| /* |
| * Copyright 2017 Google Inc. |
| * |
| * Use of this source code is governed by a BSD-style license that can be |
| * found in the LICENSE file. |
| */ |
| |
| #include "SkPolyUtils.h" |
| |
| #include "SkPointPriv.h" |
| #include "SkTArray.h" |
| #include "SkTemplates.h" |
| #include "SkTDPQueue.h" |
| #include "SkTInternalLList.h" |
| |
| ////////////////////////////////////////////////////////////////////////////////// |
| // Helper data structures and functions |
| |
| struct OffsetSegment { |
| SkPoint fP0; |
| SkPoint fP1; |
| }; |
| |
| // Computes perpDot for point compared to segment. |
| // A positive value means the point is to the left of the segment, |
| // negative is to the right, 0 is collinear. |
| static int compute_side(const SkPoint& s0, const SkPoint& s1, const SkPoint& p) { |
| SkVector v0 = s1 - s0; |
| SkVector v1 = p - s0; |
| SkScalar perpDot = v0.cross(v1); |
| if (!SkScalarNearlyZero(perpDot)) { |
| return ((perpDot > 0) ? 1 : -1); |
| } |
| |
| return 0; |
| } |
| |
| // returns 1 for ccw, -1 for cw and 0 if degenerate |
| static int get_winding(const SkPoint* polygonVerts, int polygonSize) { |
| // compute area and use sign to determine winding |
| SkScalar quadArea = 0; |
| for (int curr = 0; curr < polygonSize; ++curr) { |
| int next = (curr + 1) % polygonSize; |
| quadArea += polygonVerts[curr].cross(polygonVerts[next]); |
| } |
| if (SkScalarNearlyZero(quadArea)) { |
| return 0; |
| } |
| // 1 == ccw, -1 == cw |
| return (quadArea > 0) ? 1 : -1; |
| } |
| |
| // Helper function to compute the individual vector for non-equal offsets |
| inline void compute_offset(SkScalar d, const SkPoint& polyPoint, int side, |
| const SkPoint& outerTangentIntersect, SkVector* v) { |
| SkScalar dsq = d * d; |
| SkVector dP = outerTangentIntersect - polyPoint; |
| SkScalar dPlenSq = SkPointPriv::LengthSqd(dP); |
| if (SkScalarNearlyZero(dPlenSq)) { |
| v->set(0, 0); |
| } else { |
| SkScalar discrim = SkScalarSqrt(dPlenSq - dsq); |
| v->fX = (dsq*dP.fX - side * d*dP.fY*discrim) / dPlenSq; |
| v->fY = (dsq*dP.fY + side * d*dP.fX*discrim) / dPlenSq; |
| } |
| } |
| |
| // Compute difference vector to offset p0-p1 'd0' and 'd1' units in direction specified by 'side' |
| bool compute_offset_vectors(const SkPoint& p0, const SkPoint& p1, SkScalar d0, SkScalar d1, |
| int side, SkPoint* vector0, SkPoint* vector1) { |
| SkASSERT(side == -1 || side == 1); |
| if (SkScalarNearlyEqual(d0, d1)) { |
| // if distances are equal, can just outset by the perpendicular |
| SkVector perp = SkVector::Make(p0.fY - p1.fY, p1.fX - p0.fX); |
| perp.setLength(d0*side); |
| *vector0 = perp; |
| *vector1 = perp; |
| } else { |
| SkScalar d0abs = SkTAbs(d0); |
| SkScalar d1abs = SkTAbs(d1); |
| // Otherwise we need to compute the outer tangent. |
| // See: http://www.ambrsoft.com/TrigoCalc/Circles2/Circles2Tangent_.htm |
| if (d0abs < d1abs) { |
| side = -side; |
| } |
| SkScalar dD = d0abs - d1abs; |
| // if one circle is inside another, we can't compute an offset |
| if (dD*dD >= SkPointPriv::DistanceToSqd(p0, p1)) { |
| return false; |
| } |
| SkPoint outerTangentIntersect = SkPoint::Make((p1.fX*d0abs - p0.fX*d1abs) / dD, |
| (p1.fY*d0abs - p0.fY*d1abs) / dD); |
| |
| compute_offset(d0, p0, side, outerTangentIntersect, vector0); |
| compute_offset(d1, p1, side, outerTangentIntersect, vector1); |
| } |
| |
| return true; |
| } |
| |
| // Offset line segment p0-p1 'd0' and 'd1' units in the direction specified by 'side' |
| bool SkOffsetSegment(const SkPoint& p0, const SkPoint& p1, SkScalar d0, SkScalar d1, |
| int side, SkPoint* offset0, SkPoint* offset1) { |
| SkVector v0, v1; |
| if (!compute_offset_vectors(p0, p1, d0, d1, side, &v0, &v1)) { |
