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// Copyright 2013 The Flutter Authors. All rights reserved.
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "path_component.h"
#include <cmath>
namespace impeller {
/*
* Based on: https://en.wikipedia.org/wiki/B%C3%A9zier_curve#Specific_cases
*/
static inline Scalar LinearSolve(Scalar t, Scalar p0, Scalar p1) {
return p0 + t * (p1 - p0);
}
static inline Scalar QuadraticSolve(Scalar t, Scalar p0, Scalar p1, Scalar p2) {
return (1 - t) * (1 - t) * p0 + //
2 * (1 - t) * t * p1 + //
t * t * p2;
}
static inline Scalar QuadraticSolveDerivative(Scalar t,
Scalar p0,
Scalar p1,
Scalar p2) {
return 2 * (1 - t) * (p1 - p0) + //
2 * t * (p2 - p1);
}
static inline Scalar CubicSolve(Scalar t,
Scalar p0,
Scalar p1,
Scalar p2,
Scalar p3) {
return (1 - t) * (1 - t) * (1 - t) * p0 + //
3 * (1 - t) * (1 - t) * t * p1 + //
3 * (1 - t) * t * t * p2 + //
t * t * t * p3;
}
static inline Scalar CubicSolveDerivative(Scalar t,
Scalar p0,
Scalar p1,
Scalar p2,
Scalar p3) {
return -3 * p0 * (1 - t) * (1 - t) + //
p1 * (3 * (1 - t) * (1 - t) - 6 * (1 - t) * t) +
p2 * (6 * (1 - t) * t - 3 * t * t) + //
3 * p3 * t * t;
}
Point LinearPathComponent::Solve(Scalar time) const {
return {
LinearSolve(time, p1.x, p2.x), // x
LinearSolve(time, p1.y, p2.y), // y
};
}
std::vector<Point> LinearPathComponent::CreatePolyline() const {
return {p2};
}
std::vector<Point> LinearPathComponent::Extrema() const {
return {p1, p2};
}
Point QuadraticPathComponent::Solve(Scalar time) const {
return {
QuadraticSolve(time, p1.x, cp.x, p2.x), // x
QuadraticSolve(time, p1.y, cp.y, p2.y), // y
};
}
Point QuadraticPathComponent::SolveDerivative(Scalar time) const {
return {
QuadraticSolveDerivative(time, p1.x, cp.x, p2.x), // x
QuadraticSolveDerivative(time, p1.y, cp.y, p2.y), // y
};
}
static Scalar ApproximateParabolaIntegral(Scalar x) {
constexpr Scalar d = 0.67;
return x / (1.0 - d + sqrt(sqrt(pow(d, 4) + 0.25 * x * x)));
}
std::vector<Point> QuadraticPathComponent::CreatePolyline(
Scalar tolerance) const {
std::vector<Point> points;
FillPointsForPolyline(points, tolerance);
return points;
}
void QuadraticPathComponent::FillPointsForPolyline(std::vector<Point>& points,
Scalar tolerance) const {
auto sqrt_tolerance = sqrt(tolerance);
auto d01 = cp - p1;
auto d12 = p2 - cp;
auto dd = d01 - d12;
auto cross = (p2 - p1).Cross(dd);
auto x0 = d01.Dot(dd) * 1 / cross;
auto x2 = d12.Dot(dd) * 1 / cross;
auto scale = abs(cross / (hypot(dd.x, dd.y) * (x2 - x0)));
auto a0 = ApproximateParabolaIntegral(x0);
auto a2 = ApproximateParabolaIntegral(x2);
Scalar val = 0.f;
if (std::isfinite(scale)) {
auto da = abs(a2 - a0);
auto sqrt_scale = sqrt(scale);
if ((x0 < 0 && x2 < 0) || (x0 >= 0 && x2 >= 0)) {
val = da * sqrt_scale;
} else {
// cusp case
auto xmin = sqrt_tolerance / sqrt_scale;
val = sqrt_tolerance * da / ApproximateParabolaIntegral(xmin);
}
}
auto u0 = ApproximateParabolaIntegral(a0);
auto u2 = ApproximateParabolaIntegral(a2);
auto uscale = 1 / (u2 - u0);
auto line_count = std::max(1., ceil(0.5 * val / sqrt_tolerance));
auto step = 1 / line_count;
for (size_t i = 1; i < line_count; i += 1) {
auto u = i * step;
auto a = a0 + (a2 - a0) * u;
auto t = (ApproximateParabolaIntegral(a) - u0) * uscale;
points.emplace_back(Solve(t));
}
points.emplace_back(p2);
}
std::vector<Point> QuadraticPathComponent::Extrema() const {
CubicPathComponent elevated(*this);
return elevated.Extrema();
}
Point CubicPathComponent::Solve(Scalar time) const {
return {
CubicSolve(time, p1.x, cp1.x, cp2.x, p2.x), // x
