/* * Copyright 2006 The Android Open Source Project * * Use of this source code is governed by a BSD-style license that can be * found in the LICENSE file.
*/
void SkRect::setBoundsNoCheck(const SkPoint pts[], int count) { if (!this->setBoundsCheck(pts, count)) {
this->setLTRB(SK_FloatNaN, SK_FloatNaN, SK_FloatNaN, SK_FloatNaN);
}
}
#define CHECK_INTERSECT(al, at, ar, ab, bl, bt, br, bb) \ float L = std::max(al, bl); \ float R = std::min(ar, br); \ float T = std::max(at, bt); \ float B = std::min(ab, bb); \ do { if (!(L < R && T < B)) returnfalse; } while (0) // do the !(opposite) check so we return false if either arg is NaN
template<typename R> staticbool subtract(const R& a, const R& b, R* out) { if (a.isEmpty() || b.isEmpty() || !R::Intersects(a, b)) { // Either already empty, or subtracting the empty rect, or there's no intersection, so // in all cases the answer is A.
*out = a; returntrue;
}
// 4 rectangles to consider. If the edge in A is contained in B, the resulting difference can // be represented exactly as a rectangle. Otherwise the difference is the largest subrectangle // that is disjoint from B: // 1. Left part of A: (A.left, A.top, B.left, A.bottom) // 2. Right part of A: (B.right, A.top, A.right, A.bottom) // 3. Top part of A: (A.left, A.top, A.right, B.top) // 4. Bottom part of A: (A.left, B.bottom, A.right, A.bottom) // // Depending on how B intersects A, there will be 1 to 4 positive areas: // - 4 occur when A contains B // - 3 occur when B intersects a single edge // - 2 occur when B intersects at a corner, or spans two opposing edges // - 1 occurs when B spans two opposing edges and contains a 3rd, resulting in an exact rect // - 0 occurs when B contains A, resulting in the empty rect // // Compute the relative areas of the 4 rects described above. Since each subrectangle shares // either the width or height of A, we only have to divide by the other dimension, which avoids // overflow on int32 types, and even if the float relative areas overflow to infinity, the // comparisons work out correctly and (one of) the infinitely large subrects will be chosen. float aHeight = (float) a.height(); float aWidth = (float) a.width(); float leftArea = 0.f, rightArea = 0.f, topArea = 0.f, bottomArea = 0.f; int positiveCount = 0; if (b.fLeft > a.fLeft) {
leftArea = (b.fLeft - a.fLeft) / aWidth;
positiveCount++;
} if (a.fRight > b.fRight) {
rightArea = (a.fRight - b.fRight) / aWidth;
positiveCount++;
} if (b.fTop > a.fTop) {
topArea = (b.fTop - a.fTop) / aHeight;
positiveCount++;
} if (a.fBottom > b.fBottom) {
bottomArea = (a.fBottom - b.fBottom) / aHeight;
positiveCount++;
}
*out = a; if (leftArea > rightArea && leftArea > topArea && leftArea > bottomArea) { // Left chunk of A, so the new right edge is B's left edge
out->fRight = b.fLeft;
} elseif (rightArea > topArea && rightArea > bottomArea) { // Right chunk of A, so the new left edge is B's right edge
out->fLeft = b.fRight;
} elseif (topArea > bottomArea) { // Top chunk of A, so the new bottom edge is B's top edge
out->fBottom = b.fTop;
} else { // Bottom chunk of A, so the new top edge is B's bottom edge
SkASSERT(bottomArea > 0.f);
out->fTop = b.fBottom;
}
// If we have 1 valid area, the disjoint shape is representable as a rectangle.
