curveLength<QuadraticBezier>(*this, QuadraticBezier(m_current, newControl, newEnd));
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m_control1 = newControl;
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m_control2 = newEnd;
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if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength)
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m_current = newEnd;
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return distance;
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}
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float PathTraversalState::cubicBezierTo(const FloatPoint& newControl1, const FloatPoint& newControl2, const FloatPoint& newEnd)
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{
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float distance = curveLength<CubicBezier>(*this, CubicBezier(m_current, newControl1, newControl2, newEnd));
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m_control1 = newEnd;
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m_control2 = newControl2;
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if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength)
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m_current = newEnd;
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return distance;
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}
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}
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