/**************************************************************************
*
* Copyright 2009 VMware, Inc. All Rights Reserved.
*
* Permission is hereby granted, free of charge, to any person obtaining a
* copy of this software and associated documentation files (the
* "Software"), to deal in the Software without restriction, including
* without limitation the rights to use, copy, modify, merge, publish,
* distribute, sub license, and/or sell copies of the Software, and to
* permit persons to whom the Software is furnished to do so, subject to
* the following conditions:
*
* The above copyright notice and this permission notice (including the
* next paragraph) shall be included in all copies or substantial portions
* of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS
* OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF
* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NON-INFRINGEMENT.
* IN NO EVENT SHALL VMWARE AND/OR ITS SUPPLIERS BE LIABLE FOR
* ANY CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT,
* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE
* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE.
*
**************************************************************************/
#include "bezier.h"
#include "matrix.h"
#include "polygon.h"
#include "pipe/p_compiler.h"
#include "util/u_debug.h"
#include <stdlib.h>
#include <stdio.h>
#include <assert.h>
#include <math.h>
static const float flatness = 0.5;
static INLINE void split_left(struct bezier *bez, VGfloat t, struct bezier* left)
{
left->x1 = bez->x1;
left->y1 = bez->y1;
left->x2 = bez->x1 + t * (bez->x2 - bez->x1);
left->y2 = bez->y1 + t * (bez->y2 - bez->y1);
left->x3 = bez->x2 + t * (bez->x3 - bez->x2);
left->y3 = bez->y2 + t * (bez->y3 - bez->y2);
bez->x3 = bez->x3 + t * (bez->x4 - bez->x3);
bez->y3 = bez->y3 + t * (bez->y4 - bez->y3);
bez->x2 = left->x3 + t * (bez->x3 - left->x3);
bez->y2 = left->y3 + t * (bez->y3 - left->y3);
left->x3 = left->x2 + t * (left->x3 - left->x2);
left->y3 = left->y2 + t * (left->y3 - left->y2);
left->x4 = bez->x1 = left->x3 + t * (bez->x2 - left->x3);
left->y4 = bez->y1 = left->y3 + t * (bez->y2 - left->y3);
}
static INLINE void split(struct bezier *bez,
struct bezier *first_half,
struct bezier *second_half)
{
double c = (bez->x2 + bez->x3) * 0.5;
first_half->x2 = (bez->x1 + bez->x2) * 0.5;
second_half->x3 = (bez->x3 + bez->x4) * 0.5;
first_half->x1 = bez->x1;
second_half->x4 = bez->x4;
first_half->x3 = (first_half->x2 + c) * 0.5;
second_half->x2 = (second_half->x3 + c) * 0.5;
first_half->x4 = second_half->x1 =
(first_half->x3 + second_half->x2) * 0.5;
c = (bez->y2 + bez->y3) / 2;
first_half->y2 = (bez->y1 + bez->y2) * 0.5;
second_half->y3 = (bez->y3 + bez->y4) * 0.5;
first_half->y1 = bez->y1;
second_half->y4 = bez->y4;
first_half->y3 = (first_half->y2 + c) * 0.5;
second_half->y2 = (second_half->y3 + c) * 0.5;
first_half->y4 = second_half->y1 =
(first_half->y3 + second_half->y2) * 0.5;
}
struct polygon * bezier_to_polygon(struct bezier *bez)
{
struct polygon *poly = polygon_create(64);
polygon_vertex_append(poly, bez->x1, bez->y1);
bezier_add_to_polygon(bez, poly);
return poly;
}
void bezier_add_to_polygon(const struct bezier *bez,
struct polygon *poly)
{
struct bezier beziers[32];
struct bezier *b;
beziers[0] = *bez;
b = beziers;
while (b >= beziers) {
double y4y1 = b->y4 - b->y1;
double x4x1 = b->x4 - b->x1;
double l = ABS(x4x1) + ABS(y4y1);
double d;
if (l > 1.f) {
