2015-08-06 05:42:09 +03:00
|
|
|
/* -*- 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 "DottedCornerFinder.h"
|
|
|
|
|
|
|
|
#include "mozilla/Move.h"
|
|
|
|
#include "BorderCache.h"
|
|
|
|
#include "BorderConsts.h"
|
|
|
|
|
|
|
|
namespace mozilla {
|
|
|
|
|
|
|
|
using namespace gfx;
|
|
|
|
|
|
|
|
static inline Float
|
|
|
|
Square(Float x)
|
|
|
|
{
|
|
|
|
return x * x;
|
|
|
|
}
|
|
|
|
|
|
|
|
static Point
|
|
|
|
PointRotateCCW90(const Point& aP)
|
|
|
|
{
|
|
|
|
return Point(aP.y, -aP.x);
|
|
|
|
}
|
|
|
|
|
|
|
|
struct BestOverlap
|
|
|
|
{
|
|
|
|
Float overlap;
|
|
|
|
size_t count;
|
|
|
|
|
|
|
|
BestOverlap()
|
|
|
|
: overlap(0.0f), count(0)
|
|
|
|
{}
|
|
|
|
|
|
|
|
BestOverlap(Float aOverlap, size_t aCount)
|
|
|
|
: overlap(aOverlap), count(aCount)
|
|
|
|
{}
|
|
|
|
};
|
|
|
|
|
|
|
|
static const size_t DottedCornerCacheSize = 256;
|
|
|
|
nsDataHashtable<FourFloatsHashKey, BestOverlap> DottedCornerCache;
|
|
|
|
|
|
|
|
DottedCornerFinder::DottedCornerFinder(const Bezier& aOuterBezier,
|
|
|
|
const Bezier& aInnerBezier,
|
|
|
|
mozilla::css::Corner aCorner,
|
|
|
|
Float aBorderRadiusX,
|
|
|
|
Float aBorderRadiusY,
|
|
|
|
const Point& aC0, Float aR0,
|
|
|
|
const Point& aCn, Float aRn,
|
|
|
|
const Size& aCornerDim)
|
|
|
|
: mOuterBezier(aOuterBezier),
|
|
|
|
mInnerBezier(aInnerBezier),
|
|
|
|
mCorner(aCorner),
|
|
|
|
mNormalSign((aCorner == C_TL || aCorner == C_BR) ? -1.0f : 1.0f),
|
|
|
|
mC0(aC0), mCn(aCn),
|
|
|
|
mR0(aR0), mRn(aRn), mMaxR(std::max(aR0, aRn)),
|
2016-09-08 04:14:14 +03:00
|
|
|
mCenterCurveOrigin(mC0.x, mCn.y),
|
|
|
|
mInnerCurveOrigin(mInnerBezier.mPoints[0].x, mInnerBezier.mPoints[3].y),
|
2015-08-06 05:42:09 +03:00
|
|
|
mBestOverlap(0.0f),
|
|
|
|
mHasZeroBorderWidth(false), mHasMore(true),
|
|
|
|
mMaxCount(aCornerDim.width + aCornerDim.height),
|
|
|
|
mType(OTHER),
|
|
|
|
mI(0), mCount(0)
|
|
|
|
{
|
|
|
|
NS_ASSERTION(mR0 > 0.0f || mRn > 0.0f,
|
|
|
|
"At least one side should have non-zero radius.");
|
|
|
|
|
|
|
|
mInnerWidth = fabs(mInnerBezier.mPoints[0].x - mInnerBezier.mPoints[3].x);
|
|
|
|
mInnerHeight = fabs(mInnerBezier.mPoints[0].y - mInnerBezier.mPoints[3].y);
|
|
|
|
|
|
|
|
DetermineType(aBorderRadiusX, aBorderRadiusY);
|
|
|
|
|
|
|
|
Reset();
|
|
|
|
}
|
|
|
|
|
|
|
|
static bool
|
|
|
|
IsSingleCurve(Float aMinR, Float aMaxR,
|
|
|
|
Float aMinBorderRadius, Float aMaxBorderRadius)
|
|
|
|
{
|
|
|
|
return aMinR > 0.0f &&
|
|
|
|
aMinBorderRadius > aMaxR * 4.0f &&
|
|
|
|
aMinBorderRadius / aMaxBorderRadius > 0.5f;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DottedCornerFinder::DetermineType(Float aBorderRadiusX, Float aBorderRadiusY)
|
|
|
|
{
|
|
|
|
// Calculate parameters for the center curve before swap.
