[RFC PATCH 3/5] d2d1: Add cubic bezier-bezier intersect functions.
Connor McAdams
conmanx360 at gmail.com
Sun Mar 15 14:42:56 CDT 2020
Update bezier-bezier intersection function to handle both cubic and
quadratic beziers.
Signed-off-by: Connor McAdams <conmanx360 at gmail.com>
---
dlls/d2d1/geometry.c | 83 +++++++++++++++++++++++++++++++++++++++-----
1 file changed, 75 insertions(+), 8 deletions(-)
diff --git a/dlls/d2d1/geometry.c b/dlls/d2d1/geometry.c
index 33d55c6451..0fb46a9c87 100644
--- a/dlls/d2d1/geometry.c
+++ b/dlls/d2d1/geometry.c
@@ -439,6 +439,38 @@ static void d2d_bezier_cubic_to_quad(const D2D1_POINT_2F *p0, const D2D1_POINT_2
c0->y -= (p0->y + p3->y) * 0.25f;
}
+static void d2d_bezier_split_cubic(const D2D1_POINT_2F *p0, const D2D1_POINT_2F *p1,
+ const D2D1_POINT_2F *p2, const D2D1_POINT_2F *p3, float t, D2D1_BEZIER_SEGMENT *left,
+ D2D1_BEZIER_SEGMENT *right, D2D1_POINT_2F *center)
+{
+ D2D1_POINT_2F q[4], r[3], mid;
+
+ d2d_point_lerp(&q[0], p0, p1, t);
+ d2d_point_lerp(&q[1], p1, p2, t);
+ d2d_point_lerp(&q[2], p2, p3, t);
+
+ d2d_point_lerp(&r[0], &q[0], &q[1], t);
+ d2d_point_lerp(&r[1], &q[1], &q[2], t);
+ d2d_point_lerp(&mid, &r[0], &r[1], t);
+
+ if (center)
+ *center = mid;
+
+ if (left)
+ {
+ left->point1 = q[0];
+ left->point2 = r[0];
+ left->point3 = mid;
+ }
+
+ if (right)
+ {
+ right->point1 = r[1];
+ right->point2 = q[2];
+ right->point3 = *p3;
+ }
+}
+
/* This implementation is based on the paper "Adaptive Precision
* Floating-Point Arithmetic and Fast Robust Geometric Predicates" and
* associated (Public Domain) code by Jonathan Richard Shewchuk. */
@@ -676,8 +708,9 @@ static void d2d_rect_get_cubic_bezier_bounds(D2D_RECT_F *bounds, const D2D1_POIN
}
-static void d2d_rect_get_bezier_segment_bounds(D2D_RECT_F *bounds, const D2D1_POINT_2F *p0,
- const D2D1_POINT_2F *p1, const D2D1_POINT_2F *p2, float start, float end)
+static void d2d_rect_get_quadratic_bezier_segment_bounds(D2D_RECT_F *bounds,
+ const D2D1_POINT_2F *p0, const D2D1_POINT_2F *p1, const D2D1_POINT_2F *p2,
+ float start, float end)
{
D2D1_POINT_2F q[3], r[2];
@@ -693,6 +726,21 @@ static void d2d_rect_get_bezier_segment_bounds(D2D_RECT_F *bounds, const D2D1_PO
d2d_rect_get_quadratic_bezier_bounds(bounds, &q[0], &q[1], &q[2]);
}
+static void d2d_rect_get_cubic_bezier_segment_bounds(D2D_RECT_F *bounds,
+ const D2D1_POINT_2F *p0, const D2D1_POINT_2F *p1, const D2D1_POINT_2F *p2,
+ const D2D1_POINT_2F *p3, float start, float end)
+{
+ D2D1_BEZIER_SEGMENT left, right;
+ D2D1_POINT_2F mid;
+
+ d2d_bezier_split_cubic(p0, p1, p2, p3, start, NULL, &right, &mid);
+
+ end = (end - start) / (1.0f - start);
+ d2d_bezier_split_cubic(&mid, &right.point1, &right.point2, p3, end, &left, NULL, NULL);
+
+ d2d_rect_get_cubic_bezier_bounds(bounds, &mid, &left.point1, &left.point2, &left.point3);
+}
+
