// Computes perpDot for point p compared to segment defined by origin p0 and vector v. // A positive value means the point is to the left of the segment, // negative is to the right, 0 is collinear. staticint compute_side(const SkPoint& p0, const SkVector& v, const SkPoint& p) {
SkVector w = p - p0;
SkScalar perpDot = v.cross(w); if (!SkScalarNearlyZero(perpDot, kCrossTolerance)) { return ((perpDot > 0) ? 1 : -1);
}
return 0;
}
// Returns 1 for cw, -1 for ccw and 0 if zero signed area (either degenerate or self-intersecting) int SkGetPolygonWinding(const SkPoint* polygonVerts, int polygonSize) { if (polygonSize < 3) { return 0;
}
// Compute difference vector to offset p0-p1 'offset' units in direction specified by 'side' bool compute_offset_vector(const SkPoint& p0, const SkPoint& p1, SkScalar offset, int side,
SkPoint* vector) {
SkASSERT(side == -1 || side == 1); // if distances are equal, can just outset by the perpendicular
SkVector perp = SkVector::Make(p0.fY - p1.fY, p1.fX - p0.fX); if (!perp.setLength(offset*side)) { returnfalse;
}
*vector = perp; returntrue;
}
// check interval to see if intersection is in segment staticinlinebool outside_interval(SkScalar numer, SkScalar denom, bool denomPositive) { return (denomPositive && (numer < 0 || numer > denom)) ||
(!denomPositive && (numer > 0 || numer < denom));
}
// special zero-length test when we're using vdotv as a denominator staticinlinebool zero_length(const SkPoint& v, SkScalar vdotv) { return !(SkIsFinite(v.fX, v.fY) && vdotv);
}
// Compute the intersection 'p' between segments s0 and s1, if any. // 's' is the parametric value for the intersection along 's0' & 't' is the same for 's1'. // Returns false if there is no intersection. // If the length squared of a segment is 0, then we treat the segment as degenerate // and use only the first endpoint for tests. staticbool compute_intersection(const OffsetSegment& s0, const OffsetSegment& s1,
SkPoint* p, SkScalar* s, SkScalar* t) { const SkVector& v0 = s0.fV; const SkVector& v1 = s1.fV;
SkVector w = s1.fP0 - s0.fP0;
SkScalar denom = v0.cross(v1); bool denomPositive = (denom > 0);
SkScalar sNumer, tNumer; if (SkScalarNearlyZero(denom, kCrossTolerance)) { // segments are parallel, but not collinear if (!SkScalarNearlyZero(w.cross(v0), kCrossTolerance) ||
!SkScalarNearlyZero(w.cross(v1), kCrossTolerance)) { returnfalse;
}
// Check for zero-length segments
SkScalar v0dotv0 = v0.dot(v0); if (zero_length(v0, v0dotv0)) { // Both are zero-length
SkScalar v1dotv1 = v1.dot(v1); if (zero_length(v1, v1dotv1)) { // Check if they're the same point if (!SkPointPriv::CanNormalize(w.fX, w.fY)) {
*p = s0.fP0;
*s = 0;
*t = 0; returntrue;
} else { // Intersection is indeterminate returnfalse;
}
} // Otherwise project segment0's origin onto segment1
tNumer = v1.dot(-w);
denom = v1dotv1; if (outside_interval(tNumer, denom, true)) { returnfalse;
}
sNumer = 0;
} else { // Project segment1's endpoints onto segment0
sNumer = v0.dot(w);
denom = v0dotv0;
tNumer = 0; if (outside_interval(sNumer, denom, true)) { // The first endpoint doesn't lie on segment0 // If segment1 is degenerate, then there's no collision
SkScalar v1dotv1 = v1.dot(v1); if (zero_length(v1, v1dotv1)) { returnfalse;
}
// Otherwise try the other one
SkScalar oldSNumer = sNumer;
sNumer = v0.dot(w + v1);
tNumer = denom; if (outside_interval(sNumer, denom, true)) { // it's possible that segment1's interval surrounds segment0 // this is false if params have the same signs, and in that case no collision if (sNumer*oldSNumer > 0) { returnfalse;
} // otherwise project segment0's endpoint onto segment1 instead
sNumer = 0;
tNumer = v1.dot(-w);
denom = v1dotv1;
}
}
}
} else {
sNumer = w.cross(v1); if (outside_interval(sNumer, denom, denomPositive)) { returnfalse;
}
tNumer = w.cross(v0); if (outside_interval(tNumer, denom, denomPositive)) { returnfalse;
}
}
bool SkIsConvexPolygon(const SkPoint* polygonVerts, int polygonSize) { if (polygonSize < 3) { returnfalse;
}
SkScalar lastPerpDot = 0; int xSignChangeCount = 0; int ySignChangeCount = 0;
int prevIndex = polygonSize - 1; int currIndex = 0; int nextIndex = 1;
SkVector v0 = polygonVerts[currIndex] - polygonVerts[prevIndex];
SkScalar lastVx = v0.fX;
SkScalar lastVy = v0.fY;
SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex]; for (int i = 0; i < polygonSize; ++i) { if (!polygonVerts[i].isFinite()) { returnfalse;
}
// Check that winding direction is always the same (otherwise we have a reflex vertex)
SkScalar perpDot = v0.cross(v1); if (lastPerpDot*perpDot < 0) { returnfalse;
} if (0 != perpDot) {
lastPerpDot = perpDot;
}
// Check that the signs of the edge vectors don't change more than twice per coordinate if (lastVx*v1.fX < 0) {
xSignChangeCount++;
} if (lastVy*v1.fY < 0) {
ySignChangeCount++;
} if (xSignChangeCount > 2 || ySignChangeCount > 2) { returnfalse;
}
prevIndex = currIndex;
currIndex = nextIndex;
