зеркало из https://github.com/mozilla/gecko-dev.git
327 строки
11 KiB
C++
327 строки
11 KiB
C++
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "BezierUtils.h"
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#include "PathHelpers.h"
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namespace mozilla {
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namespace gfx {
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Point GetBezierPoint(const Bezier& aBezier, Float t) {
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Float s = 1.0f - t;
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return Point(aBezier.mPoints[0].x * s * s * s +
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3.0f * aBezier.mPoints[1].x * t * s * s +
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3.0f * aBezier.mPoints[2].x * t * t * s +
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aBezier.mPoints[3].x * t * t * t,
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aBezier.mPoints[0].y * s * s * s +
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3.0f * aBezier.mPoints[1].y * t * s * s +
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3.0f * aBezier.mPoints[2].y * t * t * s +
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aBezier.mPoints[3].y * t * t * t);
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}
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Point GetBezierDifferential(const Bezier& aBezier, Float t) {
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// Return P'(t).
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Float s = 1.0f - t;
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return Point(
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-3.0f * ((aBezier.mPoints[0].x - aBezier.mPoints[1].x) * s * s +
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2.0f * (aBezier.mPoints[1].x - aBezier.mPoints[2].x) * t * s +
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(aBezier.mPoints[2].x - aBezier.mPoints[3].x) * t * t),
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-3.0f * ((aBezier.mPoints[0].y - aBezier.mPoints[1].y) * s * s +
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2.0f * (aBezier.mPoints[1].y - aBezier.mPoints[2].y) * t * s +
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(aBezier.mPoints[2].y - aBezier.mPoints[3].y) * t * t));
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}
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Point GetBezierDifferential2(const Bezier& aBezier, Float t) {
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// Return P''(t).
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Float s = 1.0f - t;
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return Point(6.0f * ((aBezier.mPoints[0].x - aBezier.mPoints[1].x) * s -
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(aBezier.mPoints[1].x - aBezier.mPoints[2].x) * (s - t) -
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(aBezier.mPoints[2].x - aBezier.mPoints[3].x) * t),
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6.0f * ((aBezier.mPoints[0].y - aBezier.mPoints[1].y) * s -
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(aBezier.mPoints[1].y - aBezier.mPoints[2].y) * (s - t) -
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(aBezier.mPoints[2].y - aBezier.mPoints[3].y) * t));
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}
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Float GetBezierLength(const Bezier& aBezier, Float a, Float b) {
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if (a < 0.5f && b > 0.5f) {
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// To increase the accuracy, split into two parts.
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return GetBezierLength(aBezier, a, 0.5f) +
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GetBezierLength(aBezier, 0.5f, b);
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}
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// Calculate length of simple bezier curve with Simpson's rule.
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// _
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// / b
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// length = | |P'(x)| dx
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// _/ a
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//
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// b - a a + b
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// = ----- [ |P'(a)| + 4 |P'(-----)| + |P'(b)| ]
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// 6 2
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Float fa = GetBezierDifferential(aBezier, a).Length();
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Float fab = GetBezierDifferential(aBezier, (a + b) / 2.0f).Length();
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Float fb = GetBezierDifferential(aBezier, b).Length();
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return (b - a) / 6.0f * (fa + 4.0f * fab + fb);
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}
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static void SplitBezierA(Bezier* aSubBezier, const Bezier& aBezier, Float t) {
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// Split bezier curve into [0,t] and [t,1] parts, and return [0,t] part.
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Float s = 1.0f - t;
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Point tmp1;
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Point tmp2;
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aSubBezier->mPoints[0] = aBezier.mPoints[0];
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aSubBezier->mPoints[1] = aBezier.mPoints[0] * s + aBezier.mPoints[1] * t;
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tmp1 = aBezier.mPoints[1] * s + aBezier.mPoints[2] * t;
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tmp2 = aBezier.mPoints[2] * s + aBezier.mPoints[3] * t;
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aSubBezier->mPoints[2] = aSubBezier->mPoints[1] * s + tmp1 * t;
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tmp1 = tmp1 * s + tmp2 * t;
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aSubBezier->mPoints[3] = aSubBezier->mPoints[2] * s + tmp1 * t;
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}
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static void SplitBezierB(Bezier* aSubBezier, const Bezier& aBezier, Float t) {
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// Split bezier curve into [0,t] and [t,1] parts, and return [t,1] part.
