xref: /aosp_15_r20/external/skia/src/utils/SkPolyUtils.cpp (revision c8dee2aa9b3f27cf6c858bd81872bdeb2c07ed17)
1*c8dee2aaSAndroid Build Coastguard Worker /*
2*c8dee2aaSAndroid Build Coastguard Worker  * Copyright 2017 Google Inc.
3*c8dee2aaSAndroid Build Coastguard Worker  *
4*c8dee2aaSAndroid Build Coastguard Worker  * Use of this source code is governed by a BSD-style license that can be
5*c8dee2aaSAndroid Build Coastguard Worker  * found in the LICENSE file.
6*c8dee2aaSAndroid Build Coastguard Worker  */
7*c8dee2aaSAndroid Build Coastguard Worker 
8*c8dee2aaSAndroid Build Coastguard Worker #include "src/utils/SkPolyUtils.h"
9*c8dee2aaSAndroid Build Coastguard Worker 
10*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkRect.h"
11*c8dee2aaSAndroid Build Coastguard Worker #include "include/core/SkTypes.h"
12*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkDebug.h"
13*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkFloatingPoint.h"
14*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkMalloc.h"
15*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTArray.h"
16*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTDArray.h"
17*c8dee2aaSAndroid Build Coastguard Worker #include "include/private/base/SkTemplates.h"
18*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkTDPQueue.h"
19*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkTInternalLList.h"
20*c8dee2aaSAndroid Build Coastguard Worker #include "src/base/SkVx.h"
21*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkPointPriv.h"
22*c8dee2aaSAndroid Build Coastguard Worker #include "src/core/SkRectPriv.h"
23*c8dee2aaSAndroid Build Coastguard Worker 
24*c8dee2aaSAndroid Build Coastguard Worker #include <algorithm>
25*c8dee2aaSAndroid Build Coastguard Worker #include <cstdint>
26*c8dee2aaSAndroid Build Coastguard Worker #include <limits>
27*c8dee2aaSAndroid Build Coastguard Worker #include <new>
28*c8dee2aaSAndroid Build Coastguard Worker 
29*c8dee2aaSAndroid Build Coastguard Worker using namespace skia_private;
30*c8dee2aaSAndroid Build Coastguard Worker 
31*c8dee2aaSAndroid Build Coastguard Worker #if !defined(SK_ENABLE_OPTIMIZE_SIZE)
32*c8dee2aaSAndroid Build Coastguard Worker 
33*c8dee2aaSAndroid Build Coastguard Worker //////////////////////////////////////////////////////////////////////////////////
34*c8dee2aaSAndroid Build Coastguard Worker // Helper data structures and functions
35*c8dee2aaSAndroid Build Coastguard Worker 
36*c8dee2aaSAndroid Build Coastguard Worker struct OffsetSegment {
37*c8dee2aaSAndroid Build Coastguard Worker     SkPoint fP0;
38*c8dee2aaSAndroid Build Coastguard Worker     SkVector fV;
39*c8dee2aaSAndroid Build Coastguard Worker };
40*c8dee2aaSAndroid Build Coastguard Worker 
41*c8dee2aaSAndroid Build Coastguard Worker constexpr SkScalar kCrossTolerance = SK_ScalarNearlyZero * SK_ScalarNearlyZero;
42*c8dee2aaSAndroid Build Coastguard Worker 
43*c8dee2aaSAndroid Build Coastguard Worker // Computes perpDot for point p compared to segment defined by origin p0 and vector v.
44*c8dee2aaSAndroid Build Coastguard Worker // A positive value means the point is to the left of the segment,
45*c8dee2aaSAndroid Build Coastguard Worker // negative is to the right, 0 is collinear.
compute_side(const SkPoint & p0,const SkVector & v,const SkPoint & p)46*c8dee2aaSAndroid Build Coastguard Worker static int compute_side(const SkPoint& p0, const SkVector& v, const SkPoint& p) {
47*c8dee2aaSAndroid Build Coastguard Worker     SkVector w = p - p0;
48*c8dee2aaSAndroid Build Coastguard Worker     SkScalar perpDot = v.cross(w);
49*c8dee2aaSAndroid Build Coastguard Worker     if (!SkScalarNearlyZero(perpDot, kCrossTolerance)) {
50*c8dee2aaSAndroid Build Coastguard Worker         return ((perpDot > 0) ? 1 : -1);
51*c8dee2aaSAndroid Build Coastguard Worker     }
52*c8dee2aaSAndroid Build Coastguard Worker 
53*c8dee2aaSAndroid Build Coastguard Worker     return 0;
54*c8dee2aaSAndroid Build Coastguard Worker }
55*c8dee2aaSAndroid Build Coastguard Worker 
56*c8dee2aaSAndroid Build Coastguard Worker // Returns 1 for cw, -1 for ccw and 0 if zero signed area (either degenerate or self-intersecting)
SkGetPolygonWinding(const SkPoint * polygonVerts,int polygonSize)57*c8dee2aaSAndroid Build Coastguard Worker int SkGetPolygonWinding(const SkPoint* polygonVerts, int polygonSize) {
58*c8dee2aaSAndroid Build Coastguard Worker     if (polygonSize < 3) {
59*c8dee2aaSAndroid Build Coastguard Worker         return 0;
60*c8dee2aaSAndroid Build Coastguard Worker     }
61*c8dee2aaSAndroid Build Coastguard Worker 
62*c8dee2aaSAndroid Build Coastguard Worker     // compute area and use sign to determine winding
63*c8dee2aaSAndroid Build Coastguard Worker     SkScalar quadArea = 0;
64*c8dee2aaSAndroid Build Coastguard Worker     SkVector v0 = polygonVerts[1] - polygonVerts[0];
65*c8dee2aaSAndroid Build Coastguard Worker     for (int curr = 2; curr < polygonSize; ++curr) {
66*c8dee2aaSAndroid Build Coastguard Worker         SkVector v1 = polygonVerts[curr] - polygonVerts[0];
67*c8dee2aaSAndroid Build Coastguard Worker         quadArea += v0.cross(v1);
68*c8dee2aaSAndroid Build Coastguard Worker         v0 = v1;
69*c8dee2aaSAndroid Build Coastguard Worker     }
70*c8dee2aaSAndroid Build Coastguard Worker     if (SkScalarNearlyZero(quadArea, kCrossTolerance)) {
71*c8dee2aaSAndroid Build Coastguard Worker         return 0;
72*c8dee2aaSAndroid Build Coastguard Worker     }
73*c8dee2aaSAndroid Build Coastguard Worker     // 1 == ccw, -1 == cw
74*c8dee2aaSAndroid Build Coastguard Worker     return (quadArea > 0) ? 1 : -1;
75*c8dee2aaSAndroid Build Coastguard Worker }
76*c8dee2aaSAndroid Build Coastguard Worker 
77*c8dee2aaSAndroid Build Coastguard Worker // Compute difference vector to offset p0-p1 'offset' units in direction specified by 'side'
compute_offset_vector(const SkPoint & p0,const SkPoint & p1,SkScalar offset,int side,SkPoint * vector)78*c8dee2aaSAndroid Build Coastguard Worker bool compute_offset_vector(const SkPoint& p0, const SkPoint& p1, SkScalar offset, int side,
79*c8dee2aaSAndroid Build Coastguard Worker                            SkPoint* vector) {
80*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(side == -1 || side == 1);
81*c8dee2aaSAndroid Build Coastguard Worker     // if distances are equal, can just outset by the perpendicular
82*c8dee2aaSAndroid Build Coastguard Worker     SkVector perp = SkVector::Make(p0.fY - p1.fY, p1.fX - p0.fX);
83*c8dee2aaSAndroid Build Coastguard Worker     if (!perp.setLength(offset*side)) {
84*c8dee2aaSAndroid Build Coastguard Worker         return false;
85*c8dee2aaSAndroid Build Coastguard Worker     }
86*c8dee2aaSAndroid Build Coastguard Worker     *vector = perp;
87*c8dee2aaSAndroid Build Coastguard Worker     return true;
88*c8dee2aaSAndroid Build Coastguard Worker }
89*c8dee2aaSAndroid Build Coastguard Worker 
90*c8dee2aaSAndroid Build Coastguard Worker // check interval to see if intersection is in segment
outside_interval(SkScalar numer,SkScalar denom,bool denomPositive)91*c8dee2aaSAndroid Build Coastguard Worker static inline bool outside_interval(SkScalar numer, SkScalar denom, bool denomPositive) {
92*c8dee2aaSAndroid Build Coastguard Worker     return (denomPositive && (numer < 0 || numer > denom)) ||
93*c8dee2aaSAndroid Build Coastguard Worker            (!denomPositive && (numer > 0 || numer < denom));
94*c8dee2aaSAndroid Build Coastguard Worker }
95*c8dee2aaSAndroid Build Coastguard Worker 
96*c8dee2aaSAndroid Build Coastguard Worker // special zero-length test when we're using vdotv as a denominator
zero_length(const SkPoint & v,SkScalar vdotv)97*c8dee2aaSAndroid Build Coastguard Worker static inline bool zero_length(const SkPoint& v, SkScalar vdotv) {
98*c8dee2aaSAndroid Build Coastguard Worker     return !(SkIsFinite(v.fX, v.fY) && vdotv);
99*c8dee2aaSAndroid Build Coastguard Worker }
100*c8dee2aaSAndroid Build Coastguard Worker 
101*c8dee2aaSAndroid Build Coastguard Worker // Compute the intersection 'p' between segments s0 and s1, if any.