nextIndex = (currIndex + 1) % polygonSize; if (v1.fX != 0) {
lastVx = v1.fX;
} if (v1.fY != 0) {
lastVy = v1.fY;
}
v0 = v1;
v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
}
// computes the line intersection and then the "distance" from that to this // this is really a signed squared distance, where negative means that // the intersection lies inside this->fOffset
SkScalar computeCrossingDistance(const OffsetEdge* that) { const OffsetSegment& s0 = this->fOffset; const OffsetSegment& s1 = that->fOffset; const SkVector& v0 = s0.fV; const SkVector& v1 = s1.fV;
SkScalar denom = v0.cross(v1); if (SkScalarNearlyZero(denom, kCrossTolerance)) { // segments are parallel return SK_ScalarMax;
}
// The objective here is to inset all of the edges by the given distance, and then // remove any invalid inset edges by detecting right-hand turns. In a ccw polygon, // we should only be making left-hand turns (for cw polygons, we use the winding // parameter to reverse this). We detect this by checking whether the second intersection // on an edge is closer to its tail than the first one. // // We might also have the case that there is no intersection between two neighboring inset edges. // In this case, one edge will lie to the right of the other and should be discarded along with // its previous intersection (if any). // // Note: the assumption is that inputPolygon is convex and has no coincident points. // bool SkInsetConvexPolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
SkScalar inset, SkTDArray<SkPoint>* insetPolygon) { if (inputPolygonSize < 3) { returnfalse;
}
// restrict this to match other routines // practically we don't want anything bigger than this anyway if (inputPolygonSize > std::numeric_limits<uint16_t>::max()) { returnfalse;
}
// can't inset by a negative or non-finite amount if (inset < -SK_ScalarNearlyZero || !SkIsFinite(inset)) { returnfalse;
}
// insetting close to zero just returns the original poly if (inset <= SK_ScalarNearlyZero) { for (int i = 0; i < inputPolygonSize; ++i) {
*insetPolygon->append() = inputPolygonVerts[i];
} returntrue;
}
// get winding direction int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize); if (0 == winding) { returnfalse;
}
// set up
AutoSTMalloc<64, OffsetEdge> edgeData(inputPolygonSize); int prev = inputPolygonSize - 1; for (int curr = 0; curr < inputPolygonSize; prev = curr, ++curr) { int next = (curr + 1) % inputPolygonSize; if (!inputPolygonVerts[curr].isFinite()) { returnfalse;
} // check for convexity just to be sure if (compute_side(inputPolygonVerts[prev], inputPolygonVerts[curr] - inputPolygonVerts[prev],
inputPolygonVerts[next])*winding < 0) { returnfalse;
}
SkVector v = inputPolygonVerts[next] - inputPolygonVerts[curr];
SkVector perp = SkVector::Make(-v.fY, v.fX);
perp.setLength(inset*winding);
edgeData[curr].fPrev = &edgeData[prev];
edgeData[curr].fNext = &edgeData[next];
edgeData[curr].fOffset.fP0 = inputPolygonVerts[curr] + perp;
edgeData[curr].fOffset.fV = v;
edgeData[curr].init();
}
OffsetEdge* head = &edgeData[0];
OffsetEdge* currEdge = head;
OffsetEdge* prevEdge = currEdge->fPrev; int insetVertexCount = inputPolygonSize; unsignedint iterations = 0; unsignedint maxIterations = inputPolygonSize * inputPolygonSize; while (head && prevEdge != currEdge) {
++iterations; // we should check each edge against each other edge at most once if (iterations > maxIterations) { returnfalse;
}
SkScalar s, t;
SkPoint intersection; if (compute_intersection(prevEdge->fOffset, currEdge->fOffset,
&intersection, &s, &t)) { // if new intersection is further back on previous inset from the prior intersection if (s < prevEdge->fTValue) { // no point in considering this one again
remove_node(prevEdge, &head);
--insetVertexCount; // go back one segment
prevEdge = prevEdge->fPrev; // we've already considered this intersection, we're done
} elseif (currEdge->fTValue > SK_ScalarMin &&
SkPointPriv::EqualsWithinTolerance(intersection,
currEdge->fIntersection,
1.0e-6f)) { break;
} else { // add intersection
currEdge->fIntersection = intersection;
currEdge->fTValue = t;
// go to next segment
prevEdge = currEdge;
currEdge = currEdge->fNext;
}
} else { // if prev to right side of curr int side = winding*compute_side(currEdge->fOffset.fP0,
currEdge->fOffset.fV,
prevEdge->fOffset.fP0); if (side < 0 &&
side == winding*compute_side(currEdge->fOffset.fP0,
currEdge->fOffset.fV,
prevEdge->fOffset.fP0 + prevEdge->fOffset.fV)) { // no point in considering this one again
remove_node(prevEdge, &head);
--insetVertexCount; // go back one segment
prevEdge = prevEdge->fPrev;
} else { // move to next segment
remove_node(currEdge, &head);
--insetVertexCount;
currEdge = currEdge->fNext;
}
}
}
// store all the valid intersections that aren't nearly coincident // TODO: look at the main algorithm and see if we can detect these better
insetPolygon->reset(); if (!head) { returnfalse;
}