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Float s = 1.0f - t;
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Point tmp1;
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Point tmp2;
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aSubBezier->mPoints[3] = aBezier.mPoints[3];
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aSubBezier->mPoints[2] = aBezier.mPoints[2] * s + aBezier.mPoints[3] * t;
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tmp1 = aBezier.mPoints[1] * s + aBezier.mPoints[2] * t;
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tmp2 = aBezier.mPoints[0] * s + aBezier.mPoints[1] * t;
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aSubBezier->mPoints[1] = tmp1 * s + aSubBezier->mPoints[2] * t;
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tmp1 = tmp2 * s + tmp1 * t;
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aSubBezier->mPoints[0] = tmp1 * s + aSubBezier->mPoints[1] * t;
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}
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void GetSubBezier(Bezier* aSubBezier, const Bezier& aBezier, Float t1,
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Float t2) {
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Bezier tmp;
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SplitBezierB(&tmp, aBezier, t1);
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Float range = 1.0f - t1;
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if (range == 0.0f) {
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*aSubBezier = tmp;
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} else {
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SplitBezierA(aSubBezier, tmp, (t2 - t1) / range);
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}
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}
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static Point BisectBezierNearestPoint(const Bezier& aBezier,
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const Point& aTarget, Float* aT) {
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// Find a nearest point on bezier curve with Binary search.
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// Called from FindBezierNearestPoint.
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Float lower = 0.0f;
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Float upper = 1.0f;
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Float t;
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Point P, lastP;
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const size_t MAX_LOOP = 32;
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const Float DIST_MARGIN = 0.1f;
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const Float DIST_MARGIN_SQUARE = DIST_MARGIN * DIST_MARGIN;
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const Float DIFF = 0.0001f;
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for (size_t i = 0; i < MAX_LOOP; i++) {
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t = (upper + lower) / 2.0f;
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P = GetBezierPoint(aBezier, t);
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// Check if it converged.
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if (i > 0 && (lastP - P).LengthSquare() < DIST_MARGIN_SQUARE) {
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break;
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}
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Float distSquare = (P - aTarget).LengthSquare();
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if ((GetBezierPoint(aBezier, t + DIFF) - aTarget).LengthSquare() <
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distSquare) {
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lower = t;
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} else if ((GetBezierPoint(aBezier, t - DIFF) - aTarget).LengthSquare() <
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distSquare) {
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upper = t;
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} else {
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break;
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}
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lastP = P;
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}
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if (aT) {
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*aT = t;
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}
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return P;
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}
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Point FindBezierNearestPoint(const Bezier& aBezier, const Point& aTarget,
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Float aInitialT, Float* aT) {
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// Find a nearest point on bezier curve with Newton's method.
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// It converges within 4 iterations in most cases.
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//
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// f(t_n)
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// t_{n+1} = t_n - ---------
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// f'(t_n)
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//
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// d 2
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// f(t) = ---- | P(t) - aTarget |
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// dt
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Float t = aInitialT;
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Point P;
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Point lastP = GetBezierPoint(aBezier, t);
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const size_t MAX_LOOP = 4;
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const Float DIST_MARGIN = 0.1f;
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const Float DIST_MARGIN_SQUARE = DIST_MARGIN * DIST_MARGIN;
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for (size_t i = 0; i <= MAX_LOOP; i++) {
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Point dP = GetBezierDifferential(aBezier, t);
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Point ddP = GetBezierDifferential2(aBezier, t);
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Float f = 2.0f * (lastP.DotProduct(dP) - aTarget.DotProduct(dP));
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Float df = 2.0f * (dP.DotProduct(dP) + lastP.DotProduct(ddP) -
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aTarget.DotProduct(ddP));
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t = t - f / df;
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P = GetBezierPoint(aBezier, t);
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if ((P - lastP).LengthSquare() < DIST_MARGIN_SQUARE) {
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break;
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}
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lastP = P;
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if (i == MAX_LOOP) {
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// If aInitialT is too bad, it won't converge in a few iterations,
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// fallback to binary search.
