d2d1: Introduce a separate function for calculating line/line intersections.
Signed-off-by: Henri Verbeet <hverbeet@codeweavers.com> Signed-off-by: Alexandre Julliard <julliard@winehq.org>
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@ -56,6 +56,12 @@ enum d2d_vertex_type
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D2D_VERTEX_TYPE_BEZIER,
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};
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struct d2d_segment_idx
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{
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size_t figure_idx;
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size_t vertex_idx;
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};
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struct d2d_figure
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{
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D2D1_POINT_2F *vertices;
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@ -98,7 +104,7 @@ struct d2d_cdt
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struct d2d_geometry_intersection
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{
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size_t figure_idx;
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size_t segment_idx;
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size_t vertex_idx;
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float t;
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D2D1_POINT_2F p;
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};
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@ -1542,7 +1548,7 @@ static BOOL d2d_cdt_insert_segments(struct d2d_cdt *cdt, struct d2d_geometry *ge
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}
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static BOOL d2d_geometry_intersections_add(struct d2d_geometry_intersections *i,
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size_t figure_idx, size_t segment_idx, float t, D2D1_POINT_2F p)
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const struct d2d_segment_idx *segment_idx, float t, D2D1_POINT_2F p)
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{
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struct d2d_geometry_intersection *intersection;
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@ -1554,8 +1560,8 @@ static BOOL d2d_geometry_intersections_add(struct d2d_geometry_intersections *i,
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}
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intersection = &i->intersections[i->intersection_count++];
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intersection->figure_idx = figure_idx;
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intersection->segment_idx = segment_idx;
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intersection->figure_idx = segment_idx->figure_idx;
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intersection->vertex_idx = segment_idx->vertex_idx;
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intersection->t = t;
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intersection->p = p;
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@ -1569,71 +1575,107 @@ static int d2d_geometry_intersections_compare(const void *a, const void *b)
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if (i0->figure_idx != i1->figure_idx)
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return i0->figure_idx - i1->figure_idx;
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if (i0->segment_idx != i1->segment_idx)
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return i0->segment_idx - i1->segment_idx;
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if (i0->vertex_idx != i1->vertex_idx)
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return i0->vertex_idx - i1->vertex_idx;
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if (i0->t != i1->t)
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return i0->t > i1->t ? 1 : -1;
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return 0;
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}
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static BOOL d2d_geometry_intersect_line_line(struct d2d_geometry *geometry,
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struct d2d_geometry_intersections *intersections, const struct d2d_segment_idx *idx_p,
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const struct d2d_segment_idx *idx_q)
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{
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D2D1_POINT_2F v_p, v_q, v_qp, intersection;
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const D2D1_POINT_2F *p[2], *q[2];
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const struct d2d_figure *figure;
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float s, t, det;
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size_t next;
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figure = &geometry->u.path.figures[idx_p->figure_idx];
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p[0] = &figure->vertices[idx_p->vertex_idx];
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next = idx_p->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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p[1] = &figure->vertices[next];
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figure = &geometry->u.path.figures[idx_q->figure_idx];
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q[0] = &figure->vertices[idx_q->vertex_idx];
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next = idx_q->vertex_idx + 1;
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if (next == figure->vertex_count)
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next = 0;
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q[1] = &figure->vertices[next];
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d2d_point_subtract(&v_p, p[1], p[0]);
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d2d_point_subtract(&v_q, q[1], q[0]);
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d2d_point_subtract(&v_qp, p[0], q[0]);
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det = v_p.x * v_q.y - v_p.y * v_q.x;
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if (det == 0.0f)
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return TRUE;
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s = (v_q.x * v_qp.y - v_q.y * v_qp.x) / det;
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t = (v_p.x * v_qp.y - v_p.y * v_qp.x) / det;
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if (s < 0.0f || s > 1.0f || t < 0.0f || t > 1.0f)
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return TRUE;
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intersection.x = p[0]->x + v_p.x * s;
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intersection.y = p[0]->y + v_p.y * s;
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if (s > 0.0f && s < 1.0f && !d2d_geometry_intersections_add(intersections, idx_p, s, intersection))
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return FALSE;
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if (t > 0.0f && t < 1.0f && !d2d_geometry_intersections_add(intersections, idx_q, t, intersection))
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return FALSE;
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return TRUE;
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}
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/* Intersect the geometry's segments with themselves. This uses the
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* straightforward approach of testing everything against everything, but