static constexpr SkScalar kCleanupTolerance = 0.01f; if (insetVertexCount >= 0) {
insetPolygon->reserve(insetVertexCount);
} int currIndex = 0;
*insetPolygon->append() = head->fIntersection;
currEdge = head->fNext; while (currEdge != head) { if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
(*insetPolygon)[currIndex],
kCleanupTolerance)) {
*insetPolygon->append() = currEdge->fIntersection;
currIndex++;
}
currEdge = currEdge->fNext;
} // make sure the first and last points aren't coincident if (currIndex >= 1 &&
SkPointPriv::EqualsWithinTolerance((*insetPolygon)[0], (*insetPolygon)[currIndex],
kCleanupTolerance)) {
insetPolygon->pop_back();
}
SkScalar floatSteps = SkScalarAbs(offset*theta*kRecipPixelsPerArcSegment); // limit the number of steps to at most max uint16_t (that's all we can index) // knock one value off the top to account for rounding if (floatSteps >= std::numeric_limits<uint16_t>::max()) { returnfalse;
} int steps = SkScalarRoundToInt(floatSteps);
SkScalar dTheta = steps > 0 ? theta / steps : 0;
*rotSin = SkScalarSin(dTheta);
*rotCos = SkScalarCos(dTheta); // Our offset may be so large that we end up with a tiny dTheta, in which case we // lose precision when computing rotSin and rotCos. if (steps > 0 && (*rotSin == 0 || *rotCos == 1)) { returnfalse;
}
*n = steps; returntrue;
}
// a point is "left" to another if its x-coord is less, or if equal, its y-coord is greater staticbool left(const SkPoint& p0, const SkPoint& p1) { return p0.fX < p1.fX || (!(p0.fX > p1.fX) && p0.fY > p1.fY);
}
// a point is "right" to another if its x-coord is greater, or if equal, its y-coord is less staticbool right(const SkPoint& p0, const SkPoint& p1) { return p0.fX > p1.fX || (!(p0.fX < p1.fX) && p0.fY < p1.fY);
}
// packed to fit into 16 bytes (one cache line)
SkPoint fPosition;
uint16_t fIndex; // index in unsorted polygon
uint16_t fPrevIndex; // indices for previous and next vertex in unsorted polygon
uint16_t fNextIndex;
uint16_t fFlags;
};
// Returns true if "this" is above "that", assuming this->p0 is to the left of that->p0 // This is only used to verify the edgelist -- the actual test for insertion/deletion is much // simpler because we can make certain assumptions then. bool aboveIfLeft(const ActiveEdge* that) const { const SkPoint& p0 = this->fSegment.fP0; const SkPoint& q0 = that->fSegment.fP0;
SkASSERT(p0.fX <= q0.fX);
SkVector d = q0 - p0; const SkVector& v = this->fSegment.fV; const SkVector& w = that->fSegment.fV; // The idea here is that if the vector between the origins of the two segments (d) // rotates counterclockwise up to the vector representing the "this" segment (v), // then we know that "this" is above "that". If the result is clockwise we say it's below. if (this->fIndex0 != that->fIndex0) {
SkScalar cross = d.cross(v); if (cross > kCrossTolerance) { returntrue;
} elseif (cross < -kCrossTolerance) { returnfalse;
}
} elseif (this->fIndex1 == that->fIndex1) { returnfalse;
} // At this point either the two origins are nearly equal or the origin of "that" // lies on dv. So then we try the same for the vector from the tail of "this" // to the head of "that". Again, ccw means "this" is above "that". // d = that.P1 - this.P0 // = that.fP0 + that.fV - this.fP0 // = that.fP0 - this.fP0 + that.fV // = old_d + that.fV
d += w;
SkScalar cross = d.cross(v); if (cross > kCrossTolerance) { returntrue;
} elseif (cross < -kCrossTolerance) { returnfalse;
} // If the previous check fails, the two segments are nearly collinear // First check y-coord of first endpoints if (p0.fX < q0.fX) { return (p0.fY >= q0.fY);
} elseif (p0.fY > q0.fY) { returntrue;
} elseif (p0.fY < q0.fY) { returnfalse;
} // The first endpoints are the same, so check the other endpoint
SkPoint p1 = p0 + v;
SkPoint q1 = q0 + w; if (p1.fX < q1.fX) { return (p1.fY >= q1.fY);
} else { return (p1.fY > q1.fY);
}
}
// same as leftAndAbove(), but generalized bool above(const ActiveEdge* that) const { const SkPoint& p0 = this->fSegment.fP0; const SkPoint& q0 = that->fSegment.fP0; if (right(p0, q0)) { return !that->aboveIfLeft(this);
} else { return this->aboveIfLeft(that);
}
}
bool intersect(const SkPoint& q0, const SkVector& w, uint16_t index0, uint16_t index1) const { // check first to see if these edges are neighbors in the polygon if (this->fIndex0 == index0 || this->fIndex1 == index0 ||
this->fIndex0 == index1 || this->fIndex1 == index1) { returnfalse;
}
// We don't need the exact intersection point so we can do a simpler test here. const SkPoint& p0 = this->fSegment.fP0; const SkVector& v = this->fSegment.fV;
SkPoint p1 = p0 + v;
SkPoint q1 = q0 + w;
// We assume some x-overlap due to how the edgelist works // This allows us to simplify our test // We need some slop here because storing the vector and recomputing the second endpoint // doesn't necessary give us the original result in floating point. // TODO: Store vector as double? Store endpoint as well?
