/* * This file is part of the WebKit open source project. * * Copyright (C) 2006, 2007 Eric Seidel (eric@webkit.org) * * This library is free software; you can redistribute it and/or * modify it under the terms of the GNU Library General Public * License as published by the Free Software Foundation; either * version 2 of the License, or (at your option) any later version. * * This library is distributed in the hope that it will be useful, * but WITHOUT ANY WARRANTY; without even the implied warranty of * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU * Library General Public License for more details. * * You should have received a copy of the GNU Library General Public License * along with this library; see the file COPYING.LIB. If not, write to * the Free Software Foundation, Inc., 59 Temple Place - Suite 330, * Boston, MA 02111-1307, USA. */ #include "config.h" #include "PathTraversalState.h" #include "Path.h" #include namespace WebCore { static const float kPathSegmentLengthTolerance = 0.00001f; static inline FloatPoint midPoint(const FloatPoint& first, const FloatPoint& second) { return FloatPoint((first.x() + second.x()) / 2.0f, (first.y() + second.y()) / 2.0f); } static inline float distanceLine(const FloatPoint& start, const FloatPoint& end) { return sqrtf((end.x() - start.x()) * (end.x() - start.x()) + (end.y() - start.y()) * (end.y() - start.y())); } struct QuadraticBezier { QuadraticBezier() { } QuadraticBezier(const FloatPoint& s, const FloatPoint& c, const FloatPoint& e) : start(s) , control(c) , end(e) { } float approximateDistance() const { return distanceLine(start, control) + distanceLine(control, end); } void split(QuadraticBezier& left, QuadraticBezier& right) const { left.control = midPoint(start, control); right.control = midPoint(control, end); FloatPoint leftControlToRightControl = midPoint(left.control, right.control); left.end = leftControlToRightControl; right.start = leftControlToRightControl; left.start = start; right.end = end; } FloatPoint start; FloatPoint control; FloatPoint end; }; struct CubicBezier { CubicBezier() { } CubicBezier(const FloatPoint& s, const FloatPoint& c1, const FloatPoint& c2, const FloatPoint& e) : start(s) , control1(c1) , control2(c2) , end(e) { } float approximateDistance() const { return distanceLine(start, control1) + distanceLine(control1, control2) + distanceLine(control2, end); } void split(CubicBezier& left, CubicBezier& right) const { FloatPoint startToControl1 = midPoint(control1, control2); left.start = start; left.control1 = midPoint(start, control1); left.control2 = midPoint(left.control1, startToControl1); right.control2 = midPoint(control2, end); right.control1 = midPoint(right.control2, startToControl1); right.end = end; FloatPoint leftControl2ToRightControl1 = midPoint(left.control2, right.control1); left.end = leftControl2ToRightControl1; right.start = leftControl2ToRightControl1; } FloatPoint start; FloatPoint control1; FloatPoint control2; FloatPoint end; }; // FIXME: This function is possibly very slow due to the ifs required for proper path measuring // A simple speed-up would be to use an additional boolean template parameter to control whether // to use the "fast" version of this function with no PathTraversalState updating, vs. the slow // version which does update the PathTraversalState. We'll have to shark it to see if that's necessary. // Another check which is possible up-front (to send us down the fast path) would be to check if // approximateDistance() + current total distance > desired distance template static float curveLength(PathTraversalState& traversalState, CurveType curve) { Vector curveStack; curveStack.append(curve); float totalLength = 0.0f; do { float length = curve.approximateDistance(); if ((length - distanceLine(curve.start, curve.end)) > kPathSegmentLengthTolerance) { CurveType left, right; curve.split(left, right); curve = left; curveStack.append(right); } else { totalLength += length; if (traversalState.m_action == PathTraversalState::TraversalPointAtLength || traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) { traversalState.m_previous = curve.start; traversalState.m_current = curve.end; if (traversalState.m_totalLength + totalLength > traversalState.m_desiredLength) return totalLength; } curve = curveStack.last(); curveStack.removeLast(); } } while (!curveStack.isEmpty()); return totalLength; } PathTraversalState::PathTraversalState(PathTraversalAction action) : m_action(action) , m_success(false) , m_totalLength(0.0f) , m_segmentIndex(0) , m_desiredLength(0.0f) , m_normalAngle(0.0f) { } float PathTraversalState::closeSubpath() { float distance = distanceLine(m_current, m_start); m_start = m_control1 = m_control2 = m_current; return distance; } float PathTraversalState::moveTo(const FloatPoint& point) { m_current = m_start = m_control1 = m_control2 = point; return 0.0f; } float PathTraversalState::lineTo(const FloatPoint& point) { float distance = distanceLine(m_current, point); m_current = m_control1 = m_control2 = point; return distance; } float PathTraversalState::quadraticBezierTo(const FloatPoint& newControl, const FloatPoint& newEnd) { float distance = curveLength(*this, QuadraticBezier(m_current, newControl, newEnd)); m_control1 = newControl; m_control2 = newEnd; if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength) m_current = newEnd; return distance; } float PathTraversalState::cubicBezierTo(const FloatPoint& newControl1, const FloatPoint& newControl2, const FloatPoint& newEnd) { float distance = curveLength(*this, CubicBezier(m_current, newControl1, newControl2, newEnd)); m_control1 = newEnd; m_control2 = newControl2; if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength) m_current = newEnd; return distance; } }