|
|
|
|
Float centerCurveWidth = fabs(mC0.x - mCn.x);
|
|
|
|
Float centerCurveHeight = fabs(mC0.y - mCn.y);
|
|
|
|
Point cornerPoint(mCn.x, mC0.y);
|
|
|
|
|
|
|
|
bool swapped = false;
|
|
|
|
if (mR0 < mRn) {
|
|
|
|
// Always draw from wider side to thinner side.
|
|
|
|
Swap(mC0, mCn);
|
|
|
|
Swap(mR0, mRn);
|
|
|
|
Swap(mInnerBezier.mPoints[0], mInnerBezier.mPoints[3]);
|
|
|
|
Swap(mInnerBezier.mPoints[1], mInnerBezier.mPoints[2]);
|
|
|
|
Swap(mOuterBezier.mPoints[0], mOuterBezier.mPoints[3]);
|
|
|
|
Swap(mOuterBezier.mPoints[1], mOuterBezier.mPoints[2]);
|
|
|
|
mNormalSign = -mNormalSign;
|
|
|
|
swapped = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
// See the comment at mType declaration for each condition.
|
|
|
|
|
|
|
|
Float minR = std::min(mR0, mRn);
|
|
|
|
Float minBorderRadius = std::min(aBorderRadiusX, aBorderRadiusY);
|
|
|
|
Float maxBorderRadius = std::max(aBorderRadiusX, aBorderRadiusY);
|
|
|
|
if (IsSingleCurve(minR, mMaxR, minBorderRadius, maxBorderRadius)) {
|
|
|
|
if (mR0 == mRn) {
|
|
|
|
Float borderLength;
|
|
|
|
if (minBorderRadius == maxBorderRadius) {
|
|
|
|
mType = PERFECT;
|
|
|
|
borderLength = M_PI * centerCurveHeight / 2.0f;
|
|
|
|
|
|
|
|
mCenterCurveR = centerCurveWidth;
|
|
|
|
} else {
|
|
|
|
mType = SINGLE_CURVE_AND_RADIUS;
|
|
|
|
borderLength = GetQuarterEllipticArcLength(centerCurveWidth,
|
|
|
|
centerCurveHeight);
|
|
|
|
}
|
|
|
|
|
|
|
|
Float diameter = mR0 * 2.0f;
|
|
|
|
size_t count = round(borderLength / diameter);
|
|
|
|
if (count % 2) {
|
|
|
|
count++;
|
|
|
|
}
|
|
|
|
mCount = count / 2 - 1;
|
|
|
|
if (mCount > 0) {
|
|
|
|
mBestOverlap = 1.0f - borderLength / (diameter * count);
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
mType = SINGLE_CURVE;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (mType == SINGLE_CURVE_AND_RADIUS || mType == SINGLE_CURVE) {
|
|
|
|
Size cornerSize(centerCurveWidth, centerCurveHeight);
|
|
|
|
GetBezierPointsForCorner(&mCenterBezier, mCorner,
|
|
|
|
cornerPoint, cornerSize);
|
|
|
|
if (swapped) {
|
|
|
|
Swap(mCenterBezier.mPoints[0], mCenterBezier.mPoints[3]);
|
|
|
|
Swap(mCenterBezier.mPoints[1], mCenterBezier.mPoints[2]);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (minR == 0.0f) {
|
|
|
|
mHasZeroBorderWidth = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
if ((mType == SINGLE_CURVE || mType == OTHER) && !mHasZeroBorderWidth) {
|
|
|
|
FindBestOverlap(minR, minBorderRadius, maxBorderRadius);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
bool
|
|
|
|
DottedCornerFinder::HasMore(void) const
|
|
|
|
{
|
|
|
|
if (mHasZeroBorderWidth) {
|
|
|
|
return mI < mMaxCount && mHasMore;
|
|
|
|
}
|
|
|
|
|
|
|
|
return mI < mCount;
|
|
|
|
}
|
|
|
|
|
|
|
|
DottedCornerFinder::Result
|
|
|
|
DottedCornerFinder::Next(void)
|
|
|
|
{
|
|
|
|
mI++;
|
|
|
|
|
|
|
|
if (mType == PERFECT) {
|
|
|
|
Float phi = mI * 4.0f * mR0 * (1 - mBestOverlap) / mCenterCurveR;
|
|
|
|
if (mCorner == C_TL) {
|
|
|
|
phi = -M_PI / 2.0f - phi;
|
|
|
|
} else if (mCorner == C_TR) {
|
|
|
|
phi = -M_PI / 2.0f + phi;
|
|
|
|
} else if (mCorner == C_BR) {
|
|
|
|
phi = M_PI / 2.0f - phi;
|
|
|
|
} else {
|
|
|
|
phi = M_PI / 2.0f + phi;
|
|
|
|
}
|
|
|
|
|
2016-09-08 04:14:14 +03:00
|
|
|
Point C(mCenterCurveOrigin.x + mCenterCurveR * cos(phi),
|
|
|
|
mCenterCurveOrigin.y + mCenterCurveR * sin(phi));
|
2015-08-06 05:42:09 +03:00
|
|
|
return DottedCornerFinder::Result(C, mR0);
|
|
|
|
}
|
|
|
|
|
|
|
|
// Find unfilled and filled circles.