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* there certainly exist more scalable algorithms for this. */
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/* FIXME: Beziers can't currently self-intersect. */
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static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
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{
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D2D1_POINT_2F p0, p1, q0, q1, v_p, v_q, v_qp, intersection;
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struct d2d_geometry_intersections intersections = {0};
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struct d2d_figure *figure_p, *figure_q;
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size_t i, j, k, l, max_l;
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const struct d2d_figure *figure_p, *figure_q;
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struct d2d_segment_idx idx_p, idx_q;
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enum d2d_vertex_type type_p, type_q;
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size_t i, j, max_q;
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BOOL ret = FALSE;
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float s, t, det;
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for (i = 0; i < geometry->u.path.figure_count; ++i)
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if (!geometry->u.path.figure_count)
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return TRUE;
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for (idx_p.figure_idx = 0; idx_p.figure_idx < geometry->u.path.figure_count; ++idx_p.figure_idx)
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{
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figure_p = &geometry->u.path.figures[i];
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p0 = figure_p->vertices[figure_p->vertex_count - 1];
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for (k = 0; k < figure_p->vertex_count; p0 = p1, ++k)
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figure_p = &geometry->u.path.figures[idx_p.figure_idx];
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for (idx_p.vertex_idx = 0; idx_p.vertex_idx < figure_p->vertex_count; ++idx_p.vertex_idx)
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{
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p1 = figure_p->vertices[k];
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d2d_point_subtract(&v_p, &p1, &p0);
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for (j = 0; j < i || (j == i && k); ++j)
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type_p = figure_p->vertex_types[idx_p.vertex_idx];
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for (idx_q.figure_idx = 0; idx_q.figure_idx <= idx_p.figure_idx; ++idx_q.figure_idx)
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{
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figure_q = &geometry->u.path.figures[j];
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if (figure_p->bounds.left > figure_q->bounds.right
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|| figure_q->bounds.left > figure_p->bounds.right
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|| figure_p->bounds.top > figure_q->bounds.bottom
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|| figure_q->bounds.top > figure_p->bounds.bottom)
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continue;
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max_l = j == i ? k - 1 : figure_q->vertex_count;
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q0 = figure_q->vertices[figure_q->vertex_count - 1];
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for (l = 0; l < max_l; q0 = q1, ++l)
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figure_q = &geometry->u.path.figures[idx_q.figure_idx];
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if (idx_q.figure_idx != idx_p.figure_idx)
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{
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q1 = figure_q->vertices[l];
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d2d_point_subtract(&v_q, &q1, &q0);
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d2d_point_subtract(&v_qp, &p0, &q0);
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det = v_p.x * v_q.y - v_p.y * v_q.x;
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if (det == 0.0f)
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if (figure_p->bounds.left > figure_q->bounds.right
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|| figure_q->bounds.left > figure_p->bounds.right
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|| figure_p->bounds.top > figure_q->bounds.bottom
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|| figure_q->bounds.top > figure_p->bounds.bottom)
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continue;
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max_q = figure_q->vertex_count;
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}
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else
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{
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max_q = idx_p.vertex_idx;
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}
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s = (v_q.x * v_qp.y - v_q.y * v_qp.x) / det;
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t = (v_p.x * v_qp.y - v_p.y * v_qp.x) / det;
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if (s < 0.0f || s > 1.0f || t < 0.0f || t > 1.0f)
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continue;
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intersection.x = p0.x + v_p.x * s;
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intersection.y = p0.y + v_p.y * s;
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if (t > 0.0f && t < 1.0f
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&& !d2d_geometry_intersections_add(&intersections, j, l, t, intersection))
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goto done;
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if (s > 0.0f && s < 1.0f
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&& !d2d_geometry_intersections_add(&intersections, i, k, s, intersection))
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for (idx_q.vertex_idx = 0; idx_q.vertex_idx < max_q; ++idx_q.vertex_idx)
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{
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type_q = figure_q->vertex_types[idx_q.vertex_idx];
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if (type_p != D2D_VERTEX_TYPE_BEZIER && type_q != D2D_VERTEX_TYPE_BEZIER
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&& !d2d_geometry_intersect_line_line(geometry, &intersections, &idx_p, &idx_q))
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goto done;
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}
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}
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@ -1650,7 +1692,7 @@ static BOOL d2d_geometry_intersect_self(struct d2d_geometry *geometry)
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j = 0;
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if (!d2d_figure_insert_vertex(&geometry->u.path.figures[inter->figure_idx],
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inter->segment_idx + j, inter->p))
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inter->vertex_idx + j + 1, inter->p))
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goto done;
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++j;
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}
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