| return false; |
| } |
| *offset0 = p0 + v0; |
| *offset1 = p1 + v1; |
| |
| return true; |
| } |
| |
| // 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. |
| static bool compute_intersection(const OffsetSegment& s0, const OffsetSegment& s1, |
| SkPoint* p, SkScalar* s, SkScalar* t) { |
| // Common cases for polygon chains -- check if endpoints are touching |
| if (SkPointPriv::EqualsWithinTolerance(s0.fP1, s1.fP0)) { |
| *p = s0.fP1; |
| *s = SK_Scalar1; |
| *t = 0; |
| return true; |
| } |
| if (SkPointPriv::EqualsWithinTolerance(s1.fP1, s0.fP0)) { |
| *p = s1.fP1; |
| *s = 0; |
| *t = SK_Scalar1; |
| return true; |
| } |
| |
| SkVector v0 = s0.fP1 - s0.fP0; |
| SkVector v1 = s1.fP1 - s1.fP0; |
| // We should have culled coincident points before this |
| SkASSERT(!SkPointPriv::EqualsWithinTolerance(s0.fP0, s0.fP1)); |
| SkASSERT(!SkPointPriv::EqualsWithinTolerance(s1.fP0, s1.fP1)); |
| |
| SkVector d = s1.fP0 - s0.fP0; |
| SkScalar perpDot = v0.cross(v1); |
| SkScalar localS, localT; |
| if (SkScalarNearlyZero(perpDot)) { |
| // segments are parallel, but not collinear |
| if (!SkScalarNearlyZero(d.dot(d), SK_ScalarNearlyZero*SK_ScalarNearlyZero)) { |
| return false; |
| } |
| |
| // project segment1's endpoints onto segment0 |
| localS = d.fX / v0.fX; |
| localT = 0; |
| if (localS < 0 || localS > SK_Scalar1) { |
| // the first endpoint doesn't lie on segment0, try the other one |
| SkScalar oldLocalS = localS; |
| localS = (s1.fP1.fX - s0.fP0.fX) / v0.fX; |
| localT = SK_Scalar1; |
| if (localS < 0 || localS > SK_Scalar1) { |
| // it's possible that segment1's interval surrounds segment0 |
| // this is false if the params have the same signs, and in that case no collision |
| if (localS*oldLocalS > 0) { |
| return false; |
| } |
| // otherwise project segment0's endpoint onto segment1 instead |
| localS = 0; |
| localT = -d.fX / v1.fX; |
| } |
| } |
| } else { |
| localS = d.cross(v1) / perpDot; |
| if (localS < 0 || localS > SK_Scalar1) { |
| return false; |
| } |
| localT = d.cross(v0) / perpDot; |
| if (localT < 0 || localT > SK_Scalar1) { |
| return false; |
| } |
| } |
| |
| v0 *= localS; |
| *p = s0.fP0 + v0; |
| *s = localS; |
| *t = localT; |
| |
| return true; |
| } |
| |
| // computes the line intersection and then the distance to s0's endpoint |
| static SkScalar compute_crossing_distance(const OffsetSegment& s0, const OffsetSegment& s1) { |
| SkVector v0 = s0.fP1 - s0.fP0; |
| SkVector v1 = s1.fP1 - s1.fP0; |
| |
| SkScalar perpDot = v0.cross(v1); |
| if (SkScalarNearlyZero(perpDot)) { |
| // segments are parallel |
| return SK_ScalarMax; |
| } |
| |
| SkVector d = s1.fP0 - s0.fP0; |
| SkScalar localS = d.cross(v1) / perpDot; |
| if (localS < 0) { |
| localS = -localS; |
| } else { |
| localS -= SK_Scalar1; |
| } |
| |
| localS *= v0.length(); |
| |
| return localS; |
| } |
| |
| static bool is_convex(const SkTDArray<SkPoint>& poly) { |
| if (poly.count() <= 3) { |
| return true; |
| } |
| |
| SkVector v0 = poly[0] - poly[poly.count() - 1]; |
| SkVector v1 = poly[1] - poly[poly.count() - 1]; |
| SkScalar winding = v0.cross(v1); |
| |
| for (int i = 0; i < poly.count() - 1; ++i) { |
| int j = i + 1; |
| int k = (i + 2) % poly.count(); |
| |
| SkVector v0 = poly[j] - poly[i]; |
| SkVector v1 = poly[k] - poly[i]; |
| SkScalar perpDot = v0.cross(v1); |
| if (winding*perpDot < 0) { |
| return false; |
| } |
| } |
| |
| return true; |
| } |
| |
| struct EdgeData { |
| OffsetSegment fInset; |
| SkPoint fIntersection; |
| SkScalar fTValue; |
| uint16_t fStart; |
| uint16_t fEnd; |
| uint16_t fIndex; |
| bool fValid; |
| |
| void init() { |
| fIntersection = fInset.fP0; |
| fTValue = SK_ScalarMin; |
| fStart = 0; |