CubicSolve(time, p1.y, cp1.y, cp2.y, p2.y), // y
};
}
Point CubicPathComponent::SolveDerivative(Scalar time) const {
return {
CubicSolveDerivative(time, p1.x, cp1.x, cp2.x, p2.x), // x
CubicSolveDerivative(time, p1.y, cp1.y, cp2.y, p2.y), // y
};
}
std::vector<Point> CubicPathComponent::CreatePolyline(Scalar tolerance) const {
auto quads = ToQuadraticPathComponents(.1);
std::vector<Point> points;
for (const auto& quad : quads) {
quad.FillPointsForPolyline(points, tolerance);
}
return points;
}
inline QuadraticPathComponent CubicPathComponent::Lower() const {
return QuadraticPathComponent(3.0 * (cp1 - p1), 3.0 * (cp2 - cp1),
3.0 * (p2 - cp2));
}
CubicPathComponent CubicPathComponent::Subsegment(Scalar t0, Scalar t1) const {
auto p0 = Solve(t0);
auto p3 = Solve(t1);
auto d = Lower();
auto scale = (t1 - t0) * (1.0 / 3.0);
auto p1 = p0 + scale * d.Solve(t0);
auto p2 = p3 - scale * d.Solve(t1);
return CubicPathComponent(p0, p1, p2, p3);
}
std::vector<QuadraticPathComponent>
CubicPathComponent::ToQuadraticPathComponents(Scalar accuracy) const {
std::vector<QuadraticPathComponent> quads;
// The maximum error, as a vector from the cubic to the best approximating
// quadratic, is proportional to the third derivative, which is constant
// across the segment. Thus, the error scales down as the third power of
// the number of subdivisions. Our strategy then is to subdivide `t` evenly.
//
// This is an overestimate of the error because only the component
// perpendicular to the first derivative is important. But the simplicity is
// appealing.
// This magic number is the square of 36 / sqrt(3).
// See: http://caffeineowl.com/graphics/2d/vectorial/cubic2quad01.html
auto max_hypot2 = 432.0 * accuracy * accuracy;
auto p1x2 = 3.0 * cp1 - p1;
auto p2x2 = 3.0 * cp2 - p2;
auto p = p2x2 - p1x2;
auto err = p.Dot(p);
auto quad_count = std::max(1., ceil(pow(err / max_hypot2, 1. / 6.0)));
for (size_t i = 0; i < quad_count; i++) {
auto t0 = i / quad_count;
auto t1 = (i + 1) / quad_count;
auto seg = Subsegment(t0, t1);
auto p1x2 = 3.0 * seg.cp1 - seg.p1;
auto p2x2 = 3.0 * seg.cp2 - seg.p2;
quads.emplace_back(
QuadraticPathComponent(seg.p1, ((p1x2 + p2x2) / 4.0), seg.p2));
}
return quads;
}
static inline bool NearEqual(Scalar a, Scalar b, Scalar epsilon) {
return (a > (b - epsilon)) && (a < (b + epsilon));
}
static inline bool NearZero(Scalar a) {
return NearEqual(a, 0.0, 1e-12);
}
static void CubicPathBoundingPopulateValues(std::vector<Scalar>& values,
Scalar p1,
Scalar p2,
Scalar p3,
Scalar p4) {
const Scalar a = 3.0 * (-p1 + 3.0 * p2 - 3.0 * p3 + p4);
const Scalar b = 6.0 * (p1 - 2.0 * p2 + p3);
const Scalar c = 3.0 * (p2 - p1);
/*
* Boundary conditions.
*/
if (NearZero(a)) {
if (NearZero(b)) {
return;
}
Scalar t = -c / b;
if (t >= 0.0 && t <= 1.0) {
values.emplace_back(t);
}
return;
}
Scalar b2Minus4AC = (b * b) - (4.0 * a * c);
if (b2Minus4AC < 0.0) {
return;
}
Scalar rootB2Minus4AC = ::sqrt(b2Minus4AC);
{
Scalar t = (-b + rootB2Minus4AC) / (2.0 * a);
if (t >= 0.0 && t <= 1.0) {
values.emplace_back(t);
}
}
{
Scalar t = (-b - rootB2Minus4AC) / (2.0 * a);
if (t >= 0.0 && t <= 1.0) {
values.emplace_back(t);
}
}
}
std::vector<Point> CubicPathComponent::Extrema() const {
/*
* As described in: https://pomax.github.io/bezierinfo/#extremities
*/
std::vector<Scalar> values;
CubicPathBoundingPopulateValues(values, p1.x, cp1.x, cp2.x, p2.x);
CubicPathBoundingPopulateValues(values, p1.y, cp1.y, cp2.y, p2.y);
std::vector<Point> points = {p1, p2};
for (const auto& value : values) {
points.emplace_back(Solve(value));
}
return points;
}
} // namespace impeller