SkASSERT(q0.fX <= p1.fX + SK_ScalarNearlyZero);
// if each segment straddles the other (i.e., the endpoints have different sides) // then they intersect bool result; if (p0.fX < q0.fX) { if (q1.fX < p1.fX) {
result = (compute_side(p0, v, q0)*compute_side(p0, v, q1) < 0);
} else {
result = (compute_side(p0, v, q0)*compute_side(q0, w, p1) > 0);
}
} else { if (p1.fX < q1.fX) {
result = (compute_side(q0, w, p0)*compute_side(q0, w, p1) < 0);
} else {
result = (compute_side(q0, w, p0)*compute_side(p0, v, q1) > 0);
}
} return result;
}
OffsetSegment fSegment;
uint16_t fIndex0; // indices for previous and next vertex in polygon
uint16_t fIndex1;
ActiveEdge* fChild[2];
ActiveEdge* fAbove;
ActiveEdge* fBelow;
int32_t fRed;
};
bool insert(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
SkVector v = p1 - p0; if (!v.isFinite()) { returnfalse;
} // empty tree case -- easy if (!fTreeHead.fChild[1]) {
ActiveEdge* root = fTreeHead.fChild[1] = this->allocate(p0, v, index0, index1);
SkASSERT(root); if (!root) { returnfalse;
}
root->fRed = false; returntrue;
}
// set up helpers
ActiveEdge* top = &fTreeHead;
ActiveEdge *grandparent = nullptr;
ActiveEdge *parent = nullptr;
ActiveEdge *curr = top->fChild[1]; int dir = 0; int last = 0; // ? // predecessor and successor, for intersection check
ActiveEdge* pred = nullptr;
ActiveEdge* succ = nullptr;
// search down the tree while (true) { if (!curr) { // check for intersection with predecessor and successor if ((pred && pred->intersect(p0, v, index0, index1)) ||
(succ && succ->intersect(p0, v, index0, index1))) { returnfalse;
} // insert new node at bottom
parent->fChild[dir] = curr = this->allocate(p0, v, index0, index1);
SkASSERT(curr); if (!curr) { returnfalse;
}
curr->fAbove = pred;
curr->fBelow = succ; if (pred) { if (pred->fSegment.fP0 == curr->fSegment.fP0 &&
pred->fSegment.fV == curr->fSegment.fV) { returnfalse;
}
pred->fBelow = curr;
} if (succ) { if (succ->fSegment.fP0 == curr->fSegment.fP0 &&
succ->fSegment.fV == curr->fSegment.fV) { returnfalse;
}
succ->fAbove = curr;
} if (IsRed(parent)) { int dir2 = (top->fChild[1] == grandparent); if (curr == parent->fChild[last]) {
top->fChild[dir2] = SingleRotation(grandparent, !last);
} else {
top->fChild[dir2] = DoubleRotation(grandparent, !last);
}
} break;
} elseif (IsRed(curr->fChild[0]) && IsRed(curr->fChild[1])) { // color flip
curr->fRed = true;
curr->fChild[0]->fRed = false;
curr->fChild[1]->fRed = false; if (IsRed(parent)) { int dir2 = (top->fChild[1] == grandparent); if (curr == parent->fChild[last]) {
top->fChild[dir2] = SingleRotation(grandparent, !last);
} else {
top->fChild[dir2] = DoubleRotation(grandparent, !last);
}
}
}
last = dir; int side; // check to see if segment is above or below if (curr->fIndex0 == index0) {
side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
} else {
side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
} if (0 == side) { returnfalse;
}
dir = (side < 0);
if (0 == dir) {
succ = curr;
} else {
pred = curr;
}
// update helpers if (grandparent) {
top = grandparent;
}
grandparent = parent;
parent = curr;
curr = curr->fChild[dir];
}
// update root and make it black
fTreeHead.fChild[1]->fRed = false;
SkVector v = p2 - p1;
ActiveEdge* curr = &fTreeHead;
ActiveEdge* found = nullptr; int dir = 1;
// search while (curr->fChild[dir] != nullptr) { // update helpers
curr = curr->fChild[dir]; // save found node if (curr->equals(index0, index1)) {
found = curr; break;
} else { // check to see if segment is above or below int side; if (curr->fIndex1 == index1) {
side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
} else {
side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
} if (0 == side) { returnfalse;
}
dir = (side < 0);
}
}
if (!found) { returnfalse;
}
// replace if found
ActiveEdge* pred = found->fAbove;
ActiveEdge* succ = found->fBelow; // check deletion and insert intersection cases if (pred && (pred->intersect(found) || pred->intersect(p1, v, index1, index2))) { returnfalse;
} if (succ && (succ->intersect(found) || succ->intersect(p1, v, index1, index2))) { returnfalse;
}
found->fSegment.fP0 = p1;
found->fSegment.fV = v;
found->fIndex0 = index1;
found->fIndex1 = index2; // above and below should stay the same
ActiveEdge* curr = &fTreeHead;
ActiveEdge* parent = nullptr;
ActiveEdge* grandparent = nullptr;
ActiveEdge* found = nullptr; int dir = 1;
// search and push a red node down while (curr->fChild[dir] != nullptr) { int last = dir;
// update helpers
grandparent = parent;
parent = curr;
curr = curr->fChild[dir]; // save found node if (curr->equals(index0, index1)) {
found = curr;
dir = 0;
} else { // check to see if segment is above or below int side; if (curr->fIndex1 == index1) {
side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
} else {
side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
} if (0 == side) { returnfalse;
}
dir = (side < 0);
}
// push the red node down if (!IsRed(curr) && !IsRed(curr->fChild[dir])) { if (IsRed(curr->fChild[!dir])) {
parent = parent->fChild[last] = SingleRotation(curr, dir);
} else {
ActiveEdge *s = parent->fChild[!last];
if (s != nullptr) { if (!IsRed(s->fChild[!last]) && !IsRed(s->fChild[last])) { // color flip
parent->fRed = false;
s->fRed = true;