d = ABS((x4x1)*(b->y1 - b->y2) - (y4y1)*(b->x1 - b->x2))
+ ABS((x4x1)*(b->y1 - b->y3) - (y4y1)*(b->x1 - b->x3));
} else {
d = ABS(b->x1 - b->x2) + ABS(b->y1 - b->y2) +
ABS(b->x1 - b->x3) + ABS(b->y1 - b->y3);
l = 1.;
}
if (d < flatness*l || b == beziers + 31) {
/* good enough, we pop it off and add the endpoint */
polygon_vertex_append(poly, b->x4, b->y4);
--b;
} else {
/* split, second half of the bezier goes lower into the stack */
split(b, b+1, b);
++b;
}
}
}
static void add_if_close(struct bezier *bez, VGfloat *length, VGfloat error)
{
struct bezier left, right; /* bez poly splits */
VGfloat len = 0.0; /* arc length */
VGfloat chord; /* chord length */
len = len + line_length(bez->x1, bez->y1, bez->x2, bez->y2);
len = len + line_length(bez->x2, bez->y2, bez->x3, bez->y3);
len = len + line_length(bez->x3, bez->y3, bez->x4, bez->y4);
chord = line_length(bez->x1, bez->y1, bez->x4, bez->y4);
if ((len-chord) > error) {
split(bez, &left, &right); /* split in two */
add_if_close(&left, length, error); /* try left side */
add_if_close(&right, length, error); /* try right side */
return;
}
*length = *length + len;
return;
}
float bezier_length(struct bezier *bez, float error)
{
VGfloat length = 0.f;
add_if_close(bez, &length, error);
return length;
}
void bezier_init(struct bezier *bez,
float x1, float y1,
float x2, float y2,
float x3, float y3,
float x4, float y4)
{
bez->x1 = x1;
bez->y1 = y1;
bez->x2 = x2;
bez->y2 = y2;
bez->x3 = x3;
bez->y3 = y3;
bez->x4 = x4;
bez->y4 = y4;
#if 0
debug_printf("bezier in [%f, %f, %f, %f, %f, %f]\n",
x1, y1, x2, y2, x3, y3, x4, y4);
#endif
}
static INLINE void bezier_init2v(struct bezier *bez,
float *pt1,
float *pt2,
float *pt3,
float *pt4)
{
bez->x1 = pt1[0];
bez->y1 = pt1[1];
bez->x2 = pt2[0];
bez->y2 = pt2[1];
bez->x3 = pt3[0];
bez->y3 = pt3[1];
bez->x4 = pt4[0];
bez->y4 = pt4[1];
}
void bezier_transform(struct bezier *bez,
struct matrix *matrix)
{
assert(matrix_is_affine(matrix));
matrix_map_point(matrix, bez->x1, bez->y1, &bez->x1, &bez->y1);
matrix_map_point(matrix, bez->x2, bez->y2, &bez->x2, &bez->y2);
matrix_map_point(matrix, bez->x3, bez->y3, &bez->x3, &bez->y3);
matrix_map_point(matrix, bez->x4, bez->y4, &bez->x4, &bez->y4);
}
static INLINE void bezier_point_at(const struct bezier *bez, float t, float *pt)
{
float a, b, c, d;
float m_t;
m_t = 1. - t;
b = m_t * m_t;
c = t * t;
d = c * t;
a = b * m_t;
b *= 3. * t;
c *= 3. * m_t;
pt[0] = a*bez->x1 + b*bez->x2 + c*bez->x3 + d*bez->x4;
pt[1] = a*bez->y1 + b*bez->y2 + c*bez->y3 + d*bez->y4;
}
static INLINE void bezier_normal_at(const struct bezier *bez, float t, float *norm)
{
float m_t = 1. - t;
float a = m_t * m_t;
float b = t * m_t;
float c = t * t;
norm[0] = (bez->y2-bez->y1) * a + (bez->y3-bez->y2) * b + (bez->y4-bez->y3) * c;
norm[1] = -(bez->x2-bez->x1) * a - (bez->x3-bez->x2) * b - (bez->x4-bez->x3) * c;
}
enum shift_result {
Ok,
Discard,
Split,
Circle
};
static enum shift_result good_offset(const struct bezier *b1,
const struct bezier *b2,
float offset, float threshold)
{
const float o2 = offset*offset;
const float max_dist_line = threshold*offset*offset;
const float max_dist_normal = threshold*offset;
const float spacing = 0.25;
float i;
for (i = spacing; i < 0.99; i += spacing) {
float p1[2],p2[2], d, l;
float normal[2];
bezier_point_at(b1, i, p1);
bezier_point_at(b2, i, p2);
d = (p1[0] - p2[0])*(p1[0] - p2[0]) + (p1[1] - p2[1])*(p1[1] - p2[1]);
if (ABS(d - o2) > max_dist_line)
return Split;
bezier_normal_at(b1, i, normal);