SkASSERT(!R::Intersects(*out, b)); return positiveCount == 1;
}
bool SkRectPriv::QuadContainsRect(const SkMatrix& m, const SkIRect& a, const SkIRect& b, float tol) { return QuadContainsRect(SkM44(m), SkRect::Make(a), SkRect::Make(b), tol);
}
bool SkRectPriv::QuadContainsRect(const SkM44& m, const SkRect& a, const SkRect& b, float tol) { return all(QuadContainsRectMask(m, a, b, tol));
}
skvx::int4 SkRectPriv::QuadContainsRectMask(const SkM44& m, const SkRect& a, const SkRect& b, float tol) {
SkDEBUGCODE(SkM44 inverse;)
SkASSERT(m.invert(&inverse)); // With empty rectangles, the calculated edges could give surprising results. If 'a' were not // sorted, its normals would point outside the sorted rectangle, so lots of potential rects // would be seen as "contained". If 'a' is all 0s, its edge equations are also (0,0,0) so every // point has a distance of 0, and would be interpreted as inside. if (a.isEmpty()) { return skvx::int4(0); // all "false"
} // However, 'b' is only used to define its 4 corners to check against the transformed edges. // This is valid regardless of b's emptiness or sortedness.
// Calculate the 4 homogenous coordinates of 'a' transformed by 'm' where Z=0 and W=1. auto ax = skvx::float4{a.fLeft, a.fRight, a.fRight, a.fLeft}; auto ay = skvx::float4{a.fTop, a.fTop, a.fBottom, a.fBottom};
auto max = m.rc(0,0)*ax + m.rc(0,1)*ay + m.rc(0,3); auto may = m.rc(1,0)*ax + m.rc(1,1)*ay + m.rc(1,3); auto maw = m.rc(3,0)*ax + m.rc(3,1)*ay + m.rc(3,3);
if (all(maw < 0.f)) { // If all points of A are mapped to w < 0, then the edge equations end up representing the // convex hull of projected points when A should in fact be considered empty. return skvx::int4(0); // all "false"
}
// Cross product of adjacent vertices provides homogenous lines for the 4 sides of the quad auto lA = may*skvx::shuffle<1,2,3,0>(maw) - maw*skvx::shuffle<1,2,3,0>(may); auto lB = maw*skvx::shuffle<1,2,3,0>(max) - max*skvx::shuffle<1,2,3,0>(maw); auto lC = max*skvx::shuffle<1,2,3,0>(may) - may*skvx::shuffle<1,2,3,0>(max);
// Before transforming, the corners of 'a' were in CW order, but afterwards they may become CCW, // so the sign corrects the direction of the edge normals to point inwards. float sign = (lA[0]*lB[1] - lB[0]*lA[1]) < 0 ? -1.f : 1.f;
// Calculate distance from 'b' to each edge. Since 'b' has presumably been transformed by 'm' // *and* projected, this assumes W = 1.
SkRect bInset = b.makeInset(tol, tol); auto d0 = sign * (lA*bInset.fLeft + lB*bInset.fTop + lC); auto d1 = sign * (lA*bInset.fRight + lB*bInset.fTop + lC); auto d2 = sign * (lA*bInset.fRight + lB*bInset.fBottom + lC); auto d3 = sign * (lA*bInset.fLeft + lB*bInset.fBottom + lC);
// 'b' is contained in the mapped rectangle if all distances are >= 0 return (d0 >= 0.f) & (d1 >= 0.f) & (d2 >= 0.f) & (d3 >= 0.f);
}
int l = src.fLeft; int r = src.fRight; if (r <= dst.fLeft) { // Select right column of pixels in crop
l = r - 1;
} elseif (l >= dst.fRight) { // Left column of 'crop'
r = l + 1;
} else { // Regular intersection along X axis.
l = SkTPin(l, dst.fLeft, dst.fRight);
r = SkTPin(r, dst.fLeft, dst.fRight);
}
int t = src.fTop; int b = src.fBottom; if (b <= dst.fTop) { // Select bottom row of pixels in crop
t = b - 1;
} elseif (t >= dst.fBottom) { // Top row of 'crop'
b = t + 1;
} else {
t = SkTPin(t, dst.fTop, dst.fBottom);
b = SkTPin(b, dst.fTop, dst.fBottom);
}
return SkIRect::MakeLTRB(l,t,r,b);
}
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