curr->fRed = true;
} else { int dir2 = (grandparent->fChild[1] == parent);
// replace and remove if found if (found) {
ActiveEdge* pred = found->fAbove;
ActiveEdge* succ = found->fBelow; if ((pred && pred->intersect(found)) || (succ && succ->intersect(found))) { returnfalse;
} if (found != curr) {
found->fSegment = curr->fSegment;
found->fIndex0 = curr->fIndex0;
found->fIndex1 = curr->fIndex1;
found->fAbove = curr->fAbove;
pred = found->fAbove; // we don't need to set found->fBelow here
} else { if (succ) {
succ->fAbove = pred;
}
} if (pred) {
pred->fBelow = curr->fBelow;
}
parent->fChild[parent->fChild[1] == curr] = curr->fChild[!curr->fChild[0]];
// no need to delete
curr->fAbove = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
curr->fBelow = reinterpret_cast<ActiveEdge*>(0xdeadbeefll); if (fTreeHead.fChild[1]) {
fTreeHead.fChild[1]->fRed = false;
}
}
// update root and make it black if (fTreeHead.fChild[1]) {
fTreeHead.fChild[1]->fRed = false;
}
// returns black link count staticint VerifyTree(const ActiveEdge* tree) { if (!tree) { return 1;
}
const ActiveEdge* left = tree->fChild[0]; const ActiveEdge* right = tree->fChild[1];
// no consecutive red links if (IsRed(tree) && (IsRed(left) || IsRed(right))) {
SkASSERT(false); return 0;
}
// check secondary links if (tree->fAbove) {
SkASSERT(tree->fAbove->fBelow == tree);
SkASSERT(tree->fAbove->lessThan(tree));
} if (tree->fBelow) {
SkASSERT(tree->fBelow->fAbove == tree);
SkASSERT(tree->lessThan(tree->fBelow));
}
// violates binary tree order if ((left && tree->lessThan(left)) || (right && right->lessThan(tree))) {
SkASSERT(false); return 0;
}
int leftCount = VerifyTree(left); int rightCount = VerifyTree(right);
// return black link count if (leftCount != 0 && rightCount != 0) { // black height mismatch if (leftCount != rightCount) {
SkASSERT(false); return 0;
} return IsRed(tree) ? leftCount : leftCount + 1;
} else { return 0;
}
}
ActiveEdge fTreeHead; char* fAllocation; int fCurrFree; int fMaxFree;
};
// Here we implement a sweep line algorithm to determine whether the provided points // represent a simple polygon, i.e., the polygon is non-self-intersecting. // We first insert the vertices into a priority queue sorting horizontally from left to right. // Then as we pop the vertices from the queue we generate events which indicate that an edge // should be added or removed from an edge list. If any intersections are detected in the edge // list, then we know the polygon is self-intersecting and hence not simple. bool SkIsSimplePolygon(const SkPoint* polygon, int polygonSize) { if (polygonSize < 3) { returnfalse;
}
// If it's convex, it's simple if (SkIsConvexPolygon(polygon, polygonSize)) { returntrue;
}
// practically speaking, it takes too long to process large polygons if (polygonSize > 2048) { returnfalse;
}
SkTDPQueue <Vertex, Vertex::Left> vertexQueue(polygonSize); for (int i = 0; i < polygonSize; ++i) {
Vertex newVertex; if (!polygon[i].isFinite()) { returnfalse;
}
newVertex.fPosition = polygon[i];
newVertex.fIndex = i;
newVertex.fPrevIndex = (i - 1 + polygonSize) % polygonSize;
newVertex.fNextIndex = (i + 1) % polygonSize;
newVertex.fFlags = 0; // The two edges adjacent to this vertex are the same, so polygon is not simple if (polygon[newVertex.fPrevIndex] == polygon[newVertex.fNextIndex]) { returnfalse;
} if (left(polygon[newVertex.fPrevIndex], polygon[i])) {
newVertex.fFlags |= kPrevLeft_VertexFlag;
} if (left(polygon[newVertex.fNextIndex], polygon[i])) {
newVertex.fFlags |= kNextLeft_VertexFlag;
}
vertexQueue.insert(newVertex);
}
// pop each vertex from the queue and generate events depending on // where it lies relative to its neighboring edges
ActiveEdgeList sweepLine(polygonSize); while (vertexQueue.count() > 0) { const Vertex& v = vertexQueue.peek();
// both to the right -- insert both if (v.fFlags == 0) { if (!sweepLine.insert(v.fPosition, polygon[v.fPrevIndex], v.fIndex, v.fPrevIndex)) { break;
} if (!sweepLine.insert(v.fPosition, polygon[v.fNextIndex], v.fIndex, v.fNextIndex)) { break;
} // both to the left -- remove both
} elseif (v.fFlags == (kPrevLeft_VertexFlag | kNextLeft_VertexFlag)) { if (!sweepLine.remove(polygon[v.fPrevIndex], v.fPosition, v.fPrevIndex, v.fIndex)) { break;
} if (!sweepLine.remove(polygon[v.fNextIndex], v.fPosition, v.fNextIndex, v.fIndex)) { break;
} // one to left and right -- replace one with another
} else { if (v.fFlags & kPrevLeft_VertexFlag) { if (!sweepLine.replace(polygon[v.fPrevIndex], v.fPosition, polygon[v.fNextIndex],
v.fPrevIndex, v.fIndex, v.fNextIndex)) { break;
}
} else {
SkASSERT(v.fFlags & kNextLeft_VertexFlag); if (!sweepLine.replace(polygon[v.fNextIndex], v.fPosition, polygon[v.fPrevIndex],
v.fNextIndex, v.fIndex, v.fPrevIndex)) { break;
}
}
}
staticbool is_reflex_vertex(const SkPoint* inputPolygonVerts, int winding, SkScalar offset,
uint16_t prevIndex, uint16_t currIndex, uint16_t nextIndex) { int side = compute_side(inputPolygonVerts[prevIndex],
inputPolygonVerts[currIndex] - inputPolygonVerts[prevIndex],
inputPolygonVerts[nextIndex]); // if reflex point, we need to add extra edges return (side*winding*offset < 0);
}
// need to be able to represent all the vertices in the 16-bit indices if (inputPolygonSize >= std::numeric_limits<uint16_t>::max()) { returnfalse;