l = ABS(normal[0]) + ABS(normal[1]);
if (l != 0.) {
d = ABS(normal[0]*(p1[1] - p2[1]) - normal[1]*(p1[0] - p2[0]) ) / l;
if (d > max_dist_normal)
return Split;
}
}
return Ok;
}
static INLINE void shift_line_by_normal(float *l, float offset)
{
float norm[4];
float tx, ty;
line_normal(l, norm);
line_normalize(norm);
tx = (norm[2] - norm[0]) * offset;
ty = (norm[3] - norm[1]) * offset;
l[0] += tx; l[1] += ty;
l[2] += tx; l[3] += ty;
}
static INLINE VGboolean is_bezier_line(float (*points)[2], int count)
{
float dx13 = points[2][0] - points[0][0];
float dy13 = points[2][1] - points[0][1];
float dx12 = points[1][0] - points[0][0];
float dy12 = points[1][1] - points[0][1];
debug_assert(count > 2);
if (count == 3) {
return floatsEqual(dx12 * dy13, dx13 * dy12);
} else if (count == 4) {
float dx14 = points[3][0] - points[0][0];
float dy14 = points[3][1] - points[0][1];
return (floatsEqual(dx12 * dy13, dx13 * dy12) &&
floatsEqual(dx12 * dy14, dx14 * dy12));
}
return VG_FALSE;
}
static INLINE void compute_pt_normal(float *pt1, float *pt2, float *res)
{
float line[4];
float normal[4];
line[0] = 0.f; line[1] = 0.f;
line[2] = pt2[0] - pt1[0];
line[3] = pt2[1] - pt1[1];
line_normal(line, normal);
line_normalize(normal);
res[0] = normal[2];
res[1] = normal[3];
}
static enum shift_result shift(const struct bezier *orig,
struct bezier *shifted,
float offset, float threshold)
{
int i;
int map[4];
VGboolean p1_p2_equal = (orig->x1 == orig->x2 && orig->y1 == orig->y2);
VGboolean p2_p3_equal = (orig->x2 == orig->x3 && orig->y2 == orig->y3);
VGboolean p3_p4_equal = (orig->x3 == orig->x4 && orig->y3 == orig->y4);
float points[4][2];
int np = 0;
float bounds[4];
float points_shifted[4][2];
float prev_normal[2];
points[np][0] = orig->x1;
points[np][1] = orig->y1;
map[0] = 0;
++np;
if (!p1_p2_equal) {
points[np][0] = orig->x2;
points[np][1] = orig->y2;
++np;
}
map[1] = np - 1;
if (!p2_p3_equal) {
points[np][0] = orig->x3;
points[np][1] = orig->y3;
++np;
}
map[2] = np - 1;
if (!p3_p4_equal) {
points[np][0] = orig->x4;
points[np][1] = orig->y4;
++np;
}
map[3] = np - 1;
if (np == 1)
return Discard;
/* We need to specialcase lines of 3 or 4 points due to numerical
instability in intersection code below */
if (np > 2 && is_bezier_line(points, np)) {
float l[4] = { points[0][0], points[0][1],
points[np-1][0], points[np-1][1] };
float ctrl1[2], ctrl2[2];
if (floatsEqual(points[0][0], points[np-1][0]) &&
floatsEqual(points[0][1], points[np-1][1]))
return Discard;
shift_line_by_normal(l, offset);
line_point_at(l, 0.33, ctrl1);
line_point_at(l, 0.66, ctrl2);
bezier_init(shifted, l[0], l[1],
ctrl1[0], ctrl1[1], ctrl2[0], ctrl2[1],
l[2], l[3]);
return Ok;
}
bezier_bounds(orig, bounds);
if (np == 4 && bounds[2] < .1*offset && bounds[3] < .1*offset) {
float l = (orig->x1 - orig->x2)*(orig->x1 - orig->x2) +
(orig->y1 - orig->y2)*(orig->y1 - orig->y1) *
(orig->x3 - orig->x4)*(orig->x3 - orig->x4) +
(orig->y3 - orig->y4)*(orig->y3 - orig->y4);
float dot = (orig->x1 - orig->x2)*(orig->x3 - orig->x4) +
(orig->y1 - orig->y2)*(orig->y3 - orig->y4);
if (dot < 0 && dot*dot < 0.8*l)
/* the points are close and reverse dirction. Approximate the whole
thing by a semi circle */
return Circle;
}
compute_pt_normal(points[0], points[1], prev_normal);
points_shifted[0][0] = points[0][0] + offset * prev_normal[0];
points_shifted[0][1] = points[0][1] + offset * prev_normal[1];
for (i = 1; i < np - 1; ++i) {
float normal_sum[2], r;
float next_normal[2];