| fEnd = 0; |
| fIndex = 0; |
| fValid = true; |
| } |
| |
| void init(uint16_t start, uint16_t end) { |
| fIntersection = fInset.fP0; |
| fTValue = SK_ScalarMin; |
| fStart = start; |
| fEnd = end; |
| fIndex = start; |
| fValid = true; |
| } |
| }; |
| |
| ////////////////////////////////////////////////////////////////////////////////// |
| |
| // 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, |
| std::function<SkScalar(const SkPoint&)> insetDistanceFunc, |
| SkTDArray<SkPoint>* insetPolygon) { |
| if (inputPolygonSize < 3) { |
| return false; |
| } |
| |
| // get winding direction |
| int winding = get_winding(inputPolygonVerts, inputPolygonSize); |
| if (0 == winding) { |
| return false; |
| } |
| |
| // set up |
| SkAutoSTMalloc<64, EdgeData> edgeData(inputPolygonSize); |
| for (int i = 0; i < inputPolygonSize; ++i) { |
| int j = (i + 1) % inputPolygonSize; |
| int k = (i + 2) % inputPolygonSize; |
| // check for convexity just to be sure |
| if (compute_side(inputPolygonVerts[i], inputPolygonVerts[j], |
| inputPolygonVerts[k])*winding < 0) { |
| return false; |
| } |
| if (!SkOffsetSegment(inputPolygonVerts[i], inputPolygonVerts[j], |
| insetDistanceFunc(inputPolygonVerts[i]), |
| insetDistanceFunc(inputPolygonVerts[j]), |
| winding, |
| &edgeData[i].fInset.fP0, &edgeData[i].fInset.fP1)) { |
| return false; |
| } |
| edgeData[i].init(); |
| } |
| |
| int prevIndex = inputPolygonSize - 1; |
| int currIndex = 0; |
| int insetVertexCount = inputPolygonSize; |
| int iterations = 0; |
| while (prevIndex != currIndex) { |
| ++iterations; |
| // we should check each edge against each other edge at most once |
| if (iterations > inputPolygonSize*inputPolygonSize) { |
| return false; |
| } |
| |
| if (!edgeData[prevIndex].fValid) { |
| prevIndex = (prevIndex + inputPolygonSize - 1) % inputPolygonSize; |
| continue; |
| } |
| |
| SkScalar s, t; |
| SkPoint intersection; |
| if (compute_intersection(edgeData[prevIndex].fInset, edgeData[currIndex].fInset, |
| &intersection, &s, &t)) { |
| // if new intersection is further back on previous inset from the prior intersection |
| if (s < edgeData[prevIndex].fTValue) { |
| // no point in considering this one again |
| edgeData[prevIndex].fValid = false; |
| --insetVertexCount; |
| // go back one segment |
| prevIndex = (prevIndex + inputPolygonSize - 1) % inputPolygonSize; |
| // we've already considered this intersection, we're done |
| } else if (edgeData[currIndex].fTValue > SK_ScalarMin && |
| SkPointPriv::EqualsWithinTolerance(intersection, |
| edgeData[currIndex].fIntersection, |
| 1.0e-6f)) { |
| break; |
| } else { |
| // add intersection |
| edgeData[currIndex].fIntersection = intersection; |
| edgeData[currIndex].fTValue = t; |
| |
| // go to next segment |
| prevIndex = currIndex; |
| currIndex = (currIndex + 1) % inputPolygonSize; |
| } |
| } else { |
| // if prev to right side of curr |
| int side = winding*compute_side(edgeData[currIndex].fInset.fP0, |
| edgeData[currIndex].fInset.fP1, |
| edgeData[prevIndex].fInset.fP1); |
| if (side < 0 && side == winding*compute_side(edgeData[currIndex].fInset.fP0, |
| edgeData[currIndex].fInset.fP1, |
| edgeData[prevIndex].fInset.fP0)) { |
| // no point in considering this one again |
| edgeData[prevIndex].fValid = false; |
| --insetVertexCount; |
| // go back one segment |
| prevIndex = (prevIndex + inputPolygonSize - 1) % inputPolygonSize; |
| } else { |
| // move to next segment |
| edgeData[currIndex].fValid = false; |
| --insetVertexCount; |
| currIndex = (currIndex + 1) % inputPolygonSize; |
| } |
| } |
| } |
| |
| // store all the valid intersections that aren't nearly coincident |
| // TODO: look at the main algorithm and see if we can detect these better |