}
if (!SkIsFinite(offset)) { returnfalse;
}
// can't inset more than the half bounds of the polygon if (offset > std::min(SkTAbs(SkRectPriv::HalfWidth(bounds)),
SkTAbs(SkRectPriv::HalfHeight(bounds)))) { returnfalse;
}
// offsetting close to zero just returns the original poly if (SkScalarNearlyZero(offset)) { for (int i = 0; i < inputPolygonSize; ++i) {
*offsetPolygon->append() = inputPolygonVerts[i]; if (polygonIndices) {
*polygonIndices->append() = i;
}
} returntrue;
}
// get winding direction int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize); if (0 == winding) { returnfalse;
}
// build normals
AutoSTMalloc<64, SkVector> normals(inputPolygonSize); unsignedint numEdges = 0; for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
currIndex < inputPolygonSize;
prevIndex = currIndex, ++currIndex) { if (!inputPolygonVerts[currIndex].isFinite()) { returnfalse;
} int nextIndex = (currIndex + 1) % inputPolygonSize; if (!compute_offset_vector(inputPolygonVerts[currIndex], inputPolygonVerts[nextIndex],
offset, winding, &normals[currIndex])) { returnfalse;
} if (currIndex > 0) { // if reflex point, we need to add extra edges if (is_reflex_vertex(inputPolygonVerts, winding, offset,
prevIndex, currIndex, nextIndex)) {
SkScalar rotSin, rotCos; int numSteps; if (!SkComputeRadialSteps(normals[prevIndex], normals[currIndex], offset,
&rotSin, &rotCos, &numSteps)) { returnfalse;
}
numEdges += std::max(numSteps, 1);
}
}
numEdges++;
} // finish up the edge counting if (is_reflex_vertex(inputPolygonVerts, winding, offset, inputPolygonSize-1, 0, 1)) {
SkScalar rotSin, rotCos; int numSteps; if (!SkComputeRadialSteps(normals[inputPolygonSize-1], normals[0], offset,
&rotSin, &rotCos, &numSteps)) { returnfalse;
}
numEdges += std::max(numSteps, 1);
}
// Make sure we don't overflow the max array count. // We shouldn't overflow numEdges, as SkComputeRadialSteps returns a max of 2^16-1, // and we have a max of 2^16-1 original vertices. if (numEdges > (unsignedint)std::numeric_limits<int32_t>::max()) { returnfalse;
}
// build initial offset edge list
STArray<64, OffsetEdge> edgeData(numEdges);
OffsetEdge* prevEdge = nullptr; for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
currIndex < inputPolygonSize;
prevIndex = currIndex, ++currIndex) { int nextIndex = (currIndex + 1) % inputPolygonSize; // if reflex point, fill in curve if (is_reflex_vertex(inputPolygonVerts, winding, offset,
prevIndex, currIndex, nextIndex)) {
SkScalar rotSin, rotCos; int numSteps;
SkVector prevNormal = normals[prevIndex]; if (!SkComputeRadialSteps(prevNormal, normals[currIndex], offset,
&rotSin, &rotCos, &numSteps)) { returnfalse;
} auto currEdge = edgeData.push_back_n(std::max(numSteps, 1)); for (int i = 0; i < numSteps - 1; ++i) {
SkVector currNormal = SkVector::Make(prevNormal.fX*rotCos - prevNormal.fY*rotSin,
prevNormal.fY*rotCos + prevNormal.fX*rotSin);
setup_offset_edge(currEdge,
inputPolygonVerts[currIndex] + prevNormal,
inputPolygonVerts[currIndex] + currNormal,
currIndex, currIndex);
prevNormal = currNormal;
currEdge->fPrev = prevEdge; if (prevEdge) {
prevEdge->fNext = currEdge;
}
prevEdge = currEdge;
++currEdge;
}
setup_offset_edge(currEdge,
inputPolygonVerts[currIndex] + prevNormal,
inputPolygonVerts[currIndex] + normals[currIndex],
currIndex, currIndex);
currEdge->fPrev = prevEdge; if (prevEdge) {
prevEdge->fNext = currEdge;
}
prevEdge = currEdge;
}
// Add the edge auto currEdge = edgeData.push_back_n(1);
setup_offset_edge(currEdge,
inputPolygonVerts[currIndex] + normals[currIndex],
inputPolygonVerts[nextIndex] + normals[currIndex],
currIndex, nextIndex);
currEdge->fPrev = prevEdge; if (prevEdge) {
prevEdge->fNext = currEdge;
}
prevEdge = currEdge;
} // close up the linked list
SkASSERT(prevEdge);
prevEdge->fNext = &edgeData[0];
edgeData[0].fPrev = prevEdge;
// now clip edges
SkASSERT(edgeData.size() == (int)numEdges); auto head = &edgeData[0]; auto currEdge = head; unsignedint offsetVertexCount = numEdges; unsignedlonglong iterations = 0; unsignedlonglong maxIterations = (unsignedlonglong)(numEdges) * numEdges; while (head && prevEdge != currEdge && offsetVertexCount > 0) {
++iterations; // we should check each edge against each other edge at most once if (iterations > maxIterations) { returnfalse;
}
SkScalar s, t;
SkPoint intersection; if (prevEdge->checkIntersection(currEdge, &intersection, &s, &t)) { // if new intersection is further back on previous inset from the prior intersection if (s < prevEdge->fTValue) { // no point in considering this one again
remove_node(prevEdge, &head);
--offsetVertexCount; // go back one segment
prevEdge = prevEdge->fPrev; // we've already considered this intersection, we're done
} elseif (currEdge->fTValue > SK_ScalarMin &&
SkPointPriv::EqualsWithinTolerance(intersection,
currEdge->fIntersection,
1.0e-6f)) { break;
} else { // add intersection
currEdge->fIntersection = intersection;
currEdge->fTValue = t;
currEdge->fIndex = prevEdge->fEnd;
// go to next segment
prevEdge = currEdge;
currEdge = currEdge->fNext;
}
} else { // If there is no intersection, we want to minimize the distance between // the point where the segment lines cross and the segments themselves.