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return BisectBezierNearestPoint(aBezier, aTarget, aT);
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}
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}
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if (aT) {
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*aT = t;
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}
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return P;
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}
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void GetBezierPointsForCorner(Bezier* aBezier, Corner aCorner,
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const Point& aCornerPoint,
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const Size& aCornerSize) {
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// Calculate bezier control points for elliptic arc.
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const Float signsList[4][2] = {
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{+1.0f, +1.0f}, {-1.0f, +1.0f}, {-1.0f, -1.0f}, {+1.0f, -1.0f}};
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const Float(&signs)[2] = signsList[aCorner];
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aBezier->mPoints[0] = aCornerPoint;
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aBezier->mPoints[0].x += signs[0] * aCornerSize.width;
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aBezier->mPoints[1] = aBezier->mPoints[0];
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aBezier->mPoints[1].x -= signs[0] * aCornerSize.width * kKappaFactor;
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aBezier->mPoints[3] = aCornerPoint;
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aBezier->mPoints[3].y += signs[1] * aCornerSize.height;
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aBezier->mPoints[2] = aBezier->mPoints[3];
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aBezier->mPoints[2].y -= signs[1] * aCornerSize.height * kKappaFactor;
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}
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Float GetQuarterEllipticArcLength(Float a, Float b) {
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// Calculate the approximate length of a quarter elliptic arc formed by radii
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// (a, b), by Ramanujan's approximation of the perimeter p of an ellipse.
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// _ _
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// | 2 |
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// | 3 * (a - b) |
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// p = PI | (a + b) + ------------------------------------------- |
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// | 2 2 |
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// |_ 10 * (a + b) + sqrt(a + 14 * a * b + b ) _|
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//
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// _ _
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// | 2 |
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// | 3 * (a - b) |
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// = PI | (a + b) + -------------------------------------------------- |
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// | 2 2 |
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// |_ 10 * (a + b) + sqrt(4 * (a + b) - 3 * (a - b) ) _|
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//
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// _ _
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// | 2 |
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// | 3 * S |
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// = PI | A + -------------------------------------- |
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// | 2 2 |
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// |_ 10 * A + sqrt(4 * A - 3 * S ) _|
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//
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// where A = a + b, S = a - b
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Float A = a + b, S = a - b;
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Float A2 = A * A, S2 = S * S;
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Float p = M_PI * (A + 3.0f * S2 / (10.0f * A + sqrt(4.0f * A2 - 3.0f * S2)));
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return p / 4.0f;
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}
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Float CalculateDistanceToEllipticArc(const Point& P, const Point& normal,
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const Point& origin, Float width,
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Float height) {
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// Solve following equations with n and return smaller n.
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//
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// / (x, y) = P + n * normal
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// |
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// < _ _ 2 _ _ 2
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// | | x - origin.x | | y - origin.y |
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// | | ------------ | + | ------------ | = 1
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// \ |_ width _| |_ height _|
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Float a = (P.x - origin.x) / width;
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Float b = normal.x / width;
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Float c = (P.y - origin.y) / height;
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Float d = normal.y / height;
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Float A = b * b + d * d;
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// In the quadratic formulat B would be 2*(a*b+c*d), however we factor the 2
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// out Here which cancels out later.
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Float B = a * b + c * d;
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Float C = a * a + c * c - 1.0;
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Float signB = 1.0;
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if (B < 0.0) {
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signB = -1.0;
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}
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// 2nd degree polynomials are typically computed using the formulae
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// r1 = -(B - sqrt(delta)) / (2 * A)
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// r2 = -(B + sqrt(delta)) / (2 * A)
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// However B - sqrt(delta) can be an inportant source of precision loss for
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// one of the roots when computing the difference between two similar and
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// large numbers. To avoid that we pick the root with no precision loss in r1
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// and compute r2 using the Citardauq formula.
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// Factoring out 2 from B earlier let
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Float S = B + signB * sqrt(B * B - A * C);
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Float r1 = -S / A;
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Float r2 = -C / S;
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#ifdef DEBUG
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Float epsilon = (Float)0.001;
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MOZ_ASSERT(r1 >= -epsilon);
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MOZ_ASSERT(r2 >= -epsilon);
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#endif
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return std::max((r1 < r2 ? r1 : r2), (Float)0.0);
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}
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} // namespace gfx
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} // namespace mozilla
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