[PATCH 3/8] d2d1: Introduce a separate function for calculating line/line intersections.
Henri Verbeet
hverbeet at codeweavers.com
Wed Aug 16 14:58:22 CDT 2017
Signed-off-by: Henri Verbeet <hverbeet at codeweavers.com>
---
dlls/d2d1/geometry.c | 142 +++++++++++++++++++++++++++++++++------------------
1 file changed, 92 insertions(+), 50 deletions(-)
diff --git a/dlls/d2d1/geometry.c b/dlls/d2d1/geometry.c
index e43477e..b18f680 100644
--- a/dlls/d2d1/geometry.c
+++ b/dlls/d2d1/geometry.c
@@ -56,6 +56,12 @@ enum d2d_vertex_type
D2D_VERTEX_TYPE_BEZIER,
};
+struct d2d_segment_idx
+{
+ size_t figure_idx;
+ size_t vertex_idx;
+};
+
struct d2d_figure
{
D2D1_POINT_2F *vertices;
@@ -98,7 +104,7 @@ struct d2d_cdt
struct d2d_geometry_intersection
{
size_t figure_idx;
- size_t segment_idx;
+ size_t vertex_idx;
float t;
D2D1_POINT_2F p;
};
@@ -1542,7 +1548,7 @@ static BOOL d2d_cdt_insert_segments(struct d2d_cdt *cdt, struct d2d_geometry *ge
}
static BOOL d2d_geometry_intersections_add(struct d2d_geometry_intersections *i,
- size_t figure_idx, size_t segment_idx, float t, D2D1_POINT_2F p)
+ const struct d2d_segment_idx *segment_idx, float t, D2D1_POINT_2F p)
{
struct d2d_geometry_intersection *intersection;
@@ -1554,8 +1560,8 @@ static BOOL d2d_geometry_intersections_add(struct d2d_geometry_intersections *i,
}
intersection = &i->intersections[i->intersection_count++];
- intersection->figure_idx = figure_idx;
- intersection->segment_idx = segment_idx;
+ intersection->figure_idx = segment_idx->figure_idx;
+ intersection->vertex_idx = segment_idx->vertex_idx;
intersection->t = t;
intersection->p = p;
@@ -1569,71 +1575,107 @@ static int d2d_geometry_intersections_compare(const void *a, const void *b)
if (i0->figure_idx != i1->figure_idx)
return i0->figure_idx - i1->figure_idx;
- if (i0->segment_idx != i1->segment_idx)
- return i0->segment_idx - i1->segment_idx;
+ if (i0->vertex_idx != i1->vertex_idx)
+ return i0->vertex_idx - i1->vertex_idx;
if (i0->t != i1->t)
return i0->t > i1->t ? 1 : -1;
return 0;
}
+static BOOL d2d_geometry_intersect_line_line(struct d2d_geometry *geometry,
+ struct d2d_geometry_intersections *intersections, const struct d2d_segment_idx *idx_p,
+ const struct d2d_segment_idx *idx_q)
+{
+ D2D1_POINT_2F v_p, v_q, v_qp, intersection;
+ const D2D1_POINT_2F *p[2], *q[2];
+ const struct d2d_figure *figure;
+ float s, t, det;
+ size_t next;
+
+ figure = &geometry->u.path.figures[idx_p->figure_idx];
+ p[0] = &figure->vertices[idx_p->vertex_idx];
+ next = idx_p->vertex_idx + 1;
+ if (next == figure->vertex_count)
+ next = 0;
+ p[1] = &figure->vertices[next];
+
+ figure = &geometry->u.path.figures[idx_q->figure_idx];
+ q[0] = &figure->vertices[idx_q->vertex_idx];
+ next = idx_q->vertex_idx + 1;
+ if (next == figure->vertex_count)
+ next = 0;
+ q[1] = &figure->vertices[next];
+
+ d2d_point_subtract(&v_p, p[1], p[0]);
+ d2d_point_subtract(&v_q, q[1], q[0]);
+ d2d_point_subtract(&v_qp, p[0], q[0]);
+
+ det = v_p.x * v_q.y - v_p.y * v_q.x;
+ if (det == 0.0f)
+ return TRUE;
+
+ s = (v_q.x * v_qp.y - v_q.y * v_qp.x) / det;
+ t = (v_p.x * v_qp.y - v_p.y * v_qp.x) / det;
+
+ if (s < 0.0f || s > 1.0f || t < 0.0f || t > 1.0f)
+ return TRUE;
+
+ intersection.x = p[0]->x + v_p.x * s;
+ intersection.y = p[0]->y + v_p.y * s;
+
+ if (s > 0.0f && s < 1.0f && !d2d_geometry_intersections_add(intersections, idx_p, s, intersection))
+ return FALSE;
+
+ if (t > 0.0f && t < 1.0f && !d2d_geometry_intersections_add(intersections, idx_q, t, intersection))
+ return FALSE;
+
+ return TRUE;
+}
+