OffsetEdge* prevPrevEdge = prevEdge->fPrev;
OffsetEdge* currNextEdge = currEdge->fNext;
SkScalar dist0 = currEdge->computeCrossingDistance(prevPrevEdge);
SkScalar dist1 = prevEdge->computeCrossingDistance(currNextEdge); // if both lead to direct collision if (dist0 < 0 && dist1 < 0) { // check first to see if either represent parts of one contour
SkPoint p1 = prevPrevEdge->fOffset.fP0 + prevPrevEdge->fOffset.fV; bool prevSameContour = SkPointPriv::EqualsWithinTolerance(p1,
prevEdge->fOffset.fP0);
p1 = currEdge->fOffset.fP0 + currEdge->fOffset.fV; bool currSameContour = SkPointPriv::EqualsWithinTolerance(p1,
currNextEdge->fOffset.fP0);
// want to step along contour to find intersections rather than jump to new one if (currSameContour && !prevSameContour) {
remove_node(currEdge, &head);
currEdge = currNextEdge;
--offsetVertexCount; continue;
} elseif (prevSameContour && !currSameContour) {
remove_node(prevEdge, &head);
prevEdge = prevPrevEdge;
--offsetVertexCount; continue;
}
}
// store all the valid intersections that aren't nearly coincident // TODO: look at the main algorithm and see if we can detect these better
offsetPolygon->reset(); if (!head || offsetVertexCount == 0 ||
offsetVertexCount >= std::numeric_limits<uint16_t>::max()) { returnfalse;
}
static constexpr SkScalar kCleanupTolerance = 0.01f;
offsetPolygon->reserve(offsetVertexCount); int currIndex = 0;
*offsetPolygon->append() = head->fIntersection; if (polygonIndices) {
*polygonIndices->append() = head->fIndex;
}
currEdge = head->fNext; while (currEdge != head) { if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
(*offsetPolygon)[currIndex],
kCleanupTolerance)) {
*offsetPolygon->append() = currEdge->fIntersection; if (polygonIndices) {
*polygonIndices->append() = currEdge->fIndex;
}
currIndex++;
}
currEdge = currEdge->fNext;
} // make sure the first and last points aren't coincident if (currIndex >= 1 &&
SkPointPriv::EqualsWithinTolerance((*offsetPolygon)[0], (*offsetPolygon)[currIndex],
kCleanupTolerance)) {
offsetPolygon->pop_back(); if (polygonIndices) {
polygonIndices->pop_back();
}
}
// check winding of offset polygon (it should be same as the original polygon)
SkScalar offsetWinding = SkGetPolygonWinding(offsetPolygon->begin(), offsetPolygon->size());
// test to see if point p is in triangle p0p1p2. // for now assuming strictly inside -- if on the edge it's outside staticbool point_in_triangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2, const SkPoint& p) {
SkVector v0 = p1 - p0;
SkVector v1 = p2 - p1;
SkScalar n = v0.cross(v1);
SkVector w0 = p - p0; if (n*v0.cross(w0) < SK_ScalarNearlyZero) { returnfalse;
}
SkVector w1 = p - p1; if (n*v1.cross(w1) < SK_ScalarNearlyZero) { returnfalse;
}
SkVector v2 = p0 - p2;
SkVector w2 = p - p2; if (n*v2.cross(w2) < SK_ScalarNearlyZero) { returnfalse;
}
returntrue;
}
// Data structure to track reflex vertices and check whether any are inside a given triangle class ReflexHash { public: bool init(const SkRect& bounds, int vertexCount) {
fBounds = bounds;
fNumVerts = 0;
SkScalar width = bounds.width();
SkScalar height = bounds.height(); if (!SkIsFinite(width, height)) { returnfalse;
}
// We want vertexCount grid cells, roughly distributed to match the bounds ratio
SkScalar hCount = SkScalarSqrt(sk_ieee_float_divide(vertexCount*width, height)); if (!SkIsFinite(hCount)) { returnfalse;
}
fHCount = std::max(std::min(SkScalarRoundToInt(hCount), vertexCount), 1);
fVCount = vertexCount/fHCount;
fGridConversion.set(sk_ieee_float_divide(fHCount - 0.001f, width),
sk_ieee_float_divide(fVCount - 0.001f, height)); if (!fGridConversion.isFinite()) { returnfalse;
}
fGrid.resize(fHCount*fVCount); for (int i = 0; i < fGrid.size(); ++i) {
fGrid[i].reset();
}
returntrue;
}
void add(TriangulationVertex* v) { int index = hash(v);
fGrid[index].addToTail(v);
++fNumVerts;
}
void remove(TriangulationVertex* v) { int index = hash(v);
fGrid[index].remove(v);
--fNumVerts;
}
SkRect triBounds;
compute_triangle_bounds(p0, p1, p2, &triBounds); int h0 = (triBounds.fLeft - fBounds.fLeft)*fGridConversion.fX; int h1 = (triBounds.fRight - fBounds.fLeft)*fGridConversion.fX; int v0 = (triBounds.fTop - fBounds.fTop)*fGridConversion.fY; int v1 = (triBounds.fBottom - fBounds.fTop)*fGridConversion.fY;
for (int v = v0; v <= v1; ++v) { for (int h = h0; h <= h1; ++h) { int i = v * fHCount + h; for (SkTInternalLList<TriangulationVertex>::Iter reflexIter = fGrid[i].begin();
reflexIter != fGrid[i].end(); ++reflexIter) {
TriangulationVertex* reflexVertex = *reflexIter; if (reflexVertex->fIndex != ignoreIndex0 &&
reflexVertex->fIndex != ignoreIndex1 &&
point_in_triangle(p0, p1, p2, reflexVertex->fPosition)) { returntrue;
}
}
}
}
returnfalse;
}
private: int hash(TriangulationVertex* vert) const { int h = (vert->fPosition.fX - fBounds.fLeft)*fGridConversion.fX; int v = (vert->fPosition.fY - fBounds.fTop)*fGridConversion.fY;