102*c8dee2aaSAndroid Build Coastguard Worker // 's' is the parametric value for the intersection along 's0' & 't' is the same for 's1'.
103*c8dee2aaSAndroid Build Coastguard Worker // Returns false if there is no intersection.
104*c8dee2aaSAndroid Build Coastguard Worker // If the length squared of a segment is 0, then we treat the segment as degenerate
105*c8dee2aaSAndroid Build Coastguard Worker // and use only the first endpoint for tests.
compute_intersection(const OffsetSegment & s0,const OffsetSegment & s1,SkPoint * p,SkScalar * s,SkScalar * t)106*c8dee2aaSAndroid Build Coastguard Worker static bool compute_intersection(const OffsetSegment& s0, const OffsetSegment& s1,
107*c8dee2aaSAndroid Build Coastguard Worker                                  SkPoint* p, SkScalar* s, SkScalar* t) {
108*c8dee2aaSAndroid Build Coastguard Worker     const SkVector& v0 = s0.fV;
109*c8dee2aaSAndroid Build Coastguard Worker     const SkVector& v1 = s1.fV;
110*c8dee2aaSAndroid Build Coastguard Worker     SkVector w = s1.fP0 - s0.fP0;
111*c8dee2aaSAndroid Build Coastguard Worker     SkScalar denom = v0.cross(v1);
112*c8dee2aaSAndroid Build Coastguard Worker     bool denomPositive = (denom > 0);
113*c8dee2aaSAndroid Build Coastguard Worker     SkScalar sNumer, tNumer;
114*c8dee2aaSAndroid Build Coastguard Worker     if (SkScalarNearlyZero(denom, kCrossTolerance)) {
115*c8dee2aaSAndroid Build Coastguard Worker         // segments are parallel, but not collinear
116*c8dee2aaSAndroid Build Coastguard Worker         if (!SkScalarNearlyZero(w.cross(v0), kCrossTolerance) ||
117*c8dee2aaSAndroid Build Coastguard Worker             !SkScalarNearlyZero(w.cross(v1), kCrossTolerance)) {
118*c8dee2aaSAndroid Build Coastguard Worker             return false;
119*c8dee2aaSAndroid Build Coastguard Worker         }
120*c8dee2aaSAndroid Build Coastguard Worker 
121*c8dee2aaSAndroid Build Coastguard Worker         // Check for zero-length segments
122*c8dee2aaSAndroid Build Coastguard Worker         SkScalar v0dotv0 = v0.dot(v0);
123*c8dee2aaSAndroid Build Coastguard Worker         if (zero_length(v0, v0dotv0)) {
124*c8dee2aaSAndroid Build Coastguard Worker             // Both are zero-length
125*c8dee2aaSAndroid Build Coastguard Worker             SkScalar v1dotv1 = v1.dot(v1);
126*c8dee2aaSAndroid Build Coastguard Worker             if (zero_length(v1, v1dotv1)) {
127*c8dee2aaSAndroid Build Coastguard Worker                 // Check if they're the same point
128*c8dee2aaSAndroid Build Coastguard Worker                 if (!SkPointPriv::CanNormalize(w.fX, w.fY)) {
129*c8dee2aaSAndroid Build Coastguard Worker                     *p = s0.fP0;
130*c8dee2aaSAndroid Build Coastguard Worker                     *s = 0;
131*c8dee2aaSAndroid Build Coastguard Worker                     *t = 0;
132*c8dee2aaSAndroid Build Coastguard Worker                     return true;
133*c8dee2aaSAndroid Build Coastguard Worker                 } else {
134*c8dee2aaSAndroid Build Coastguard Worker                     // Intersection is indeterminate
135*c8dee2aaSAndroid Build Coastguard Worker                     return false;
136*c8dee2aaSAndroid Build Coastguard Worker                 }
137*c8dee2aaSAndroid Build Coastguard Worker             }
138*c8dee2aaSAndroid Build Coastguard Worker             // Otherwise project segment0's origin onto segment1
139*c8dee2aaSAndroid Build Coastguard Worker             tNumer = v1.dot(-w);
140*c8dee2aaSAndroid Build Coastguard Worker             denom = v1dotv1;
141*c8dee2aaSAndroid Build Coastguard Worker             if (outside_interval(tNumer, denom, true)) {
142*c8dee2aaSAndroid Build Coastguard Worker                 return false;
143*c8dee2aaSAndroid Build Coastguard Worker             }
144*c8dee2aaSAndroid Build Coastguard Worker             sNumer = 0;
145*c8dee2aaSAndroid Build Coastguard Worker         } else {
146*c8dee2aaSAndroid Build Coastguard Worker             // Project segment1's endpoints onto segment0
147*c8dee2aaSAndroid Build Coastguard Worker             sNumer = v0.dot(w);
148*c8dee2aaSAndroid Build Coastguard Worker             denom = v0dotv0;
149*c8dee2aaSAndroid Build Coastguard Worker             tNumer = 0;
150*c8dee2aaSAndroid Build Coastguard Worker             if (outside_interval(sNumer, denom, true)) {
151*c8dee2aaSAndroid Build Coastguard Worker                 // The first endpoint doesn't lie on segment0
152*c8dee2aaSAndroid Build Coastguard Worker                 // If segment1 is degenerate, then there's no collision
153*c8dee2aaSAndroid Build Coastguard Worker                 SkScalar v1dotv1 = v1.dot(v1);
154*c8dee2aaSAndroid Build Coastguard Worker                 if (zero_length(v1, v1dotv1)) {
155*c8dee2aaSAndroid Build Coastguard Worker                     return false;
156*c8dee2aaSAndroid Build Coastguard Worker                 }
157*c8dee2aaSAndroid Build Coastguard Worker 
158*c8dee2aaSAndroid Build Coastguard Worker                 // Otherwise try the other one
159*c8dee2aaSAndroid Build Coastguard Worker                 SkScalar oldSNumer = sNumer;
160*c8dee2aaSAndroid Build Coastguard Worker                 sNumer = v0.dot(w + v1);
161*c8dee2aaSAndroid Build Coastguard Worker                 tNumer = denom;
162*c8dee2aaSAndroid Build Coastguard Worker                 if (outside_interval(sNumer, denom, true)) {
163*c8dee2aaSAndroid Build Coastguard Worker                     // it's possible that segment1's interval surrounds segment0
164*c8dee2aaSAndroid Build Coastguard Worker                     // this is false if params have the same signs, and in that case no collision
165*c8dee2aaSAndroid Build Coastguard Worker                     if (sNumer*oldSNumer > 0) {
166*c8dee2aaSAndroid Build Coastguard Worker                         return false;
167*c8dee2aaSAndroid Build Coastguard Worker                     }
168*c8dee2aaSAndroid Build Coastguard Worker                     // otherwise project segment0's endpoint onto segment1 instead
169*c8dee2aaSAndroid Build Coastguard Worker                     sNumer = 0;
170*c8dee2aaSAndroid Build Coastguard Worker                     tNumer = v1.dot(-w);
171*c8dee2aaSAndroid Build Coastguard Worker                     denom = v1dotv1;
172*c8dee2aaSAndroid Build Coastguard Worker                 }
173*c8dee2aaSAndroid Build Coastguard Worker             }
174*c8dee2aaSAndroid Build Coastguard Worker         }
175*c8dee2aaSAndroid Build Coastguard Worker     } else {
176*c8dee2aaSAndroid Build Coastguard Worker         sNumer = w.cross(v1);
177*c8dee2aaSAndroid Build Coastguard Worker         if (outside_interval(sNumer, denom, denomPositive)) {
178*c8dee2aaSAndroid Build Coastguard Worker             return false;
179*c8dee2aaSAndroid Build Coastguard Worker         }
180*c8dee2aaSAndroid Build Coastguard Worker         tNumer = w.cross(v0);
181*c8dee2aaSAndroid Build Coastguard Worker         if (outside_interval(tNumer, denom, denomPositive)) {
182*c8dee2aaSAndroid Build Coastguard Worker             return false;
183*c8dee2aaSAndroid Build Coastguard Worker         }
184*c8dee2aaSAndroid Build Coastguard Worker     }
185*c8dee2aaSAndroid Build Coastguard Worker 
186*c8dee2aaSAndroid Build Coastguard Worker     SkScalar localS = sNumer/denom;
187*c8dee2aaSAndroid Build Coastguard Worker     SkScalar localT = tNumer/denom;
188*c8dee2aaSAndroid Build Coastguard Worker 
189*c8dee2aaSAndroid Build Coastguard Worker     *p = s0.fP0 + v0*localS;
190*c8dee2aaSAndroid Build Coastguard Worker     *s = localS;
191*c8dee2aaSAndroid Build Coastguard Worker     *t = localT;
192*c8dee2aaSAndroid Build Coastguard Worker 
193*c8dee2aaSAndroid Build Coastguard Worker     return true;
194*c8dee2aaSAndroid Build Coastguard Worker }
195*c8dee2aaSAndroid Build Coastguard Worker 
SkIsConvexPolygon(const SkPoint * polygonVerts,int polygonSize)196*c8dee2aaSAndroid Build Coastguard Worker bool SkIsConvexPolygon(const SkPoint* polygonVerts, int polygonSize) {
197*c8dee2aaSAndroid Build Coastguard Worker     if (polygonSize < 3) {
198*c8dee2aaSAndroid Build Coastguard Worker         return false;
199*c8dee2aaSAndroid Build Coastguard Worker     }
200*c8dee2aaSAndroid Build Coastguard Worker 
201*c8dee2aaSAndroid Build Coastguard Worker     SkScalar lastPerpDot = 0;
202*c8dee2aaSAndroid Build Coastguard Worker     int xSignChangeCount = 0;
203*c8dee2aaSAndroid Build Coastguard Worker     int ySignChangeCount = 0;
204*c8dee2aaSAndroid Build Coastguard Worker 
205*c8dee2aaSAndroid Build Coastguard Worker     int prevIndex = polygonSize - 1;
206*c8dee2aaSAndroid Build Coastguard Worker     int currIndex = 0;
207*c8dee2aaSAndroid Build Coastguard Worker     int nextIndex = 1;
208*c8dee2aaSAndroid Build Coastguard Worker     SkVector v0 = polygonVerts[currIndex] - polygonVerts[prevIndex];
209*c8dee2aaSAndroid Build Coastguard Worker     SkScalar lastVx = v0.fX;
210*c8dee2aaSAndroid Build Coastguard Worker     SkScalar lastVy = v0.fY;
211*c8dee2aaSAndroid Build Coastguard Worker     SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
212*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < polygonSize; ++i) {