| static constexpr SkScalar kCleanupTolerance = 0.01f; |
| |
| insetPolygon->reset(); |
| if (insetVertexCount >= 0) { |
| insetPolygon->setReserve(insetVertexCount); |
| } |
| currIndex = -1; |
| for (int i = 0; i < inputPolygonSize; ++i) { |
| if (edgeData[i].fValid && (currIndex == -1 || |
| !SkPointPriv::EqualsWithinTolerance(edgeData[i].fIntersection, |
| (*insetPolygon)[currIndex], |
| kCleanupTolerance))) { |
| *insetPolygon->push() = edgeData[i].fIntersection; |
| currIndex++; |
| } |
| } |
| // make sure the first and last points aren't coincident |
| if (currIndex >= 1 && |
| SkPointPriv::EqualsWithinTolerance((*insetPolygon)[0], (*insetPolygon)[currIndex], |
| kCleanupTolerance)) { |
| insetPolygon->pop(); |
| } |
| |
| return (insetPolygon->count() >= 3 && is_convex(*insetPolygon)); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////////////////// |
| |
| // compute the number of points needed for a circular join when offsetting a reflex vertex |
| void SkComputeRadialSteps(const SkVector& v1, const SkVector& v2, SkScalar r, |
| SkScalar* rotSin, SkScalar* rotCos, int* n) { |
| const SkScalar kRecipPixelsPerArcSegment = 0.25f; |
| |
| SkScalar rCos = v1.dot(v2); |
| SkScalar rSin = v1.cross(v2); |
| SkScalar theta = SkScalarATan2(rSin, rCos); |
| |
| int steps = SkScalarRoundToInt(SkScalarAbs(r*theta*kRecipPixelsPerArcSegment)); |
| |
| SkScalar dTheta = theta / steps; |
| *rotSin = SkScalarSinCos(dTheta, rotCos); |
| *n = steps; |
| } |
| |
| // tolerant less-than comparison |
| static inline bool nearly_lt(SkScalar a, SkScalar b, SkScalar tolerance = SK_ScalarNearlyZero) { |
| return a < b - tolerance; |
| } |
| |
| // a point is "left" to another if its x coordinate is less, or if equal, its y coordinate |
| static bool left(const SkPoint& p0, const SkPoint& p1) { |
| return nearly_lt(p0.fX, p1.fX) || |
| (SkScalarNearlyEqual(p0.fX, p1.fX) && nearly_lt(p0.fY, p1.fY)); |
| } |
| |
| struct Vertex { |
| static bool Left(const Vertex& qv0, const Vertex& qv1) { |
| return left(qv0.fPosition, qv1.fPosition); |
| } |
| // 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; |
| }; |
| |
| enum VertexFlags { |
| kPrevLeft_VertexFlag = 0x1, |
| kNextLeft_VertexFlag = 0x2, |
| }; |
| |
| struct Edge { |
| // returns true if "this" is above "that" |
| bool above(const Edge& that, SkScalar tolerance = SK_ScalarNearlyZero) { |
| SkASSERT(nearly_lt(this->fSegment.fP0.fX, that.fSegment.fP0.fX, tolerance) || |
| SkScalarNearlyEqual(this->fSegment.fP0.fX, that.fSegment.fP0.fX, tolerance)); |
| // The idea here is that if the vector between the origins of the two segments (dv) |
| // rotates counterclockwise up to the vector representing the "this" segment (u), |
| // then we know that "this" is above that. If the result is clockwise we say it's below. |
| SkVector dv = that.fSegment.fP0 - this->fSegment.fP0; |
| SkVector u = this->fSegment.fP1 - this->fSegment.fP0; |
| SkScalar cross = dv.cross(u); |
| if (cross > tolerance) { |
| return true; |
| } else if (cross < -tolerance) { |
| return false; |
| } |
| // If the result is 0 then either the two origins are 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". |
| dv = that.fSegment.fP1 - this->fSegment.fP0; |
| return (dv.cross(u) > tolerance); |
| } |
| |
| bool intersect(const Edge& that) const { |
| SkPoint intersection; |
| SkScalar s, t; |
| // check first to see if these edges are neighbors in the polygon |
| if (this->fIndex0 == that.fIndex0 || this->fIndex1 == that.fIndex0 || |
| this->fIndex0 == that.fIndex1 || this->fIndex1 == that.fIndex1) { |
| return false; |
| } |
| return compute_intersection(this->fSegment, that.fSegment, &intersection, &s, &t); |