|
|
|
|
(void)FindNext(mBestOverlap);
|
|
|
|
(void)FindNext(mBestOverlap);
|
|
|
|
return Result(mLastC, mLastR);
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DottedCornerFinder::Reset(void)
|
|
|
|
{
|
|
|
|
mLastC = mC0;
|
|
|
|
mLastR = mR0;
|
|
|
|
mLastT = 0.0f;
|
|
|
|
mHasMore = true;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DottedCornerFinder::FindPointAndRadius(Point& C, Float& r,
|
|
|
|
const Point& innerTangent,
|
|
|
|
const Point& normal, Float t)
|
|
|
|
{
|
|
|
|
// Find radius for the given tangent point on the inner curve such that the
|
|
|
|
// circle is also tangent to the outer curve.
|
|
|
|
|
|
|
|
NS_ASSERTION(mType == OTHER, "Wrong mType");
|
|
|
|
|
|
|
|
Float lower = 0.0f;
|
|
|
|
Float upper = mMaxR;
|
|
|
|
const Float DIST_MARGIN = 0.1f;
|
|
|
|
for (size_t i = 0; i < MAX_LOOP; i++) {
|
|
|
|
r = (upper + lower) / 2.0f;
|
|
|
|
C = innerTangent + normal * r;
|
|
|
|
|
|
|
|
Point Near = FindBezierNearestPoint(mOuterBezier, C, t);
|
|
|
|
Float distSquare = (C - Near).LengthSquare();
|
|
|
|
|
|
|
|
if (distSquare > Square(r + DIST_MARGIN)) {
|
|
|
|
lower = r;
|
|
|
|
} else if (distSquare < Square(r - DIST_MARGIN)) {
|
|
|
|
upper = r;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
Float
|
|
|
|
DottedCornerFinder::FindNext(Float overlap)
|
|
|
|
{
|
|
|
|
Float lower = mLastT;
|
|
|
|
Float upper = 1.0f;
|
|
|
|
Float t;
|
|
|
|
|
|
|
|
Point C = mLastC;
|
|
|
|
Float r = 0.0f;
|
|
|
|
|
|
|
|
Float factor = (1.0f - overlap);
|
|
|
|
|
|
|
|
Float circlesDist = 0.0f;
|
|
|
|
Float expectedDist = 0.0f;
|
|
|
|
|
|
|
|
const Float DIST_MARGIN = 0.1f;
|
|
|
|
if (mType == SINGLE_CURVE_AND_RADIUS) {
|
|
|
|
r = mR0;
|
|
|
|
|
|
|
|
expectedDist = (r + mLastR) * factor;
|
|
|
|
|
|
|
|
// Find C_i on the center curve.
|
|
|
|
for (size_t i = 0; i < MAX_LOOP; i++) {
|
|
|
|
t = (upper + lower) / 2.0f;
|
|
|
|
C = GetBezierPoint(mCenterBezier, t);
|
|
|
|
|
|
|
|
// Check overlap along arc.
|
|
|
|
circlesDist = GetBezierLength(mCenterBezier, mLastT, t);
|
|
|
|
if (circlesDist < expectedDist - DIST_MARGIN) {
|
|
|
|
lower = t;
|
|
|
|
} else if (circlesDist > expectedDist + DIST_MARGIN) {
|
|
|
|
upper = t;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else if (mType == SINGLE_CURVE) {
|
|
|
|
// Find C_i on the center curve, and calculate r_i.