static BOOL d2d_figure_insert_vertex(struct d2d_figure *figure, size_t idx, D2D1_POINT_2F vertex)
{
if (!d2d_array_reserve((void **)&figure->vertices, &figure->vertices_size,
@@ -1934,31 +1982,46 @@ static BOOL d2d_geometry_intersect_bezier_bezier(struct d2d_geometry *geometry,
const struct d2d_segment_idx *idx_p, float start_p, float end_p,
const struct d2d_segment_idx *idx_q, float start_q, float end_q)
{
- const D2D1_POINT_2F *p[3], *q[3];
+ const D2D1_POINT_2F *p[4], *q[4];
const struct d2d_figure *figure;
+ enum d2d_vertex_type type_p, type_q;
D2D_RECT_F p_bounds, q_bounds;
D2D1_POINT_2F intersection;
float centre_p, centre_q;
size_t next;
figure = &geometry->u.path.figures[idx_p->figure_idx];
+ type_p = figure->vertex_types[idx_p->vertex_idx];
p[0] = &figure->vertices[idx_p->vertex_idx];
p[1] = &figure->bezier_controls[idx_p->control_idx];
+ if (type_p == D2D_VERTEX_TYPE_CUBIC_BEZIER)
+ p[2] = &figure->bezier_controls[idx_p->control_idx + 1];
next = idx_p->vertex_idx + 1;
if (next == figure->vertex_count)
next = 0;
- p[2] = &figure->vertices[next];
+ p[3] = &figure->vertices[next];
figure = &geometry->u.path.figures[idx_q->figure_idx];
+ type_q = figure->vertex_types[idx_q->vertex_idx];
q[0] = &figure->vertices[idx_q->vertex_idx];
q[1] = &figure->bezier_controls[idx_q->control_idx];
+ if (type_q == D2D_VERTEX_TYPE_CUBIC_BEZIER)
+ q[2] = &figure->bezier_controls[idx_q->control_idx + 1];
next = idx_q->vertex_idx + 1;
if (next == figure->vertex_count)
next = 0;
- q[2] = &figure->vertices[next];
+ q[3] = &figure->vertices[next];
+
+ if (type_p == D2D_VERTEX_TYPE_CUBIC_BEZIER)
+ d2d_rect_get_cubic_bezier_segment_bounds(&p_bounds, p[0], p[1], p[2], p[3], start_p, end_p);
+ else
+ d2d_rect_get_quadratic_bezier_segment_bounds(&p_bounds, p[0], p[1], p[3], start_p, end_p);
+
+ if (type_q == D2D_VERTEX_TYPE_CUBIC_BEZIER)
+ d2d_rect_get_cubic_bezier_segment_bounds(&q_bounds, q[0], q[1], q[2], q[3], start_q, end_q);
+ else
+ d2d_rect_get_quadratic_bezier_segment_bounds(&q_bounds, q[0], q[1], q[3], start_q, end_q);
- d2d_rect_get_bezier_segment_bounds(&p_bounds, p[0], p[1], p[2], start_p, end_p);
- d2d_rect_get_bezier_segment_bounds(&q_bounds, q[0], q[1], q[2], start_q, end_q);
if (!d2d_rect_check_overlap(&p_bounds, &q_bounds))
return TRUE;
@@ -1968,7 +2031,11 @@ static BOOL d2d_geometry_intersect_bezier_bezier(struct d2d_geometry *geometry,
if (end_p - start_p < 1e-3f)
{
- d2d_point_calculate_quadratic_bezier(&intersection, p[0], p[1], p[2], centre_p);
+ if (type_p == D2D_VERTEX_TYPE_CUBIC_BEZIER)
+ d2d_point_calculate_cubic_bezier(&intersection, p[0], p[1], p[2], p[3], centre_p);
+ else
+ d2d_point_calculate_quadratic_bezier(&intersection, p[0], p[1], p[3], centre_p);
+
if (start_p > 0.0f && end_p < 1.0f && !d2d_geometry_intersections_add(intersections,
idx_p, centre_p, intersection))
return FALSE;
--
2.20.1
More information about the wine-devel
mailing list