213*c8dee2aaSAndroid Build Coastguard Worker         if (!polygonVerts[i].isFinite()) {
214*c8dee2aaSAndroid Build Coastguard Worker             return false;
215*c8dee2aaSAndroid Build Coastguard Worker         }
216*c8dee2aaSAndroid Build Coastguard Worker 
217*c8dee2aaSAndroid Build Coastguard Worker         // Check that winding direction is always the same (otherwise we have a reflex vertex)
218*c8dee2aaSAndroid Build Coastguard Worker         SkScalar perpDot = v0.cross(v1);
219*c8dee2aaSAndroid Build Coastguard Worker         if (lastPerpDot*perpDot < 0) {
220*c8dee2aaSAndroid Build Coastguard Worker             return false;
221*c8dee2aaSAndroid Build Coastguard Worker         }
222*c8dee2aaSAndroid Build Coastguard Worker         if (0 != perpDot) {
223*c8dee2aaSAndroid Build Coastguard Worker             lastPerpDot = perpDot;
224*c8dee2aaSAndroid Build Coastguard Worker         }
225*c8dee2aaSAndroid Build Coastguard Worker 
226*c8dee2aaSAndroid Build Coastguard Worker         // Check that the signs of the edge vectors don't change more than twice per coordinate
227*c8dee2aaSAndroid Build Coastguard Worker         if (lastVx*v1.fX < 0) {
228*c8dee2aaSAndroid Build Coastguard Worker             xSignChangeCount++;
229*c8dee2aaSAndroid Build Coastguard Worker         }
230*c8dee2aaSAndroid Build Coastguard Worker         if (lastVy*v1.fY < 0) {
231*c8dee2aaSAndroid Build Coastguard Worker             ySignChangeCount++;
232*c8dee2aaSAndroid Build Coastguard Worker         }
233*c8dee2aaSAndroid Build Coastguard Worker         if (xSignChangeCount > 2 || ySignChangeCount > 2) {
234*c8dee2aaSAndroid Build Coastguard Worker             return false;
235*c8dee2aaSAndroid Build Coastguard Worker         }
236*c8dee2aaSAndroid Build Coastguard Worker         prevIndex = currIndex;
237*c8dee2aaSAndroid Build Coastguard Worker         currIndex = nextIndex;
238*c8dee2aaSAndroid Build Coastguard Worker         nextIndex = (currIndex + 1) % polygonSize;
239*c8dee2aaSAndroid Build Coastguard Worker         if (v1.fX != 0) {
240*c8dee2aaSAndroid Build Coastguard Worker             lastVx = v1.fX;
241*c8dee2aaSAndroid Build Coastguard Worker         }
242*c8dee2aaSAndroid Build Coastguard Worker         if (v1.fY != 0) {
243*c8dee2aaSAndroid Build Coastguard Worker             lastVy = v1.fY;
244*c8dee2aaSAndroid Build Coastguard Worker         }
245*c8dee2aaSAndroid Build Coastguard Worker         v0 = v1;
246*c8dee2aaSAndroid Build Coastguard Worker         v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
247*c8dee2aaSAndroid Build Coastguard Worker     }
248*c8dee2aaSAndroid Build Coastguard Worker 
249*c8dee2aaSAndroid Build Coastguard Worker     return true;
250*c8dee2aaSAndroid Build Coastguard Worker }
251*c8dee2aaSAndroid Build Coastguard Worker 
252*c8dee2aaSAndroid Build Coastguard Worker struct OffsetEdge {
253*c8dee2aaSAndroid Build Coastguard Worker     OffsetEdge*   fPrev;
254*c8dee2aaSAndroid Build Coastguard Worker     OffsetEdge*   fNext;
255*c8dee2aaSAndroid Build Coastguard Worker     OffsetSegment fOffset;
256*c8dee2aaSAndroid Build Coastguard Worker     SkPoint       fIntersection;
257*c8dee2aaSAndroid Build Coastguard Worker     SkScalar      fTValue;
258*c8dee2aaSAndroid Build Coastguard Worker     uint16_t      fIndex;
259*c8dee2aaSAndroid Build Coastguard Worker     uint16_t      fEnd;
260*c8dee2aaSAndroid Build Coastguard Worker 
initOffsetEdge261*c8dee2aaSAndroid Build Coastguard Worker     void init(uint16_t start = 0, uint16_t end = 0) {
262*c8dee2aaSAndroid Build Coastguard Worker         fIntersection = fOffset.fP0;
263*c8dee2aaSAndroid Build Coastguard Worker         fTValue = SK_ScalarMin;
264*c8dee2aaSAndroid Build Coastguard Worker         fIndex = start;
265*c8dee2aaSAndroid Build Coastguard Worker         fEnd = end;
266*c8dee2aaSAndroid Build Coastguard Worker     }
267*c8dee2aaSAndroid Build Coastguard Worker 
268*c8dee2aaSAndroid Build Coastguard Worker     // special intersection check that looks for endpoint intersection
checkIntersectionOffsetEdge269*c8dee2aaSAndroid Build Coastguard Worker     bool checkIntersection(const OffsetEdge* that,
270*c8dee2aaSAndroid Build Coastguard Worker                            SkPoint* p, SkScalar* s, SkScalar* t) {
271*c8dee2aaSAndroid Build Coastguard Worker         if (this->fEnd == that->fIndex) {
272*c8dee2aaSAndroid Build Coastguard Worker             SkPoint p1 = this->fOffset.fP0 + this->fOffset.fV;
273*c8dee2aaSAndroid Build Coastguard Worker             if (SkPointPriv::EqualsWithinTolerance(p1, that->fOffset.fP0)) {
274*c8dee2aaSAndroid Build Coastguard Worker                 *p = p1;
275*c8dee2aaSAndroid Build Coastguard Worker                 *s = SK_Scalar1;
276*c8dee2aaSAndroid Build Coastguard Worker                 *t = 0;
277*c8dee2aaSAndroid Build Coastguard Worker                 return true;
278*c8dee2aaSAndroid Build Coastguard Worker             }
279*c8dee2aaSAndroid Build Coastguard Worker         }
280*c8dee2aaSAndroid Build Coastguard Worker 
281*c8dee2aaSAndroid Build Coastguard Worker         return compute_intersection(this->fOffset, that->fOffset, p, s, t);
282*c8dee2aaSAndroid Build Coastguard Worker     }
283*c8dee2aaSAndroid Build Coastguard Worker 
284*c8dee2aaSAndroid Build Coastguard Worker     // computes the line intersection and then the "distance" from that to this
285*c8dee2aaSAndroid Build Coastguard Worker     // this is really a signed squared distance, where negative means that
286*c8dee2aaSAndroid Build Coastguard Worker     // the intersection lies inside this->fOffset
computeCrossingDistanceOffsetEdge287*c8dee2aaSAndroid Build Coastguard Worker     SkScalar computeCrossingDistance(const OffsetEdge* that) {
288*c8dee2aaSAndroid Build Coastguard Worker         const OffsetSegment& s0 = this->fOffset;
289*c8dee2aaSAndroid Build Coastguard Worker         const OffsetSegment& s1 = that->fOffset;
290*c8dee2aaSAndroid Build Coastguard Worker         const SkVector& v0 = s0.fV;
291*c8dee2aaSAndroid Build Coastguard Worker         const SkVector& v1 = s1.fV;
292*c8dee2aaSAndroid Build Coastguard Worker 
293*c8dee2aaSAndroid Build Coastguard Worker         SkScalar denom = v0.cross(v1);
294*c8dee2aaSAndroid Build Coastguard Worker         if (SkScalarNearlyZero(denom, kCrossTolerance)) {
295*c8dee2aaSAndroid Build Coastguard Worker             // segments are parallel
296*c8dee2aaSAndroid Build Coastguard Worker             return SK_ScalarMax;
297*c8dee2aaSAndroid Build Coastguard Worker         }
298*c8dee2aaSAndroid Build Coastguard Worker 
299*c8dee2aaSAndroid Build Coastguard Worker         SkVector w = s1.fP0 - s0.fP0;
300*c8dee2aaSAndroid Build Coastguard Worker         SkScalar localS = w.cross(v1) / denom;
301*c8dee2aaSAndroid Build Coastguard Worker         if (localS < 0) {
302*c8dee2aaSAndroid Build Coastguard Worker             localS = -localS;
303*c8dee2aaSAndroid Build Coastguard Worker         } else {
304*c8dee2aaSAndroid Build Coastguard Worker             localS -= SK_Scalar1;
305*c8dee2aaSAndroid Build Coastguard Worker         }
306*c8dee2aaSAndroid Build Coastguard Worker 
307*c8dee2aaSAndroid Build Coastguard Worker         localS *= SkScalarAbs(localS);
308*c8dee2aaSAndroid Build Coastguard Worker         localS *= v0.dot(v0);
309*c8dee2aaSAndroid Build Coastguard Worker 
310*c8dee2aaSAndroid Build Coastguard Worker         return localS;
311*c8dee2aaSAndroid Build Coastguard Worker     }
312*c8dee2aaSAndroid Build Coastguard Worker 
313*c8dee2aaSAndroid Build Coastguard Worker };
314*c8dee2aaSAndroid Build Coastguard Worker 
remove_node(const OffsetEdge * node,OffsetEdge ** head)315*c8dee2aaSAndroid Build Coastguard Worker static void remove_node(const OffsetEdge* node, OffsetEdge** head) {
316*c8dee2aaSAndroid Build Coastguard Worker     // remove from linked list
317*c8dee2aaSAndroid Build Coastguard Worker     node->fPrev->fNext = node->fNext;
318*c8dee2aaSAndroid Build Coastguard Worker     node->fNext->fPrev = node->fPrev;
319*c8dee2aaSAndroid Build Coastguard Worker     if (node == *head) {
320*c8dee2aaSAndroid Build Coastguard Worker         *head = (node->fNext == node) ? nullptr : node->fNext;
321*c8dee2aaSAndroid Build Coastguard Worker     }
322*c8dee2aaSAndroid Build Coastguard Worker }
323*c8dee2aaSAndroid Build Coastguard Worker 
324*c8dee2aaSAndroid Build Coastguard Worker //////////////////////////////////////////////////////////////////////////////////
325*c8dee2aaSAndroid Build Coastguard Worker 
326*c8dee2aaSAndroid Build Coastguard Worker // The objective here is to inset all of the edges by the given distance, and then
327*c8dee2aaSAndroid Build Coastguard Worker // remove any invalid inset edges by detecting right-hand turns. In a ccw polygon,
328*c8dee2aaSAndroid Build Coastguard Worker // we should only be making left-hand turns (for cw polygons, we use the winding
329*c8dee2aaSAndroid Build Coastguard Worker // parameter to reverse this). We detect this by checking whether the second intersection
330*c8dee2aaSAndroid Build Coastguard Worker // on an edge is closer to its tail than the first one.