/* Intersect the geometry's segments with themselves. This uses the
* straightforward approach of testing everything against everything, but
* there certainly exist more scalable algorithms for this. */
/* FIXME: Beziers can't currently self-intersect. */
static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
{
- D2D1_POINT_2F p0, p1, q0, q1, v_p, v_q, v_qp, intersection;
struct d2d_geometry_intersections intersections = {0};
- struct d2d_figure *figure_p, *figure_q;
- size_t i, j, k, l, max_l;
+ const struct d2d_figure *figure_p, *figure_q;
+ struct d2d_segment_idx idx_p, idx_q;
+ enum d2d_vertex_type type_p, type_q;
+ size_t i, j, max_q;
BOOL ret = FALSE;
- float s, t, det;
- for (i = 0; i < geometry->u.path.figure_count; ++i)
+ if (!geometry->u.path.figure_count)
+ return TRUE;
+
+ for (idx_p.figure_idx = 0; idx_p.figure_idx < geometry->u.path.figure_count; ++idx_p.figure_idx)
{
- figure_p = &geometry->u.path.figures[i];
- p0 = figure_p->vertices[figure_p->vertex_count - 1];
- for (k = 0; k < figure_p->vertex_count; p0 = p1, ++k)
+ figure_p = &geometry->u.path.figures[idx_p.figure_idx];
+ for (idx_p.vertex_idx = 0; idx_p.vertex_idx < figure_p->vertex_count; ++idx_p.vertex_idx)
{
- p1 = figure_p->vertices[k];
- d2d_point_subtract(&v_p, &p1, &p0);
- for (j = 0; j < i || (j == i && k); ++j)
+ type_p = figure_p->vertex_types[idx_p.vertex_idx];
+ for (idx_q.figure_idx = 0; idx_q.figure_idx <= idx_p.figure_idx; ++idx_q.figure_idx)
{
- figure_q = &geometry->u.path.figures[j];
-
- if (figure_p->bounds.left > figure_q->bounds.right
- || figure_q->bounds.left > figure_p->bounds.right
- || figure_p->bounds.top > figure_q->bounds.bottom
- || figure_q->bounds.top > figure_p->bounds.bottom)
- continue;
-
- max_l = j == i ? k - 1 : figure_q->vertex_count;
- q0 = figure_q->vertices[figure_q->vertex_count - 1];
- for (l = 0; l < max_l; q0 = q1, ++l)
+ figure_q = &geometry->u.path.figures[idx_q.figure_idx];
+ if (idx_q.figure_idx != idx_p.figure_idx)
{
- q1 = figure_q->vertices[l];
- d2d_point_subtract(&v_q, &q1, &q0);
- d2d_point_subtract(&v_qp, &p0, &q0);
-
- det = v_p.x * v_q.y - v_p.y * v_q.x;
- if (det == 0.0f)
+ if (figure_p->bounds.left > figure_q->bounds.right
+ || figure_q->bounds.left > figure_p->bounds.right
+ || figure_p->bounds.top > figure_q->bounds.bottom
+ || figure_q->bounds.top > figure_p->bounds.bottom)
continue;
+ max_q = figure_q->vertex_count;
+ }
+ else
+ {
+ max_q = idx_p.vertex_idx;
+ }
- s = (v_q.x * v_qp.y - v_q.y * v_qp.x) / det;
- t = (v_p.x * v_qp.y - v_p.y * v_qp.x) / det;
-
- if (s < 0.0f || s > 1.0f || t < 0.0f || t > 1.0f)
- continue;
-
- intersection.x = p0.x + v_p.x * s;
- intersection.y = p0.y + v_p.y * s;
-
- if (t > 0.0f && t < 1.0f
- && !d2d_geometry_intersections_add(&intersections, j, l, t, intersection))
- goto done;
-
- if (s > 0.0f && s < 1.0f
- && !d2d_geometry_intersections_add(&intersections, i, k, s, intersection))
+ for (idx_q.vertex_idx = 0; idx_q.vertex_idx < max_q; ++idx_q.vertex_idx)
+ {
+ type_q = figure_q->vertex_types[idx_q.vertex_idx];
+ if (type_p != D2D_VERTEX_TYPE_BEZIER && type_q != D2D_VERTEX_TYPE_BEZIER
+ && !d2d_geometry_intersect_line_line(geometry, &intersections, &idx_p, &idx_q))
goto done;
}
}
@@ -1650,7 +1692,7 @@ static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
j = 0;
if (!d2d_figure_insert_vertex(&geometry->u.path.figures[inter->figure_idx],
- inter->segment_idx + j, inter->p))
+ inter->vertex_idx + j + 1, inter->p))
goto done;
++j;
}
--
2.1.4
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