compute_pt_normal(points[i], points[i + 1], next_normal);
normal_sum[0] = prev_normal[0] + next_normal[0];
normal_sum[1] = prev_normal[1] + next_normal[1];
r = 1.0 + prev_normal[0] * next_normal[0]
+ prev_normal[1] * next_normal[1];
if (floatsEqual(r + 1, 1)) {
points_shifted[i][0] = points[i][0] + offset * prev_normal[0];
points_shifted[i][1] = points[i][1] + offset * prev_normal[1];
} else {
float k = offset / r;
points_shifted[i][0] = points[i][0] + k * normal_sum[0];
points_shifted[i][1] = points[i][1] + k * normal_sum[1];
}
prev_normal[0] = next_normal[0];
prev_normal[1] = next_normal[1];
}
points_shifted[np - 1][0] = points[np - 1][0] + offset * prev_normal[0];
points_shifted[np - 1][1] = points[np - 1][1] + offset * prev_normal[1];
bezier_init2v(shifted,
points_shifted[map[0]], points_shifted[map[1]],
points_shifted[map[2]], points_shifted[map[3]]);
return good_offset(orig, shifted, offset, threshold);
}
static VGboolean make_circle(const struct bezier *b, float offset, struct bezier *o)
{
float normals[3][2];
float dist;
float angles[2];
float sign = 1.f;
int i;
float circle[3][2];
normals[0][0] = b->y2 - b->y1;
normals[0][1] = b->x1 - b->x2;
dist = sqrt(normals[0][0]*normals[0][0] + normals[0][1]*normals[0][1]);
if (floatsEqual(dist + 1, 1.f))
return VG_FALSE;
normals[0][0] /= dist;
normals[0][1] /= dist;
normals[2][0] = b->y4 - b->y3;
normals[2][1] = b->x3 - b->x4;
dist = sqrt(normals[2][0]*normals[2][0] + normals[2][1]*normals[2][1]);
if (floatsEqual(dist + 1, 1.f))
return VG_FALSE;
normals[2][0] /= dist;
normals[2][1] /= dist;
normals[1][0] = b->x1 - b->x2 - b->x3 + b->x4;
normals[1][1] = b->y1 - b->y2 - b->y3 + b->y4;
dist = -1*sqrt(normals[1][0]*normals[1][0] + normals[1][1]*normals[1][1]);
normals[1][0] /= dist;
normals[1][1] /= dist;
for (i = 0; i < 2; ++i) {
float cos_a = normals[i][0]*normals[i+1][0] + normals[i][1]*normals[i+1][1];
if (cos_a > 1.)
cos_a = 1.;
if (cos_a < -1.)
cos_a = -1;
angles[i] = acos(cos_a)/M_PI;
}
if (angles[0] + angles[1] > 1.) {
/* more than 180 degrees */
normals[1][0] = -normals[1][0];
normals[1][1] = -normals[1][1];
angles[0] = 1. - angles[0];
angles[1] = 1. - angles[1];
sign = -1.;
}
circle[0][0] = b->x1 + normals[0][0]*offset;
circle[0][1] = b->y1 + normals[0][1]*offset;
circle[1][0] = 0.5*(b->x1 + b->x4) + normals[1][0]*offset;
circle[1][1] = 0.5*(b->y1 + b->y4) + normals[1][1]*offset;
circle[2][0] = b->x4 + normals[2][0]*offset;
circle[2][1] = b->y4 + normals[2][1]*offset;
for (i = 0; i < 2; ++i) {
float kappa = 2.*KAPPA * sign * offset * angles[i];
o->x1 = circle[i][0];
o->y1 = circle[i][1];
o->x2 = circle[i][0] - normals[i][1]*kappa;
o->y2 = circle[i][1] + normals[i][0]*kappa;
o->x3 = circle[i+1][0] + normals[i+1][1]*kappa;
o->y3 = circle[i+1][1] - normals[i+1][0]*kappa;
o->x4 = circle[i+1][0];
o->y4 = circle[i+1][1];
++o;
}
return VG_TRUE;
}
int bezier_translate_by_normal(struct bezier *bez,
struct bezier *curves,
int max_curves,
float normal_len,
float threshold)
{
struct bezier beziers[10];
struct bezier *b, *o;
/* fixme: this should really be floatsEqual */
if (bez->x1 == bez->x2 && bez->x1 == bez->x3 && bez->x1 == bez->x4 &&
bez->y1 == bez->y2 && bez->y1 == bez->y3 && bez->y1 == bez->y4)
return 0;
--max_curves;
redo:
beziers[0] = *bez;
b = beziers;
o = curves;
while (b >= beziers) {
int stack_segments = b - beziers + 1;
enum shift_result res;
if ((stack_segments == 10) || (o - curves == max_curves - stack_segments)) {
threshold *= 1.5;
if (threshold > 2.)