331*c8dee2aaSAndroid Build Coastguard Worker //
332*c8dee2aaSAndroid Build Coastguard Worker // We might also have the case that there is no intersection between two neighboring inset edges.
333*c8dee2aaSAndroid Build Coastguard Worker // In this case, one edge will lie to the right of the other and should be discarded along with
334*c8dee2aaSAndroid Build Coastguard Worker // its previous intersection (if any).
335*c8dee2aaSAndroid Build Coastguard Worker //
336*c8dee2aaSAndroid Build Coastguard Worker // Note: the assumption is that inputPolygon is convex and has no coincident points.
337*c8dee2aaSAndroid Build Coastguard Worker //
SkInsetConvexPolygon(const SkPoint * inputPolygonVerts,int inputPolygonSize,SkScalar inset,SkTDArray<SkPoint> * insetPolygon)338*c8dee2aaSAndroid Build Coastguard Worker bool SkInsetConvexPolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
339*c8dee2aaSAndroid Build Coastguard Worker                           SkScalar inset, SkTDArray<SkPoint>* insetPolygon) {
340*c8dee2aaSAndroid Build Coastguard Worker     if (inputPolygonSize < 3) {
341*c8dee2aaSAndroid Build Coastguard Worker         return false;
342*c8dee2aaSAndroid Build Coastguard Worker     }
343*c8dee2aaSAndroid Build Coastguard Worker 
344*c8dee2aaSAndroid Build Coastguard Worker     // restrict this to match other routines
345*c8dee2aaSAndroid Build Coastguard Worker     // practically we don't want anything bigger than this anyway
346*c8dee2aaSAndroid Build Coastguard Worker     if (inputPolygonSize > std::numeric_limits<uint16_t>::max()) {
347*c8dee2aaSAndroid Build Coastguard Worker         return false;
348*c8dee2aaSAndroid Build Coastguard Worker     }
349*c8dee2aaSAndroid Build Coastguard Worker 
350*c8dee2aaSAndroid Build Coastguard Worker     // can't inset by a negative or non-finite amount
351*c8dee2aaSAndroid Build Coastguard Worker     if (inset < -SK_ScalarNearlyZero || !SkIsFinite(inset)) {
352*c8dee2aaSAndroid Build Coastguard Worker         return false;
353*c8dee2aaSAndroid Build Coastguard Worker     }
354*c8dee2aaSAndroid Build Coastguard Worker 
355*c8dee2aaSAndroid Build Coastguard Worker     // insetting close to zero just returns the original poly
356*c8dee2aaSAndroid Build Coastguard Worker     if (inset <= SK_ScalarNearlyZero) {
357*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < inputPolygonSize; ++i) {
358*c8dee2aaSAndroid Build Coastguard Worker             *insetPolygon->append() = inputPolygonVerts[i];
359*c8dee2aaSAndroid Build Coastguard Worker         }
360*c8dee2aaSAndroid Build Coastguard Worker         return true;
361*c8dee2aaSAndroid Build Coastguard Worker     }
362*c8dee2aaSAndroid Build Coastguard Worker 
363*c8dee2aaSAndroid Build Coastguard Worker     // get winding direction
364*c8dee2aaSAndroid Build Coastguard Worker     int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
365*c8dee2aaSAndroid Build Coastguard Worker     if (0 == winding) {
366*c8dee2aaSAndroid Build Coastguard Worker         return false;
367*c8dee2aaSAndroid Build Coastguard Worker     }
368*c8dee2aaSAndroid Build Coastguard Worker 
369*c8dee2aaSAndroid Build Coastguard Worker     // set up
370*c8dee2aaSAndroid Build Coastguard Worker     AutoSTMalloc<64, OffsetEdge> edgeData(inputPolygonSize);
371*c8dee2aaSAndroid Build Coastguard Worker     int prev = inputPolygonSize - 1;
372*c8dee2aaSAndroid Build Coastguard Worker     for (int curr = 0; curr < inputPolygonSize; prev = curr, ++curr) {
373*c8dee2aaSAndroid Build Coastguard Worker         int next = (curr + 1) % inputPolygonSize;
374*c8dee2aaSAndroid Build Coastguard Worker         if (!inputPolygonVerts[curr].isFinite()) {
375*c8dee2aaSAndroid Build Coastguard Worker             return false;
376*c8dee2aaSAndroid Build Coastguard Worker         }
377*c8dee2aaSAndroid Build Coastguard Worker         // check for convexity just to be sure
378*c8dee2aaSAndroid Build Coastguard Worker         if (compute_side(inputPolygonVerts[prev], inputPolygonVerts[curr] - inputPolygonVerts[prev],
379*c8dee2aaSAndroid Build Coastguard Worker                          inputPolygonVerts[next])*winding < 0) {
380*c8dee2aaSAndroid Build Coastguard Worker             return false;
381*c8dee2aaSAndroid Build Coastguard Worker         }
382*c8dee2aaSAndroid Build Coastguard Worker         SkVector v = inputPolygonVerts[next] - inputPolygonVerts[curr];
383*c8dee2aaSAndroid Build Coastguard Worker         SkVector perp = SkVector::Make(-v.fY, v.fX);
384*c8dee2aaSAndroid Build Coastguard Worker         perp.setLength(inset*winding);
385*c8dee2aaSAndroid Build Coastguard Worker         edgeData[curr].fPrev = &edgeData[prev];
386*c8dee2aaSAndroid Build Coastguard Worker         edgeData[curr].fNext = &edgeData[next];
387*c8dee2aaSAndroid Build Coastguard Worker         edgeData[curr].fOffset.fP0 = inputPolygonVerts[curr] + perp;
388*c8dee2aaSAndroid Build Coastguard Worker         edgeData[curr].fOffset.fV = v;
389*c8dee2aaSAndroid Build Coastguard Worker         edgeData[curr].init();
390*c8dee2aaSAndroid Build Coastguard Worker     }
391*c8dee2aaSAndroid Build Coastguard Worker 
392*c8dee2aaSAndroid Build Coastguard Worker     OffsetEdge* head = &edgeData[0];
393*c8dee2aaSAndroid Build Coastguard Worker     OffsetEdge* currEdge = head;
394*c8dee2aaSAndroid Build Coastguard Worker     OffsetEdge* prevEdge = currEdge->fPrev;
395*c8dee2aaSAndroid Build Coastguard Worker     int insetVertexCount = inputPolygonSize;
396*c8dee2aaSAndroid Build Coastguard Worker     unsigned int iterations = 0;
397*c8dee2aaSAndroid Build Coastguard Worker     unsigned int maxIterations = inputPolygonSize * inputPolygonSize;
398*c8dee2aaSAndroid Build Coastguard Worker     while (head && prevEdge != currEdge) {
399*c8dee2aaSAndroid Build Coastguard Worker         ++iterations;
400*c8dee2aaSAndroid Build Coastguard Worker         // we should check each edge against each other edge at most once
401*c8dee2aaSAndroid Build Coastguard Worker         if (iterations > maxIterations) {
402*c8dee2aaSAndroid Build Coastguard Worker             return false;
403*c8dee2aaSAndroid Build Coastguard Worker         }
404*c8dee2aaSAndroid Build Coastguard Worker 
405*c8dee2aaSAndroid Build Coastguard Worker         SkScalar s, t;
406*c8dee2aaSAndroid Build Coastguard Worker         SkPoint intersection;
407*c8dee2aaSAndroid Build Coastguard Worker         if (compute_intersection(prevEdge->fOffset, currEdge->fOffset,
408*c8dee2aaSAndroid Build Coastguard Worker                                  &intersection, &s, &t)) {
409*c8dee2aaSAndroid Build Coastguard Worker             // if new intersection is further back on previous inset from the prior intersection
410*c8dee2aaSAndroid Build Coastguard Worker             if (s < prevEdge->fTValue) {
411*c8dee2aaSAndroid Build Coastguard Worker                 // no point in considering this one again
412*c8dee2aaSAndroid Build Coastguard Worker                 remove_node(prevEdge, &head);
413*c8dee2aaSAndroid Build Coastguard Worker                 --insetVertexCount;
414*c8dee2aaSAndroid Build Coastguard Worker                 // go back one segment
415*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = prevEdge->fPrev;
416*c8dee2aaSAndroid Build Coastguard Worker             // we've already considered this intersection, we're done
417*c8dee2aaSAndroid Build Coastguard Worker             } else if (currEdge->fTValue > SK_ScalarMin &&
418*c8dee2aaSAndroid Build Coastguard Worker                        SkPointPriv::EqualsWithinTolerance(intersection,
419*c8dee2aaSAndroid Build Coastguard Worker                                                           currEdge->fIntersection,
420*c8dee2aaSAndroid Build Coastguard Worker                                                           1.0e-6f)) {
421*c8dee2aaSAndroid Build Coastguard Worker                 break;
422*c8dee2aaSAndroid Build Coastguard Worker             } else {