|
|
|
|
for (size_t i = 0; i < MAX_LOOP; i++) {
|
|
|
|
t = (upper + lower) / 2.0f;
|
|
|
|
C = GetBezierPoint(mCenterBezier, t);
|
|
|
|
|
|
|
|
Point Diff = GetBezierDifferential(mCenterBezier, t);
|
|
|
|
Float DiffLength = Diff.Length();
|
|
|
|
if (DiffLength == 0.0f) {
|
|
|
|
// Basically this shouldn't happen.
|
|
|
|
// If differential is 0, we cannot calculate tangent circle,
|
|
|
|
// skip this point.
|
|
|
|
t = (t + upper) / 2.0f;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Point normal = PointRotateCCW90(Diff / DiffLength) * (-mNormalSign);
|
2016-09-08 04:14:14 +03:00
|
|
|
r = CalculateDistanceToEllipticArc(C, normal, mInnerCurveOrigin,
|
2015-08-06 05:42:09 +03:00
|
|
|
mInnerWidth, mInnerHeight);
|
|
|
|
|
|
|
|
// Check overlap along arc.
|
|
|
|
circlesDist = GetBezierLength(mCenterBezier, mLastT, t);
|
|
|
|
expectedDist = (r + mLastR) * factor;
|
|
|
|
if (circlesDist < expectedDist - DIST_MARGIN) {
|
|
|
|
lower = t;
|
|
|
|
} else if (circlesDist > expectedDist + DIST_MARGIN) {
|
|
|
|
upper = t;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
Float distSquareMax = Square(mMaxR * 3.0f);
|
|
|
|
Float circlesDistSquare = 0.0f;
|
|
|
|
|
|
|
|
// Find C_i and r_i.
|
|
|
|
for (size_t i = 0; i < MAX_LOOP; i++) {
|
|
|
|
t = (upper + lower) / 2.0f;
|
|
|
|
Point innerTangent = GetBezierPoint(mInnerBezier, t);
|
|
|
|
if ((innerTangent - mLastC).LengthSquare() > distSquareMax) {
|
|
|
|
// It's clear that this tangent point is too far, skip it.
|
|
|
|
upper = t;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Point Diff = GetBezierDifferential(mInnerBezier, t);
|
|
|
|
Float DiffLength = Diff.Length();
|
|
|
|
if (DiffLength == 0.0f) {
|
|
|
|
// Basically this shouldn't happen.
|
|
|
|
// If differential is 0, we cannot calculate tangent circle,
|
|
|
|
// skip this point.
|
|
|
|
t = (t + upper) / 2.0f;
|
|
|
|
continue;
|
|
|
|
}
|
|
|
|
|
|
|
|
Point normal = PointRotateCCW90(Diff / DiffLength) * mNormalSign;
|
|
|
|
FindPointAndRadius(C, r, innerTangent, normal, t);
|
|
|
|
|
|
|
|
// Check overlap with direct distance.
|
|
|
|
circlesDistSquare = (C - mLastC).LengthSquare();
|
|
|
|
expectedDist = (r + mLastR) * factor;
|
|
|
|
if (circlesDistSquare < Square(expectedDist - DIST_MARGIN)) {
|
|
|
|
lower = t;
|
|
|
|
} else if (circlesDistSquare > Square(expectedDist + DIST_MARGIN)) {
|
|
|
|
upper = t;
|
|
|
|
} else {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
circlesDist = sqrt(circlesDistSquare);
|
|
|
|
}
|
|
|
|
|
|
|
|
mLastT = t;
|
|
|
|
mLastC = C;
|
|
|
|
mLastR = r;
|
|
|
|
|
|
|
|
if (mHasZeroBorderWidth) {
|
|
|
|
const Float T_MARGIN = 0.001f;
|
|
|
|
if (mLastT >= 1.0f - T_MARGIN ||
|
|
|
|
(mLastC - mCn).LengthSquare() < Square(mLastR)) {
|
|
|
|
mHasMore = false;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (expectedDist == 0.0f) {
|
|
|
|
return 0.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
return 1.0f - circlesDist * factor / expectedDist;
|
|
|
|
}
|
|
|
|
|
|
|
|
void
|
|
|
|
DottedCornerFinder::FindBestOverlap(Float aMinR, Float aMinBorderRadius,
|
|
|
|
Float aMaxBorderRadius)
|
|
|
|
{
|
|
|
|
// If overlap is not calculateable, find it with binary search,
|
|
|
|
// such that there exists i that C_i == C_n with the given overlap.