goto give_up;
goto redo;
}
res = shift(b, o, normal_len, threshold);
if (res == Discard) {
--b;
} else if (res == Ok) {
++o;
--b;
continue;
} else if (res == Circle && max_curves - (o - curves) >= 2) {
/* add semi circle */
if (make_circle(b, normal_len, o))
o += 2;
--b;
} else {
split(b, b+1, b);
++b;
}
}
give_up:
while (b >= beziers) {
enum shift_result res = shift(b, o, normal_len, threshold);
/* if res isn't Ok or Split then *o is undefined */
if (res == Ok || res == Split)
++o;
--b;
}
debug_assert(o - curves <= max_curves);
return o - curves;
}
void bezier_bounds(const struct bezier *bez,
float *bounds/*x/y/width/height*/)
{
float xmin = bez->x1;
float xmax = bez->x1;
float ymin = bez->y1;
float ymax = bez->y1;
if (bez->x2 < xmin)
xmin = bez->x2;
else if (bez->x2 > xmax)
xmax = bez->x2;
if (bez->x3 < xmin)
xmin = bez->x3;
else if (bez->x3 > xmax)
xmax = bez->x3;
if (bez->x4 < xmin)
xmin = bez->x4;
else if (bez->x4 > xmax)
xmax = bez->x4;
if (bez->y2 < ymin)
ymin = bez->y2;
else if (bez->y2 > ymax)
ymax = bez->y2;
if (bez->y3 < ymin)
ymin = bez->y3;
else if (bez->y3 > ymax)
ymax = bez->y3;
if (bez->y4 < ymin)
ymin = bez->y4;
else if (bez->y4 > ymax)
ymax = bez->y4;
bounds[0] = xmin; /* x */
bounds[1] = ymin; /* y */
bounds[2] = xmax - xmin; /* width */
bounds[3] = ymax - ymin; /* height */
}
void bezier_start_tangent(const struct bezier *bez,
float *tangent)
{
tangent[0] = bez->x1;
tangent[1] = bez->y1;
tangent[2] = bez->x2;
tangent[3] = bez->y2;
if (null_line(tangent)) {
tangent[0] = bez->x1;
tangent[1] = bez->y1;
tangent[2] = bez->x3;
tangent[3] = bez->y3;
}
if (null_line(tangent)) {
tangent[0] = bez->x1;
tangent[1] = bez->y1;
tangent[2] = bez->x4;
tangent[3] = bez->y4;
}
}
static INLINE VGfloat bezier_t_at_length(struct bezier *bez,
VGfloat at_length,
VGfloat error)
{
VGfloat len = bezier_length(bez, error);
VGfloat t = 1.0;
VGfloat last_bigger = 1.;
if (at_length > len || floatsEqual(at_length, len))
return t;
if (floatIsZero(at_length))
return 0.f;
t *= 0.5;
while (1) {
struct bezier right = *bez;
struct bezier left;
VGfloat tmp_len;
split_left(&right, t, &left);
tmp_len = bezier_length(&left, error);
if (ABS(tmp_len - at_length) < error)
break;
if (tmp_len < at_length) {
t += (last_bigger - t)*.5;
} else {
last_bigger = t;
t -= t*.5;
}
}
return t;
}
void bezier_point_at_length(struct bezier *bez,
float length,
float *point,
float *normal)
{
/* ~0.000001 seems to be required to pass G2080x tests */
VGfloat t = bezier_t_at_length(bez, length, 0.000001);
bezier_point_at(bez, t, point);
bezier_normal_at(bez, t, normal);
vector_unit(normal);
}
void bezier_point_at_t(struct bezier *bez, float t,
float *point, float *normal)
{
bezier_point_at(bez, t, point);
bezier_normal_at(bez, t, normal);
vector_unit(normal);
}
void bezier_exact_bounds(const struct bezier *bez,
float *bounds/*x/y/width/height*/)
{
struct polygon *poly = polygon_create(64);
polygon_vertex_append(poly, bez->x1, bez->y1);
bezier_add_to_polygon(bez, poly);
polygon_bounding_rect(poly, bounds);
polygon_destroy(poly);
}