423*c8dee2aaSAndroid Build Coastguard Worker                 // add intersection
424*c8dee2aaSAndroid Build Coastguard Worker                 currEdge->fIntersection = intersection;
425*c8dee2aaSAndroid Build Coastguard Worker                 currEdge->fTValue = t;
426*c8dee2aaSAndroid Build Coastguard Worker 
427*c8dee2aaSAndroid Build Coastguard Worker                 // go to next segment
428*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = currEdge;
429*c8dee2aaSAndroid Build Coastguard Worker                 currEdge = currEdge->fNext;
430*c8dee2aaSAndroid Build Coastguard Worker             }
431*c8dee2aaSAndroid Build Coastguard Worker         } else {
432*c8dee2aaSAndroid Build Coastguard Worker             // if prev to right side of curr
433*c8dee2aaSAndroid Build Coastguard Worker             int side = winding*compute_side(currEdge->fOffset.fP0,
434*c8dee2aaSAndroid Build Coastguard Worker                                             currEdge->fOffset.fV,
435*c8dee2aaSAndroid Build Coastguard Worker                                             prevEdge->fOffset.fP0);
436*c8dee2aaSAndroid Build Coastguard Worker             if (side < 0 &&
437*c8dee2aaSAndroid Build Coastguard Worker                 side == winding*compute_side(currEdge->fOffset.fP0,
438*c8dee2aaSAndroid Build Coastguard Worker                                              currEdge->fOffset.fV,
439*c8dee2aaSAndroid Build Coastguard Worker                                              prevEdge->fOffset.fP0 + prevEdge->fOffset.fV)) {
440*c8dee2aaSAndroid Build Coastguard Worker                 // no point in considering this one again
441*c8dee2aaSAndroid Build Coastguard Worker                 remove_node(prevEdge, &head);
442*c8dee2aaSAndroid Build Coastguard Worker                 --insetVertexCount;
443*c8dee2aaSAndroid Build Coastguard Worker                 // go back one segment
444*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = prevEdge->fPrev;
445*c8dee2aaSAndroid Build Coastguard Worker             } else {
446*c8dee2aaSAndroid Build Coastguard Worker                 // move to next segment
447*c8dee2aaSAndroid Build Coastguard Worker                 remove_node(currEdge, &head);
448*c8dee2aaSAndroid Build Coastguard Worker                 --insetVertexCount;
449*c8dee2aaSAndroid Build Coastguard Worker                 currEdge = currEdge->fNext;
450*c8dee2aaSAndroid Build Coastguard Worker             }
451*c8dee2aaSAndroid Build Coastguard Worker         }
452*c8dee2aaSAndroid Build Coastguard Worker     }
453*c8dee2aaSAndroid Build Coastguard Worker 
454*c8dee2aaSAndroid Build Coastguard Worker     // store all the valid intersections that aren't nearly coincident
455*c8dee2aaSAndroid Build Coastguard Worker     // TODO: look at the main algorithm and see if we can detect these better
456*c8dee2aaSAndroid Build Coastguard Worker     insetPolygon->reset();
457*c8dee2aaSAndroid Build Coastguard Worker     if (!head) {
458*c8dee2aaSAndroid Build Coastguard Worker         return false;
459*c8dee2aaSAndroid Build Coastguard Worker     }
460*c8dee2aaSAndroid Build Coastguard Worker 
461*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkScalar kCleanupTolerance = 0.01f;
462*c8dee2aaSAndroid Build Coastguard Worker     if (insetVertexCount >= 0) {
463*c8dee2aaSAndroid Build Coastguard Worker         insetPolygon->reserve(insetVertexCount);
464*c8dee2aaSAndroid Build Coastguard Worker     }
465*c8dee2aaSAndroid Build Coastguard Worker     int currIndex = 0;
466*c8dee2aaSAndroid Build Coastguard Worker     *insetPolygon->append() = head->fIntersection;
467*c8dee2aaSAndroid Build Coastguard Worker     currEdge = head->fNext;
468*c8dee2aaSAndroid Build Coastguard Worker     while (currEdge != head) {
469*c8dee2aaSAndroid Build Coastguard Worker         if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
470*c8dee2aaSAndroid Build Coastguard Worker                                                 (*insetPolygon)[currIndex],
471*c8dee2aaSAndroid Build Coastguard Worker                                                 kCleanupTolerance)) {
472*c8dee2aaSAndroid Build Coastguard Worker             *insetPolygon->append() = currEdge->fIntersection;
473*c8dee2aaSAndroid Build Coastguard Worker             currIndex++;
474*c8dee2aaSAndroid Build Coastguard Worker         }
475*c8dee2aaSAndroid Build Coastguard Worker         currEdge = currEdge->fNext;
476*c8dee2aaSAndroid Build Coastguard Worker     }
477*c8dee2aaSAndroid Build Coastguard Worker     // make sure the first and last points aren't coincident
478*c8dee2aaSAndroid Build Coastguard Worker     if (currIndex >= 1 &&
479*c8dee2aaSAndroid Build Coastguard Worker         SkPointPriv::EqualsWithinTolerance((*insetPolygon)[0], (*insetPolygon)[currIndex],
480*c8dee2aaSAndroid Build Coastguard Worker                                             kCleanupTolerance)) {
481*c8dee2aaSAndroid Build Coastguard Worker         insetPolygon->pop_back();
482*c8dee2aaSAndroid Build Coastguard Worker     }
483*c8dee2aaSAndroid Build Coastguard Worker 
484*c8dee2aaSAndroid Build Coastguard Worker     return SkIsConvexPolygon(insetPolygon->begin(), insetPolygon->size());
485*c8dee2aaSAndroid Build Coastguard Worker }
486*c8dee2aaSAndroid Build Coastguard Worker 
487*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////
488*c8dee2aaSAndroid Build Coastguard Worker 
489*c8dee2aaSAndroid Build Coastguard Worker // compute the number of points needed for a circular join when offsetting a reflex vertex
SkComputeRadialSteps(const SkVector & v1,const SkVector & v2,SkScalar offset,SkScalar * rotSin,SkScalar * rotCos,int * n)490*c8dee2aaSAndroid Build Coastguard Worker bool SkComputeRadialSteps(const SkVector& v1, const SkVector& v2, SkScalar offset,
491*c8dee2aaSAndroid Build Coastguard Worker                           SkScalar* rotSin, SkScalar* rotCos, int* n) {
492*c8dee2aaSAndroid Build Coastguard Worker     const SkScalar kRecipPixelsPerArcSegment = 0.25f;
493*c8dee2aaSAndroid Build Coastguard Worker 
494*c8dee2aaSAndroid Build Coastguard Worker     SkScalar rCos = v1.dot(v2);
495*c8dee2aaSAndroid Build Coastguard Worker     if (!SkIsFinite(rCos)) {
496*c8dee2aaSAndroid Build Coastguard Worker         return false;
497*c8dee2aaSAndroid Build Coastguard Worker     }
498*c8dee2aaSAndroid Build Coastguard Worker     SkScalar rSin = v1.cross(v2);
499*c8dee2aaSAndroid Build Coastguard Worker     if (!SkIsFinite(rSin)) {
500*c8dee2aaSAndroid Build Coastguard Worker         return false;
501*c8dee2aaSAndroid Build Coastguard Worker     }
502*c8dee2aaSAndroid Build Coastguard Worker     SkScalar theta = SkScalarATan2(rSin, rCos);
503*c8dee2aaSAndroid Build Coastguard Worker 
504*c8dee2aaSAndroid Build Coastguard Worker     SkScalar floatSteps = SkScalarAbs(offset*theta*kRecipPixelsPerArcSegment);
505*c8dee2aaSAndroid Build Coastguard Worker     // limit the number of steps to at most max uint16_t (that's all we can index)
506*c8dee2aaSAndroid Build Coastguard Worker     // knock one value off the top to account for rounding
507*c8dee2aaSAndroid Build Coastguard Worker     if (floatSteps >= std::numeric_limits<uint16_t>::max()) {
508*c8dee2aaSAndroid Build Coastguard Worker         return false;
509*c8dee2aaSAndroid Build Coastguard Worker     }
510*c8dee2aaSAndroid Build Coastguard Worker     int steps = SkScalarRoundToInt(floatSteps);
511*c8dee2aaSAndroid Build Coastguard Worker 
512*c8dee2aaSAndroid Build Coastguard Worker     SkScalar dTheta = steps > 0 ? theta / steps : 0;
513*c8dee2aaSAndroid Build Coastguard Worker     *rotSin = SkScalarSin(dTheta);
514*c8dee2aaSAndroid Build Coastguard Worker     *rotCos = SkScalarCos(dTheta);
515*c8dee2aaSAndroid Build Coastguard Worker     // Our offset may be so large that we end up with a tiny dTheta, in which case we
516*c8dee2aaSAndroid Build Coastguard Worker     // lose precision when computing rotSin and rotCos.