SkASSERT(v*fHCount + h >= 0); return v*fHCount + h;
}
SkRect fBounds; int fHCount; int fVCount; int fNumVerts; // converts distance from the origin to a grid location (when cast to int)
SkVector fGridConversion;
SkTDArray<SkTInternalLList<TriangulationVertex>> fGrid;
};
// Check to see if a reflex vertex has become a convex vertex after clipping an ear staticvoid reclassify_vertex(TriangulationVertex* p, const SkPoint* polygonVerts, int winding, ReflexHash* reflexHash,
SkTInternalLList<TriangulationVertex>* convexList) { if (TriangulationVertex::VertexType::kReflex == p->fVertexType) {
SkVector v0 = p->fPosition - polygonVerts[p->fPrevIndex];
SkVector v1 = polygonVerts[p->fNextIndex] - p->fPosition; if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
p->fVertexType = TriangulationVertex::VertexType::kConvex;
reflexHash->remove(p);
p->fPrev = p->fNext = nullptr;
convexList->addToTail(p);
}
}
}
bool SkTriangulateSimplePolygon(const SkPoint* polygonVerts, uint16_t* indexMap, int polygonSize,
SkTDArray<uint16_t>* triangleIndices) { if (polygonSize < 3) { returnfalse;
} // need to be able to represent all the vertices in the 16-bit indices if (polygonSize >= std::numeric_limits<uint16_t>::max()) { returnfalse;
}
// get bounds
SkRect bounds; if (!bounds.setBoundsCheck(polygonVerts, polygonSize)) { returnfalse;
} // get winding direction // TODO: we do this for all the polygon routines -- might be better to have the client // compute it and pass it in int winding = SkGetPolygonWinding(polygonVerts, polygonSize); if (0 == winding) { returnfalse;
}
// Set up vertices
AutoSTArray<64, TriangulationVertex> triangulationVertices(polygonSize); int prevIndex = polygonSize - 1;
SkVector v0 = polygonVerts[0] - polygonVerts[prevIndex]; for (int currIndex = 0; currIndex < polygonSize; ++currIndex) { int nextIndex = (currIndex + 1) % polygonSize;
// Classify initial vertices into a list of convex vertices and a hash of reflex vertices // TODO: possibly sort the convexList in some way to get better triangles
SkTInternalLList<TriangulationVertex> convexList;
ReflexHash reflexHash; if (!reflexHash.init(bounds, polygonSize)) { returnfalse;
}
prevIndex = polygonSize - 1; for (int currIndex = 0; currIndex < polygonSize; prevIndex = currIndex, ++currIndex) {
TriangulationVertex::VertexType currType = triangulationVertices[currIndex].fVertexType; if (TriangulationVertex::VertexType::kConvex == currType) { int nextIndex = (currIndex + 1) % polygonSize;
TriangulationVertex::VertexType prevType = triangulationVertices[prevIndex].fVertexType;
TriangulationVertex::VertexType nextType = triangulationVertices[nextIndex].fVertexType; // We prioritize clipping vertices with neighboring reflex vertices. // The intent here is that it will cull reflex vertices more quickly. if (TriangulationVertex::VertexType::kReflex == prevType ||
TriangulationVertex::VertexType::kReflex == nextType) {
convexList.addToHead(&triangulationVertices[currIndex]);
} else {
convexList.addToTail(&triangulationVertices[currIndex]);
}
} else { // We treat near collinear vertices as reflex
reflexHash.add(&triangulationVertices[currIndex]);
}
}
// The general concept: We are trying to find three neighboring vertices where // no other vertex lies inside the triangle (an "ear"). If we find one, we clip // that ear off, and then repeat on the new polygon. Once we get down to three vertices // we have triangulated the entire polygon. // In the worst case this is an n^2 algorithm. We can cut down the search space somewhat by // noting that only convex vertices can be potential ears, and we only need to check whether // any reflex vertices lie inside the ear.
triangleIndices->reserve(triangleIndices->size() + 3 * (polygonSize - 2)); int vertexCount = polygonSize; while (vertexCount > 3) { bool success = false;
TriangulationVertex* earVertex = nullptr;
TriangulationVertex* p0 = nullptr;
TriangulationVertex* p2 = nullptr; // find a convex vertex to clip for (SkTInternalLList<TriangulationVertex>::Iter convexIter = convexList.begin();
convexIter != convexList.end(); ++convexIter) {
earVertex = *convexIter;
SkASSERT(TriangulationVertex::VertexType::kReflex != earVertex->fVertexType);
// see if any reflex vertices are inside the ear bool failed = reflexHash.checkTriangle(p0->fPosition, earVertex->fPosition,
p2->fPosition, p0->fIndex, p2->fIndex); if (failed) { continue;
}
// found one we can clip
success = true; break;
} // If we can't find any ears to clip, this probably isn't a simple polygon if (!success) { returnfalse;
}
// add indices auto indices = triangleIndices->append(3);
indices[0] = indexMap[p0->fIndex];
indices[1] = indexMap[earVertex->fIndex];
indices[2] = indexMap[p2->fIndex];
// clip the ear
convexList.remove(earVertex);
--vertexCount;
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