| } |
| |
| bool operator==(const Edge& that) const { |
| return (this->fIndex0 == that.fIndex0 && this->fIndex1 == that.fIndex1); |
| } |
| |
| bool operator!=(const Edge& that) const { |
| return !operator==(that); |
| } |
| |
| OffsetSegment fSegment; |
| int32_t fIndex0; // indices for previous and next vertex |
| int32_t fIndex1; |
| }; |
| |
| class EdgeList { |
| public: |
| void reserve(int count) { fEdges.reserve(count); } |
| |
| bool insert(const Edge& newEdge) { |
| // linear search for now (expected case is very few active edges) |
| int insertIndex = 0; |
| while (insertIndex < fEdges.count() && fEdges[insertIndex].above(newEdge)) { |
| ++insertIndex; |
| } |
| // if we intersect with the existing edge above or below us |
| // then we know this polygon is not simple, so don't insert, just fail |
| if (insertIndex > 0 && newEdge.intersect(fEdges[insertIndex - 1])) { |
| return false; |
| } |
| if (insertIndex < fEdges.count() && newEdge.intersect(fEdges[insertIndex])) { |
| return false; |
| } |
| |
| fEdges.push_back(); |
| for (int i = fEdges.count() - 1; i > insertIndex; --i) { |
| fEdges[i] = fEdges[i - 1]; |
| } |
| fEdges[insertIndex] = newEdge; |
| |
| return true; |
| } |
| |
| bool remove(const Edge& edge) { |
| SkASSERT(fEdges.count() > 0); |
| |
| // linear search for now (expected case is very few active edges) |
| int removeIndex = 0; |
| while (removeIndex < fEdges.count() && fEdges[removeIndex] != edge) { |
| ++removeIndex; |
| } |
| // we'd better find it or something is wrong |
| SkASSERT(removeIndex < fEdges.count()); |
| |
| // if we intersect with the edge above or below us |
| // then we know this polygon is not simple, so don't remove, just fail |
| if (removeIndex > 0 && fEdges[removeIndex].intersect(fEdges[removeIndex - 1])) { |
| return false; |
| } |
| if (removeIndex < fEdges.count() - 1) { |
| if (fEdges[removeIndex].intersect(fEdges[removeIndex + 1])) { |
| return false; |
| } |
| // copy over the old entry |
| memmove(&fEdges[removeIndex], &fEdges[removeIndex + 1], |
| sizeof(Edge)*(fEdges.count() - removeIndex - 1)); |
| } |
| |
| fEdges.pop_back(); |
| return true; |
| } |
| |
| private: |
| SkSTArray<1, Edge> fEdges; |
| }; |
| |
| // 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) { |
| SkTDPQueue <Vertex, Vertex::Left> vertexQueue; |
| EdgeList sweepLine; |
| |
| sweepLine.reserve(polygonSize); |
| for (int i = 0; i < polygonSize; ++i) { |
| Vertex newVertex; |
| newVertex.fPosition = polygon[i]; |
| newVertex.fIndex = i; |
| newVertex.fPrevIndex = (i - 1 + polygonSize) % polygonSize; |
| newVertex.fNextIndex = (i + 1) % polygonSize; |
| newVertex.fFlags = 0; |
| 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 |
| while (vertexQueue.count() > 0) { |
| const Vertex& v = vertexQueue.peek(); |
| |
| // check edge to previous vertex |
| if (v.fFlags & kPrevLeft_VertexFlag) { |
| Edge edge{ { polygon[v.fPrevIndex], v.fPosition }, v.fPrevIndex, v.fIndex }; |
| if (!sweepLine.remove(edge)) { |
| break; |
| } |
| } else { |
| Edge edge{ { v.fPosition, polygon[v.fPrevIndex] }, v.fIndex, v.fPrevIndex }; |
| if (!sweepLine.insert(edge)) { |
| break; |
| } |
| } |
| |
| // check edge to next vertex |
| if (v.fFlags & kNextLeft_VertexFlag) { |
| Edge edge{ { polygon[v.fNextIndex], v.fPosition }, v.fNextIndex, v.fIndex }; |
| if (!sweepLine.remove(edge)) { |
| break; |
| } |
| } else { |
| Edge edge{ { v.fPosition, polygon[v.fNextIndex] }, v.fIndex, v.fNextIndex }; |
| if (!sweepLine.insert(edge)) { |
| break; |
| } |
| } |
| |
| vertexQueue.pop(); |
| } |
| |
| return (vertexQueue.count() == 0); |
| } |
| |
| /////////////////////////////////////////////////////////////////////////////////////////// |