517*c8dee2aaSAndroid Build Coastguard Worker     if (steps > 0 && (*rotSin == 0 || *rotCos == 1)) {
518*c8dee2aaSAndroid Build Coastguard Worker         return false;
519*c8dee2aaSAndroid Build Coastguard Worker     }
520*c8dee2aaSAndroid Build Coastguard Worker     *n = steps;
521*c8dee2aaSAndroid Build Coastguard Worker     return true;
522*c8dee2aaSAndroid Build Coastguard Worker }
523*c8dee2aaSAndroid Build Coastguard Worker 
524*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////
525*c8dee2aaSAndroid Build Coastguard Worker 
526*c8dee2aaSAndroid Build Coastguard Worker // a point is "left" to another if its x-coord is less, or if equal, its y-coord is greater
left(const SkPoint & p0,const SkPoint & p1)527*c8dee2aaSAndroid Build Coastguard Worker static bool left(const SkPoint& p0, const SkPoint& p1) {
528*c8dee2aaSAndroid Build Coastguard Worker     return p0.fX < p1.fX || (!(p0.fX > p1.fX) && p0.fY > p1.fY);
529*c8dee2aaSAndroid Build Coastguard Worker }
530*c8dee2aaSAndroid Build Coastguard Worker 
531*c8dee2aaSAndroid Build Coastguard Worker // a point is "right" to another if its x-coord is greater, or if equal, its y-coord is less
right(const SkPoint & p0,const SkPoint & p1)532*c8dee2aaSAndroid Build Coastguard Worker static bool right(const SkPoint& p0, const SkPoint& p1) {
533*c8dee2aaSAndroid Build Coastguard Worker     return p0.fX > p1.fX || (!(p0.fX < p1.fX) && p0.fY < p1.fY);
534*c8dee2aaSAndroid Build Coastguard Worker }
535*c8dee2aaSAndroid Build Coastguard Worker 
536*c8dee2aaSAndroid Build Coastguard Worker struct Vertex {
LeftVertex537*c8dee2aaSAndroid Build Coastguard Worker     static bool Left(const Vertex& qv0, const Vertex& qv1) {
538*c8dee2aaSAndroid Build Coastguard Worker         return left(qv0.fPosition, qv1.fPosition);
539*c8dee2aaSAndroid Build Coastguard Worker     }
540*c8dee2aaSAndroid Build Coastguard Worker 
541*c8dee2aaSAndroid Build Coastguard Worker     // packed to fit into 16 bytes (one cache line)
542*c8dee2aaSAndroid Build Coastguard Worker     SkPoint  fPosition;
543*c8dee2aaSAndroid Build Coastguard Worker     uint16_t fIndex;       // index in unsorted polygon
544*c8dee2aaSAndroid Build Coastguard Worker     uint16_t fPrevIndex;   // indices for previous and next vertex in unsorted polygon
545*c8dee2aaSAndroid Build Coastguard Worker     uint16_t fNextIndex;
546*c8dee2aaSAndroid Build Coastguard Worker     uint16_t fFlags;
547*c8dee2aaSAndroid Build Coastguard Worker };
548*c8dee2aaSAndroid Build Coastguard Worker 
549*c8dee2aaSAndroid Build Coastguard Worker enum VertexFlags {
550*c8dee2aaSAndroid Build Coastguard Worker     kPrevLeft_VertexFlag = 0x1,
551*c8dee2aaSAndroid Build Coastguard Worker     kNextLeft_VertexFlag = 0x2,
552*c8dee2aaSAndroid Build Coastguard Worker };
553*c8dee2aaSAndroid Build Coastguard Worker 
554*c8dee2aaSAndroid Build Coastguard Worker struct ActiveEdge {
ActiveEdgeActiveEdge555*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge() : fChild{ nullptr, nullptr }, fAbove(nullptr), fBelow(nullptr), fRed(false) {}
ActiveEdgeActiveEdge556*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge(const SkPoint& p0, const SkVector& v, uint16_t index0, uint16_t index1)
557*c8dee2aaSAndroid Build Coastguard Worker         : fSegment({ p0, v })
558*c8dee2aaSAndroid Build Coastguard Worker         , fIndex0(index0)
559*c8dee2aaSAndroid Build Coastguard Worker         , fIndex1(index1)
560*c8dee2aaSAndroid Build Coastguard Worker         , fAbove(nullptr)
561*c8dee2aaSAndroid Build Coastguard Worker         , fBelow(nullptr)
562*c8dee2aaSAndroid Build Coastguard Worker         , fRed(true) {
563*c8dee2aaSAndroid Build Coastguard Worker         fChild[0] = nullptr;
564*c8dee2aaSAndroid Build Coastguard Worker         fChild[1] = nullptr;
565*c8dee2aaSAndroid Build Coastguard Worker     }
566*c8dee2aaSAndroid Build Coastguard Worker 
567*c8dee2aaSAndroid Build Coastguard Worker     // Returns true if "this" is above "that", assuming this->p0 is to the left of that->p0
568*c8dee2aaSAndroid Build Coastguard Worker     // This is only used to verify the edgelist -- the actual test for insertion/deletion is much
569*c8dee2aaSAndroid Build Coastguard Worker     // simpler because we can make certain assumptions then.
aboveIfLeftActiveEdge570*c8dee2aaSAndroid Build Coastguard Worker     bool aboveIfLeft(const ActiveEdge* that) const {
571*c8dee2aaSAndroid Build Coastguard Worker         const SkPoint& p0 = this->fSegment.fP0;
572*c8dee2aaSAndroid Build Coastguard Worker         const SkPoint& q0 = that->fSegment.fP0;
573*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(p0.fX <= q0.fX);
574*c8dee2aaSAndroid Build Coastguard Worker         SkVector d = q0 - p0;
575*c8dee2aaSAndroid Build Coastguard Worker         const SkVector& v = this->fSegment.fV;
576*c8dee2aaSAndroid Build Coastguard Worker         const SkVector& w = that->fSegment.fV;
577*c8dee2aaSAndroid Build Coastguard Worker         // The idea here is that if the vector between the origins of the two segments (d)
578*c8dee2aaSAndroid Build Coastguard Worker         // rotates counterclockwise up to the vector representing the "this" segment (v),
579*c8dee2aaSAndroid Build Coastguard Worker         // then we know that "this" is above "that". If the result is clockwise we say it's below.
580*c8dee2aaSAndroid Build Coastguard Worker         if (this->fIndex0 != that->fIndex0) {
581*c8dee2aaSAndroid Build Coastguard Worker             SkScalar cross = d.cross(v);
582*c8dee2aaSAndroid Build Coastguard Worker             if (cross > kCrossTolerance) {
583*c8dee2aaSAndroid Build Coastguard Worker                 return true;
584*c8dee2aaSAndroid Build Coastguard Worker             } else if (cross < -kCrossTolerance) {
585*c8dee2aaSAndroid Build Coastguard Worker                 return false;
586*c8dee2aaSAndroid Build Coastguard Worker             }
587*c8dee2aaSAndroid Build Coastguard Worker         } else if (this->fIndex1 == that->fIndex1) {
588*c8dee2aaSAndroid Build Coastguard Worker             return false;
589*c8dee2aaSAndroid Build Coastguard Worker         }
590*c8dee2aaSAndroid Build Coastguard Worker         // At this point either the two origins are nearly equal or the origin of "that"
591*c8dee2aaSAndroid Build Coastguard Worker         // lies on dv. So then we try the same for the vector from the tail of "this"
592*c8dee2aaSAndroid Build Coastguard Worker         // to the head of "that". Again, ccw means "this" is above "that".