|
|
|
|
|
|
|
|
FourFloats key(aMinR, mMaxR,
|
|
|
|
aMinBorderRadius, aMaxBorderRadius);
|
|
|
|
BestOverlap best;
|
|
|
|
if (DottedCornerCache.Get(key, &best)) {
|
|
|
|
mCount = best.count;
|
|
|
|
mBestOverlap = best.overlap;
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
Float lower = 0.0f;
|
|
|
|
Float upper = 0.5f;
|
|
|
|
// Start from lower bound to find the minimum number of circles.
|
|
|
|
Float overlap = 0.0f;
|
|
|
|
mBestOverlap = overlap;
|
|
|
|
size_t targetCount = 0;
|
|
|
|
|
|
|
|
const Float OVERLAP_MARGIN = 0.1f;
|
|
|
|
for (size_t j = 0; j < MAX_LOOP; j++) {
|
|
|
|
Reset();
|
|
|
|
|
|
|
|
size_t count;
|
|
|
|
Float actualOverlap;
|
|
|
|
if (!GetCountAndLastOverlap(overlap, &count, &actualOverlap)) {
|
|
|
|
if (j == 0) {
|
|
|
|
mCount = mMaxCount;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (j == 0) {
|
|
|
|
if (count < 3 || (count == 3 && actualOverlap > 0.5f)) {
|
|
|
|
// |count == 3 && actualOverlap > 0.5f| means there could be
|
|
|
|
// a circle but it is too near from both ends.
|
|
|
|
//
|
|
|
|
// if actualOverlap == 0.0
|
|
|
|
// 1 2 3
|
|
|
|
// +-------+-------+-------+-------+
|
|
|
|
// | ##### | ***** | ##### | ##### |
|
|
|
|
// |#######|*******|#######|#######|
|
|
|
|
// |###+###|***+***|###+###|###+###|
|
|
|
|
// |# C_0 #|* C_1 *|# C_2 #|# C_n #|
|
|
|
|
// | ##### | ***** | ##### | ##### |
|
|
|
|
// +-------+-------+-------+-------+
|
|
|
|
// |
|
|
|
|
// V
|
|
|
|
// +-------+---+-------+---+-------+
|
|
|
|
// | ##### | | ##### | | ##### |
|
|
|
|
// |#######| |#######| |#######|
|
|
|
|
// |###+###| |###+###| |###+###| Find the best overlap to place
|
|
|
|
// |# C_0 #| |# C_1 #| |# C_n #| C_1 at the middle of them
|
|
|
|
// | ##### | | ##### | | ##### |
|
|
|
|
// +-------+---+-------+---|-------+
|
|
|
|
//
|
|
|
|
// if actualOverlap == 0.5
|
|
|
|
// 1 2 3
|
|
|
|
// +-------+-------+-------+---+
|
|
|
|
// | ##### | ***** | ##### |## |
|
|
|
|
// |#######|*******|##### C_n #|
|
|
|
|
// |###+###|***+***|###+###+###|
|
|
|
|
// |# C_0 #|* C_1 *|# C_2 #|###|
|
|
|
|
// | ##### | ***** | ##### |## |
|
|
|
|
// +-------+-------+-------+---+
|
|
|
|
// |
|
|
|
|
// V
|
|
|
|
// +-------+-+-------+-+-------+
|
|
|
|
// | ##### | | ##### | | ##### |
|
|
|
|
// |#######| |#######| |#######|
|
|
|
|
// |###+###| |###+###| |###+###| Even if we place C_1 at the middle
|
|
|
|
// |# C_0 #| |# C_1 #| |# C_n #| of them, it's too near from them
|
|
|
|
// | ##### | | ##### | | ##### |
|
|
|
|
// +-------+-+-------+-|-------+
|
|
|
|
// |
|
|
|
|
// V
|
|
|
|
// +-------+-----------+-------+
|
|
|
|
// | ##### | | ##### |
|
|
|
|
// |#######| |#######|
|
|
|
|
// |###+###| |###+###| Do not draw any circle
|
|
|
|
// |# C_0 #| |# C_n #|
|
|
|
|
// | ##### | | ##### |
|
|
|
|
// +-------+-----------+-------+
|
|
|
|
mCount = 0;
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// targetCount should be 2n, as we're searching C_1 to C_n.