| |
| bool SkOffsetSimplePolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize, |
| std::function<SkScalar(const SkPoint&)> offsetDistanceFunc, |
| SkTDArray<SkPoint>* offsetPolygon, SkTDArray<int>* polygonIndices) { |
| if (inputPolygonSize < 3) { |
| return false; |
| } |
| |
| // get winding direction |
| int winding = get_winding(inputPolygonVerts, inputPolygonSize); |
| if (0 == winding) { |
| return false; |
| } |
| |
| // build normals |
| SkAutoSTMalloc<64, SkVector> normal0(inputPolygonSize); |
| SkAutoSTMalloc<64, SkVector> normal1(inputPolygonSize); |
| SkScalar currOffset = offsetDistanceFunc(inputPolygonVerts[0]); |
| for (int curr = 0; curr < inputPolygonSize; ++curr) { |
| int next = (curr + 1) % inputPolygonSize; |
| SkScalar nextOffset = offsetDistanceFunc(inputPolygonVerts[next]); |
| if (!compute_offset_vectors(inputPolygonVerts[curr], inputPolygonVerts[next], |
| currOffset, nextOffset, winding, |
| &normal0[curr], &normal1[next])) { |
| return false; |
| } |
| currOffset = nextOffset; |
| } |
| |
| // build initial offset edge list |
| SkSTArray<64, EdgeData> edgeData(inputPolygonSize); |
| int prevIndex = inputPolygonSize - 1; |
| int currIndex = 0; |
| int nextIndex = 1; |
| while (currIndex < inputPolygonSize) { |
| int side = compute_side(inputPolygonVerts[prevIndex], |
| inputPolygonVerts[currIndex], |
| inputPolygonVerts[nextIndex]); |
| SkScalar offset = offsetDistanceFunc(inputPolygonVerts[currIndex]); |
| // if reflex point, fill in curve |
| if (side*winding*offset < 0) { |
| SkScalar rotSin, rotCos; |
| int numSteps; |
| SkVector prevNormal = normal1[currIndex]; |
| SkComputeRadialSteps(prevNormal, normal0[currIndex], SkScalarAbs(offset), |
| &rotSin, &rotCos, &numSteps); |
| for (int i = 0; i < numSteps - 1; ++i) { |
| SkVector currNormal = SkVector::Make(prevNormal.fX*rotCos - prevNormal.fY*rotSin, |
| prevNormal.fY*rotCos + prevNormal.fX*rotSin); |
| EdgeData& edge = edgeData.push_back(); |
| edge.fInset.fP0 = inputPolygonVerts[currIndex] + prevNormal; |
| edge.fInset.fP1 = inputPolygonVerts[currIndex] + currNormal; |
| edge.init(currIndex, currIndex); |
| prevNormal = currNormal; |
| } |
| EdgeData& edge = edgeData.push_back(); |
| edge.fInset.fP0 = inputPolygonVerts[currIndex] + prevNormal; |
| edge.fInset.fP1 = inputPolygonVerts[currIndex] + normal0[currIndex]; |
| edge.init(currIndex, currIndex); |
| } |
| |
| // Add the edge |
| EdgeData& edge = edgeData.push_back(); |
| edge.fInset.fP0 = inputPolygonVerts[currIndex] + normal0[currIndex]; |
| edge.fInset.fP1 = inputPolygonVerts[nextIndex] + normal1[nextIndex]; |
| edge.init(currIndex, nextIndex); |
| |
| prevIndex = currIndex; |
| currIndex++; |
| nextIndex = (nextIndex + 1) % inputPolygonSize; |
| } |
| |
| int edgeDataSize = edgeData.count(); |
| prevIndex = edgeDataSize - 1; |
| currIndex = 0; |
| int insetVertexCount = edgeDataSize; |
| int iterations = 0; |
| while (prevIndex != currIndex) { |
| ++iterations; |
| // we should check each edge against each other edge at most once |
| if (iterations > edgeDataSize*edgeDataSize) { |
| return false; |
| } |
| |
| if (!edgeData[prevIndex].fValid) { |
| prevIndex = (prevIndex + edgeDataSize - 1) % edgeDataSize; |
| continue; |
| } |
| if (!edgeData[currIndex].fValid) { |
| currIndex = (currIndex + 1) % edgeDataSize; |
| continue; |
| } |
| |
| SkScalar s, t; |
| SkPoint intersection; |
| if (compute_intersection(edgeData[prevIndex].fInset, edgeData[currIndex].fInset, |
| &intersection, &s, &t)) { |
| // if new intersection is further back on previous inset from the prior intersection |
| if (s < edgeData[prevIndex].fTValue) { |
| // no point in considering this one again |