593*c8dee2aaSAndroid Build Coastguard Worker         // d = that.P1 - this.P0
594*c8dee2aaSAndroid Build Coastguard Worker         //   = that.fP0 + that.fV - this.fP0
595*c8dee2aaSAndroid Build Coastguard Worker         //   = that.fP0 - this.fP0 + that.fV
596*c8dee2aaSAndroid Build Coastguard Worker         //   = old_d + that.fV
597*c8dee2aaSAndroid Build Coastguard Worker         d += w;
598*c8dee2aaSAndroid Build Coastguard Worker         SkScalar cross = d.cross(v);
599*c8dee2aaSAndroid Build Coastguard Worker         if (cross > kCrossTolerance) {
600*c8dee2aaSAndroid Build Coastguard Worker             return true;
601*c8dee2aaSAndroid Build Coastguard Worker         } else if (cross < -kCrossTolerance) {
602*c8dee2aaSAndroid Build Coastguard Worker             return false;
603*c8dee2aaSAndroid Build Coastguard Worker         }
604*c8dee2aaSAndroid Build Coastguard Worker         // If the previous check fails, the two segments are nearly collinear
605*c8dee2aaSAndroid Build Coastguard Worker         // First check y-coord of first endpoints
606*c8dee2aaSAndroid Build Coastguard Worker         if (p0.fX < q0.fX) {
607*c8dee2aaSAndroid Build Coastguard Worker             return (p0.fY >= q0.fY);
608*c8dee2aaSAndroid Build Coastguard Worker         } else if (p0.fY > q0.fY) {
609*c8dee2aaSAndroid Build Coastguard Worker             return true;
610*c8dee2aaSAndroid Build Coastguard Worker         } else if (p0.fY < q0.fY) {
611*c8dee2aaSAndroid Build Coastguard Worker             return false;
612*c8dee2aaSAndroid Build Coastguard Worker         }
613*c8dee2aaSAndroid Build Coastguard Worker         // The first endpoints are the same, so check the other endpoint
614*c8dee2aaSAndroid Build Coastguard Worker         SkPoint p1 = p0 + v;
615*c8dee2aaSAndroid Build Coastguard Worker         SkPoint q1 = q0 + w;
616*c8dee2aaSAndroid Build Coastguard Worker         if (p1.fX < q1.fX) {
617*c8dee2aaSAndroid Build Coastguard Worker             return (p1.fY >= q1.fY);
618*c8dee2aaSAndroid Build Coastguard Worker         } else {
619*c8dee2aaSAndroid Build Coastguard Worker             return (p1.fY > q1.fY);
620*c8dee2aaSAndroid Build Coastguard Worker         }
621*c8dee2aaSAndroid Build Coastguard Worker     }
622*c8dee2aaSAndroid Build Coastguard Worker 
623*c8dee2aaSAndroid Build Coastguard Worker     // same as leftAndAbove(), but generalized
aboveActiveEdge624*c8dee2aaSAndroid Build Coastguard Worker     bool above(const ActiveEdge* that) const {
625*c8dee2aaSAndroid Build Coastguard Worker         const SkPoint& p0 = this->fSegment.fP0;
626*c8dee2aaSAndroid Build Coastguard Worker         const SkPoint& q0 = that->fSegment.fP0;
627*c8dee2aaSAndroid Build Coastguard Worker         if (right(p0, q0)) {
628*c8dee2aaSAndroid Build Coastguard Worker             return !that->aboveIfLeft(this);
629*c8dee2aaSAndroid Build Coastguard Worker         } else {
630*c8dee2aaSAndroid Build Coastguard Worker             return this->aboveIfLeft(that);
631*c8dee2aaSAndroid Build Coastguard Worker         }
632*c8dee2aaSAndroid Build Coastguard Worker     }
633*c8dee2aaSAndroid Build Coastguard Worker 
intersectActiveEdge634*c8dee2aaSAndroid Build Coastguard Worker     bool intersect(const SkPoint& q0, const SkVector& w, uint16_t index0, uint16_t index1) const {
635*c8dee2aaSAndroid Build Coastguard Worker         // check first to see if these edges are neighbors in the polygon
636*c8dee2aaSAndroid Build Coastguard Worker         if (this->fIndex0 == index0 || this->fIndex1 == index0 ||
637*c8dee2aaSAndroid Build Coastguard Worker             this->fIndex0 == index1 || this->fIndex1 == index1) {
638*c8dee2aaSAndroid Build Coastguard Worker             return false;
639*c8dee2aaSAndroid Build Coastguard Worker         }
640*c8dee2aaSAndroid Build Coastguard Worker 
641*c8dee2aaSAndroid Build Coastguard Worker         // We don't need the exact intersection point so we can do a simpler test here.
642*c8dee2aaSAndroid Build Coastguard Worker         const SkPoint& p0 = this->fSegment.fP0;
643*c8dee2aaSAndroid Build Coastguard Worker         const SkVector& v = this->fSegment.fV;
644*c8dee2aaSAndroid Build Coastguard Worker         SkPoint p1 = p0 + v;
645*c8dee2aaSAndroid Build Coastguard Worker         SkPoint q1 = q0 + w;
646*c8dee2aaSAndroid Build Coastguard Worker 
647*c8dee2aaSAndroid Build Coastguard Worker         // We assume some x-overlap due to how the edgelist works
648*c8dee2aaSAndroid Build Coastguard Worker         // This allows us to simplify our test
649*c8dee2aaSAndroid Build Coastguard Worker         // We need some slop here because storing the vector and recomputing the second endpoint
650*c8dee2aaSAndroid Build Coastguard Worker         // doesn't necessary give us the original result in floating point.
651*c8dee2aaSAndroid Build Coastguard Worker         // TODO: Store vector as double? Store endpoint as well?
652*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(q0.fX <= p1.fX + SK_ScalarNearlyZero);
653*c8dee2aaSAndroid Build Coastguard Worker 
654*c8dee2aaSAndroid Build Coastguard Worker         // if each segment straddles the other (i.e., the endpoints have different sides)
655*c8dee2aaSAndroid Build Coastguard Worker         // then they intersect
656*c8dee2aaSAndroid Build Coastguard Worker         bool result;
657*c8dee2aaSAndroid Build Coastguard Worker         if (p0.fX < q0.fX) {
658*c8dee2aaSAndroid Build Coastguard Worker             if (q1.fX < p1.fX) {
659*c8dee2aaSAndroid Build Coastguard Worker                 result = (compute_side(p0, v, q0)*compute_side(p0, v, q1) < 0);
660*c8dee2aaSAndroid Build Coastguard Worker             } else {
661*c8dee2aaSAndroid Build Coastguard Worker                 result = (compute_side(p0, v, q0)*compute_side(q0, w, p1) > 0);
662*c8dee2aaSAndroid Build Coastguard Worker             }
663*c8dee2aaSAndroid Build Coastguard Worker         } else {
664*c8dee2aaSAndroid Build Coastguard Worker             if (p1.fX < q1.fX) {
665*c8dee2aaSAndroid Build Coastguard Worker                 result = (compute_side(q0, w, p0)*compute_side(q0, w, p1) < 0);
666*c8dee2aaSAndroid Build Coastguard Worker             } else {
667*c8dee2aaSAndroid Build Coastguard Worker                 result = (compute_side(q0, w, p0)*compute_side(p0, v, q1) > 0);
668*c8dee2aaSAndroid Build Coastguard Worker             }
669*c8dee2aaSAndroid Build Coastguard Worker         }
670*c8dee2aaSAndroid Build Coastguard Worker         return result;
671*c8dee2aaSAndroid Build Coastguard Worker     }
672*c8dee2aaSAndroid Build Coastguard Worker 
intersectActiveEdge673*c8dee2aaSAndroid Build Coastguard Worker     bool intersect(const ActiveEdge* edge) {
674*c8dee2aaSAndroid Build Coastguard Worker         return this->intersect(edge->fSegment.fP0, edge->fSegment.fV, edge->fIndex0, edge->fIndex1);
675*c8dee2aaSAndroid Build Coastguard Worker     }
676*c8dee2aaSAndroid Build Coastguard Worker 
lessThanActiveEdge677*c8dee2aaSAndroid Build Coastguard Worker     bool lessThan(const ActiveEdge* that) const {
678*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!this->above(this));
679*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!that->above(that));
680*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(!(this->above(that) && that->above(this)));
681*c8dee2aaSAndroid Build Coastguard Worker         return this->above(that);
682*c8dee2aaSAndroid Build Coastguard Worker     }
683*c8dee2aaSAndroid Build Coastguard Worker 
equalsActiveEdge684*c8dee2aaSAndroid Build Coastguard Worker     bool equals(uint16_t index0, uint16_t index1) const {
685*c8dee2aaSAndroid Build Coastguard Worker         return (this->fIndex0 == index0 && this->fIndex1 == index1);
686*c8dee2aaSAndroid Build Coastguard Worker     }
687*c8dee2aaSAndroid Build Coastguard Worker 
688*c8dee2aaSAndroid Build Coastguard Worker     OffsetSegment fSegment;
689*c8dee2aaSAndroid Build Coastguard Worker     uint16_t fIndex0;   // indices for previous and next vertex in polygon
690*c8dee2aaSAndroid Build Coastguard Worker     uint16_t fIndex1;
691*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge* fChild[2];
692*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge* fAbove;
693*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge* fBelow;
694*c8dee2aaSAndroid Build Coastguard Worker     int32_t  fRed;
695*c8dee2aaSAndroid Build Coastguard Worker };
696*c8dee2aaSAndroid Build Coastguard Worker 
697*c8dee2aaSAndroid Build Coastguard Worker class ActiveEdgeList {
698*c8dee2aaSAndroid Build Coastguard Worker public:
ActiveEdgeList(int maxEdges)699*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdgeList(int maxEdges) {
700*c8dee2aaSAndroid Build Coastguard Worker         fAllocation = (char*) sk_malloc_throw(sizeof(ActiveEdge)*maxEdges);
701*c8dee2aaSAndroid Build Coastguard Worker         fCurrFree = 0;
702*c8dee2aaSAndroid Build Coastguard Worker         fMaxFree = maxEdges;
703*c8dee2aaSAndroid Build Coastguard Worker     }
~ActiveEdgeList()704*c8dee2aaSAndroid Build Coastguard Worker     ~ActiveEdgeList() {
705*c8dee2aaSAndroid Build Coastguard Worker         fTreeHead.fChild[1] = nullptr;
706*c8dee2aaSAndroid Build Coastguard Worker         sk_free(fAllocation);
707*c8dee2aaSAndroid Build Coastguard Worker     }
708*c8dee2aaSAndroid Build Coastguard Worker 
insert(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)709*c8dee2aaSAndroid Build Coastguard Worker     bool insert(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
710*c8dee2aaSAndroid Build Coastguard Worker         SkVector v = p1 - p0;
711*c8dee2aaSAndroid Build Coastguard Worker         if (!v.isFinite()) {
712*c8dee2aaSAndroid Build Coastguard Worker             return false;
713*c8dee2aaSAndroid Build Coastguard Worker         }
714*c8dee2aaSAndroid Build Coastguard Worker         // empty tree case -- easy
715*c8dee2aaSAndroid Build Coastguard Worker         if (!fTreeHead.fChild[1]) {
716*c8dee2aaSAndroid Build Coastguard Worker             ActiveEdge* root = fTreeHead.fChild[1] = this->allocate(p0, v, index0, index1);
717*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(root);
718*c8dee2aaSAndroid Build Coastguard Worker             if (!root) {
719*c8dee2aaSAndroid Build Coastguard Worker                 return false;
720*c8dee2aaSAndroid Build Coastguard Worker             }
721*c8dee2aaSAndroid Build Coastguard Worker             root->fRed = false;
722*c8dee2aaSAndroid Build Coastguard Worker             return true;
723*c8dee2aaSAndroid Build Coastguard Worker         }
724*c8dee2aaSAndroid Build Coastguard Worker 
725*c8dee2aaSAndroid Build Coastguard Worker         // set up helpers
726*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* top = &fTreeHead;
727*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge *grandparent = nullptr;
728*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge *parent = nullptr;
729*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge *curr = top->fChild[1];
730*c8dee2aaSAndroid Build Coastguard Worker         int dir = 0;
731*c8dee2aaSAndroid Build Coastguard Worker         int last = 0; // ?