|
|
|
|
//
|
|
|
|
// targetCount = 4
|
|
|
|
// mCount = 1
|
|
|
|
// 1 2 3 4
|
|
|
|
// +-------+-------+-------+-------+-------+
|
|
|
|
// | ##### | ***** | ##### | ***** | ##### |
|
|
|
|
// |#######|*******|#######|*******|#######|
|
|
|
|
// |###+###|***+***|###+###|***+***|###+###|
|
|
|
|
// |# C_0 #|* C_1 *|# C_2 #|* C_3 *|# C_n #|
|
|
|
|
// | ##### | ***** | ##### | ***** | ##### |
|
|
|
|
// +-------+-------+-------+-------+-------+
|
|
|
|
// 1
|
|
|
|
//
|
|
|
|
// targetCount = 6
|
|
|
|
// mCount = 2
|
|
|
|
// 1 2 3 4 5 6
|
|
|
|
// +-------+-------+-------+-------+-------+-------+-------+
|
|
|
|
// | ##### | ***** | ##### | ***** | ##### | ***** | ##### |
|
|
|
|
// |#######|*******|#######|*******|#######|*******|#######|
|
|
|
|
// |###+###|***+***|###+###|***+***|###+###|***+***|###+###|
|
|
|
|
// |# C_0 #|* C_1 *|# C_2 #|* C_3 *|# C_4 #|* C_5 *|# C_n #|
|
|
|
|
// | ##### | ***** | ##### | ***** | ##### | ***** | ##### |
|
|
|
|
// +-------+-------+-------+-------+-------+-------+-------+
|
|
|
|
// 1 2
|
|
|
|
if (count % 2) {
|
|
|
|
targetCount = count + 1;
|
|
|
|
} else {
|
|
|
|
targetCount = count;
|
|
|
|
}
|
|
|
|
|
|
|
|
mCount = targetCount / 2 - 1;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (count == targetCount) {
|
|
|
|
mBestOverlap = overlap;
|
|
|
|
|
|
|
|
if (fabs(actualOverlap - overlap) < OVERLAP_MARGIN) {
|
|
|
|
break;
|
|
|
|
}
|
|
|
|
|
|
|
|
// We started from upper bound, no need to update range when j == 0.
|
|
|
|
if (j > 0) {
|
|
|
|
if (actualOverlap > overlap) {
|
|
|
|
lower = overlap;
|
|
|
|
} else {
|
|
|
|
upper = overlap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
} else {
|
|
|
|
// |j == 0 && count != targetCount| means that |targetCount = count + 1|,
|
|
|
|
// and we started from upper bound, no need to update range when j == 0.
|
|
|
|
if (j > 0) {
|
|
|
|
if (count > targetCount) {
|
|
|
|
upper = overlap;
|
|
|
|
} else {
|
|
|
|
lower = overlap;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
overlap = (upper + lower) / 2.0f;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (DottedCornerCache.Count() > DottedCornerCacheSize) {
|
|
|
|
DottedCornerCache.Clear();
|
|
|
|
}
|
|
|
|
DottedCornerCache.Put(key, BestOverlap(mBestOverlap, mCount));
|
|
|
|
}
|
|
|
|
|
|
|
|
bool
|
|
|
|
DottedCornerFinder::GetCountAndLastOverlap(Float aOverlap,
|
|
|
|
size_t* aCount,
|
|
|
|
Float* aActualOverlap)
|
|
|
|
{
|
|
|
|
// Return the number of circles and the last circles' overlap for the
|
|
|
|
// given overlap.
|
|
|
|
|
|
|
|
Reset();
|
|
|
|
|
|
|
|
const Float T_MARGIN = 0.001f;
|
|
|
|
const Float DIST_MARGIN = 0.1f;
|
|
|
|
const Float DIST_MARGIN_SQUARE = Square(DIST_MARGIN);
|
|
|
|
for (size_t i = 0; i < mMaxCount; i++) {
|
|
|
|
Float actualOverlap = FindNext(aOverlap);
|
|
|
|
if (mLastT >= 1.0f - T_MARGIN ||
|
|
|
|
(mLastC - mCn).LengthSquare() < DIST_MARGIN_SQUARE) {
|
|
|
|
*aCount = i + 1;
|
|
|
|
*aActualOverlap = actualOverlap;
|
|
|
|
return true;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
return false;
|
|
|
|
}
|
|
|
|
|
|
|
|
} // namespace mozilla
|