| edgeData[prevIndex].fValid = false; |
| --insetVertexCount; |
| // go back one segment |
| prevIndex = (prevIndex + edgeDataSize - 1) % edgeDataSize; |
| // we've already considered this intersection, we're done |
| } else if (edgeData[currIndex].fTValue > SK_ScalarMin && |
| SkPointPriv::EqualsWithinTolerance(intersection, |
| edgeData[currIndex].fIntersection, |
| 1.0e-6f)) { |
| break; |
| } else { |
| // add intersection |
| edgeData[currIndex].fIntersection = intersection; |
| edgeData[currIndex].fTValue = t; |
| edgeData[currIndex].fIndex = edgeData[prevIndex].fEnd; |
| |
| // go to next segment |
| prevIndex = currIndex; |
| currIndex = (currIndex + 1) % edgeDataSize; |
| } |
| } else { |
| // If there is no intersection, we want to minimize the distance between |
| // the point where the segment lines cross and the segments themselves. |
| SkScalar prevPrevIndex = (prevIndex + edgeDataSize - 1) % edgeDataSize; |
| SkScalar currNextIndex = (currIndex + 1) % edgeDataSize; |
| SkScalar dist0 = compute_crossing_distance(edgeData[currIndex].fInset, |
| edgeData[prevPrevIndex].fInset); |
| SkScalar dist1 = compute_crossing_distance(edgeData[prevIndex].fInset, |
| edgeData[currNextIndex].fInset); |
| if (dist0 < dist1) { |
| edgeData[prevIndex].fValid = false; |
| prevIndex = prevPrevIndex; |
| } else { |
| edgeData[currIndex].fValid = false; |
| currIndex = currNextIndex; |
| } |
| --insetVertexCount; |
| } |
| } |
| |
| // store all the valid intersections that aren't nearly coincident |
| // TODO: look at the main algorithm and see if we can detect these better |
| static constexpr SkScalar kCleanupTolerance = 0.01f; |
| |
| offsetPolygon->reset(); |
| offsetPolygon->setReserve(insetVertexCount); |
| currIndex = -1; |
| for (int i = 0; i < edgeData.count(); ++i) { |
| if (edgeData[i].fValid && (currIndex == -1 || |
| !SkPointPriv::EqualsWithinTolerance(edgeData[i].fIntersection, |
| (*offsetPolygon)[currIndex], |
| kCleanupTolerance))) { |
| *offsetPolygon->push() = edgeData[i].fIntersection; |
| if (polygonIndices) { |
| *polygonIndices->push() = edgeData[i].fIndex; |
| } |
| currIndex++; |
| } |
| } |
| // make sure the first and last points aren't coincident |
| if (currIndex >= 1 && |
| SkPointPriv::EqualsWithinTolerance((*offsetPolygon)[0], (*offsetPolygon)[currIndex], |
| kCleanupTolerance)) { |
| offsetPolygon->pop(); |
| if (polygonIndices) { |
| polygonIndices->pop(); |
| } |
| } |
| |
| // check winding of offset polygon (it should be same as the original polygon) |
| SkScalar offsetWinding = get_winding(offsetPolygon->begin(), offsetPolygon->count()); |
| |
| return (winding*offsetWinding > 0 && |
| SkIsSimplePolygon(offsetPolygon->begin(), offsetPolygon->count())); |
| } |
| |
| ////////////////////////////////////////////////////////////////////////////////////////// |
| |
| struct TriangulationVertex { |
| SK_DECLARE_INTERNAL_LLIST_INTERFACE(TriangulationVertex); |
| |
| enum class VertexType { kConvex, kReflex }; |
| |
| SkPoint fPosition; |
| VertexType fVertexType; |
| uint16_t fIndex; |
| uint16_t fPrevIndex; |
| uint16_t fNextIndex; |
| }; |
| |
| // test to see if point p is in triangle p0p1p2. |
| // for now assuming strictly inside -- if on the edge it's outside |
| static bool 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) { |
| return false; |
| } |
| |
| SkVector w1 = p - p1; |
| if (n*v1.cross(w1) < SK_ScalarNearlyZero) { |
| return false; |
| } |
| |
| SkVector v2 = p0 - p2; |
| SkVector w2 = p - p2; |
| if (n*v2.cross(w2) < SK_ScalarNearlyZero) { |
| return false; |
| } |
| |
| return true; |
| } |
| |
| // Data structure to track reflex vertices and check whether any are inside a given triangle |
| class ReflexHash { |
| public: |
| void add(TriangulationVertex* v) { |
| fReflexList.addToTail(v); |
| } |
| |
| void remove(TriangulationVertex* v) { |
| fReflexList.remove(v); |
| } |
| |
| bool checkTriangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2) { |
| for (SkTInternalLList<TriangulationVertex>::Iter reflexIter = fReflexList.begin(); |
| reflexIter != fReflexList.end(); ++reflexIter) { |
| TriangulationVertex* reflexVertex = *reflexIter; |
| if (point_in_triangle(p0, p1, p2, reflexVertex->fPosition)) { |
| return true; |
| } |
| } |
| |
| return false; |
| } |
| |
| private: |
| // TODO: switch to an actual spatial hash |
| SkTInternalLList<TriangulationVertex> fReflexList; |
| }; |
| |
| // Check to see if a reflex vertex has become a convex vertex after clipping an ear |
| static void 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) { |
| 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) { |
| return false; |
| } |
| // need to be able to represent all the vertices in the 16-bit indices |
| if (polygonSize >= (1 << 16)) { |
| return false; |
| } |
| |
| // 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 = get_winding(polygonVerts, polygonSize); |
| if (0 == winding) { |
| return false; |
| } |
| |
| // 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; |
| SkAutoSTMalloc<64, TriangulationVertex> triangulationVertices(polygonSize); |
| int prevIndex = polygonSize - 1; |
| int currIndex = 0; |
| int nextIndex = 1; |
| SkVector v0 = polygonVerts[currIndex] - polygonVerts[prevIndex]; |
| SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex]; |
| for (int i = 0; i < polygonSize; ++i) { |
| SkDEBUGCODE(memset(&triangulationVertices[currIndex], 0, sizeof(TriangulationVertex))); |
| triangulationVertices[currIndex].fPosition = polygonVerts[currIndex]; |
| triangulationVertices[currIndex].fIndex = currIndex; |
| triangulationVertices[currIndex].fPrevIndex = prevIndex; |
| triangulationVertices[currIndex].fNextIndex = nextIndex; |
| if (winding*v0.cross(v1) > SK_ScalarNearlyZero) { |
| triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kConvex; |
| convexList.addToTail(&triangulationVertices[currIndex]); |
| } else { |
| // We treat near collinear vertices as reflex |
| triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kReflex; |
| reflexHash.add(&triangulationVertices[currIndex]); |
| } |
| |
| prevIndex = currIndex; |
| currIndex = nextIndex; |
| nextIndex = (currIndex + 1) % polygonSize; |
| v0 = v1; |
| v1 = polygonVerts[nextIndex] - polygonVerts[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->setReserve(triangleIndices->count() + 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); |
| |
| p0 = &triangulationVertices[earVertex->fPrevIndex]; |
| p2 = &triangulationVertices[earVertex->fNextIndex]; |
| |
| // see if any reflex vertices are inside the ear |
| bool failed = reflexHash.checkTriangle(p0->fPosition, earVertex->fPosition, |
| p2->fPosition); |
| 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) { |
| return false; |
| } |
| |
| // 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; |
| |
| // reclassify reflex verts |
| p0->fNextIndex = earVertex->fNextIndex; |
| reclassify_vertex(p0, polygonVerts, winding, &reflexHash, &convexList); |
| |
| p2->fPrevIndex = earVertex->fPrevIndex; |
| reclassify_vertex(p2, polygonVerts, winding, &reflexHash, &convexList); |
| } |
| |
| // output indices |
| for (SkTInternalLList<TriangulationVertex>::Iter vertexIter = convexList.begin(); |
| vertexIter != convexList.end(); ++vertexIter) { |
| TriangulationVertex* vertex = *vertexIter; |
| *triangleIndices->push() = indexMap[vertex->fIndex]; |
| } |
| |
| return true; |
| } |