732*c8dee2aaSAndroid Build Coastguard Worker         // predecessor and successor, for intersection check
733*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* pred = nullptr;
734*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* succ = nullptr;
735*c8dee2aaSAndroid Build Coastguard Worker 
736*c8dee2aaSAndroid Build Coastguard Worker         // search down the tree
737*c8dee2aaSAndroid Build Coastguard Worker         while (true) {
738*c8dee2aaSAndroid Build Coastguard Worker             if (!curr) {
739*c8dee2aaSAndroid Build Coastguard Worker                 // check for intersection with predecessor and successor
740*c8dee2aaSAndroid Build Coastguard Worker                 if ((pred && pred->intersect(p0, v, index0, index1)) ||
741*c8dee2aaSAndroid Build Coastguard Worker                     (succ && succ->intersect(p0, v, index0, index1))) {
742*c8dee2aaSAndroid Build Coastguard Worker                     return false;
743*c8dee2aaSAndroid Build Coastguard Worker                 }
744*c8dee2aaSAndroid Build Coastguard Worker                 // insert new node at bottom
745*c8dee2aaSAndroid Build Coastguard Worker                 parent->fChild[dir] = curr = this->allocate(p0, v, index0, index1);
746*c8dee2aaSAndroid Build Coastguard Worker                 SkASSERT(curr);
747*c8dee2aaSAndroid Build Coastguard Worker                 if (!curr) {
748*c8dee2aaSAndroid Build Coastguard Worker                     return false;
749*c8dee2aaSAndroid Build Coastguard Worker                 }
750*c8dee2aaSAndroid Build Coastguard Worker                 curr->fAbove = pred;
751*c8dee2aaSAndroid Build Coastguard Worker                 curr->fBelow = succ;
752*c8dee2aaSAndroid Build Coastguard Worker                 if (pred) {
753*c8dee2aaSAndroid Build Coastguard Worker                     if (pred->fSegment.fP0 == curr->fSegment.fP0 &&
754*c8dee2aaSAndroid Build Coastguard Worker                         pred->fSegment.fV == curr->fSegment.fV) {
755*c8dee2aaSAndroid Build Coastguard Worker                         return false;
756*c8dee2aaSAndroid Build Coastguard Worker                     }
757*c8dee2aaSAndroid Build Coastguard Worker                     pred->fBelow = curr;
758*c8dee2aaSAndroid Build Coastguard Worker                 }
759*c8dee2aaSAndroid Build Coastguard Worker                 if (succ) {
760*c8dee2aaSAndroid Build Coastguard Worker                     if (succ->fSegment.fP0 == curr->fSegment.fP0 &&
761*c8dee2aaSAndroid Build Coastguard Worker                         succ->fSegment.fV == curr->fSegment.fV) {
762*c8dee2aaSAndroid Build Coastguard Worker                         return false;
763*c8dee2aaSAndroid Build Coastguard Worker                     }
764*c8dee2aaSAndroid Build Coastguard Worker                     succ->fAbove = curr;
765*c8dee2aaSAndroid Build Coastguard Worker                 }
766*c8dee2aaSAndroid Build Coastguard Worker                 if (IsRed(parent)) {
767*c8dee2aaSAndroid Build Coastguard Worker                     int dir2 = (top->fChild[1] == grandparent);
768*c8dee2aaSAndroid Build Coastguard Worker                     if (curr == parent->fChild[last]) {
769*c8dee2aaSAndroid Build Coastguard Worker                         top->fChild[dir2] = SingleRotation(grandparent, !last);
770*c8dee2aaSAndroid Build Coastguard Worker                     } else {
771*c8dee2aaSAndroid Build Coastguard Worker                         top->fChild[dir2] = DoubleRotation(grandparent, !last);
772*c8dee2aaSAndroid Build Coastguard Worker                     }
773*c8dee2aaSAndroid Build Coastguard Worker                 }
774*c8dee2aaSAndroid Build Coastguard Worker                 break;
775*c8dee2aaSAndroid Build Coastguard Worker             } else if (IsRed(curr->fChild[0]) && IsRed(curr->fChild[1])) {
776*c8dee2aaSAndroid Build Coastguard Worker                 // color flip
777*c8dee2aaSAndroid Build Coastguard Worker                 curr->fRed = true;
778*c8dee2aaSAndroid Build Coastguard Worker                 curr->fChild[0]->fRed = false;
779*c8dee2aaSAndroid Build Coastguard Worker                 curr->fChild[1]->fRed = false;
780*c8dee2aaSAndroid Build Coastguard Worker                 if (IsRed(parent)) {
781*c8dee2aaSAndroid Build Coastguard Worker                     int dir2 = (top->fChild[1] == grandparent);
782*c8dee2aaSAndroid Build Coastguard Worker                     if (curr == parent->fChild[last]) {
783*c8dee2aaSAndroid Build Coastguard Worker                         top->fChild[dir2] = SingleRotation(grandparent, !last);
784*c8dee2aaSAndroid Build Coastguard Worker                     } else {
785*c8dee2aaSAndroid Build Coastguard Worker                         top->fChild[dir2] = DoubleRotation(grandparent, !last);
786*c8dee2aaSAndroid Build Coastguard Worker                     }
787*c8dee2aaSAndroid Build Coastguard Worker                 }
788*c8dee2aaSAndroid Build Coastguard Worker             }
789*c8dee2aaSAndroid Build Coastguard Worker 
790*c8dee2aaSAndroid Build Coastguard Worker             last = dir;
791*c8dee2aaSAndroid Build Coastguard Worker             int side;
792*c8dee2aaSAndroid Build Coastguard Worker             // check to see if segment is above or below
793*c8dee2aaSAndroid Build Coastguard Worker             if (curr->fIndex0 == index0) {
794*c8dee2aaSAndroid Build Coastguard Worker                 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
795*c8dee2aaSAndroid Build Coastguard Worker             } else {
796*c8dee2aaSAndroid Build Coastguard Worker                 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
797*c8dee2aaSAndroid Build Coastguard Worker             }
798*c8dee2aaSAndroid Build Coastguard Worker             if (0 == side) {
799*c8dee2aaSAndroid Build Coastguard Worker                 return false;
800*c8dee2aaSAndroid Build Coastguard Worker             }
801*c8dee2aaSAndroid Build Coastguard Worker             dir = (side < 0);
802*c8dee2aaSAndroid Build Coastguard Worker 
803*c8dee2aaSAndroid Build Coastguard Worker             if (0 == dir) {
804*c8dee2aaSAndroid Build Coastguard Worker                 succ = curr;
805*c8dee2aaSAndroid Build Coastguard Worker             } else {
806*c8dee2aaSAndroid Build Coastguard Worker                 pred = curr;
807*c8dee2aaSAndroid Build Coastguard Worker             }
808*c8dee2aaSAndroid Build Coastguard Worker 
809*c8dee2aaSAndroid Build Coastguard Worker             // update helpers
810*c8dee2aaSAndroid Build Coastguard Worker             if (grandparent) {
811*c8dee2aaSAndroid Build Coastguard Worker                 top = grandparent;
812*c8dee2aaSAndroid Build Coastguard Worker             }
813*c8dee2aaSAndroid Build Coastguard Worker             grandparent = parent;
814*c8dee2aaSAndroid Build Coastguard Worker             parent = curr;
815*c8dee2aaSAndroid Build Coastguard Worker             curr = curr->fChild[dir];
816*c8dee2aaSAndroid Build Coastguard Worker         }
817*c8dee2aaSAndroid Build Coastguard Worker 
818*c8dee2aaSAndroid Build Coastguard Worker         // update root and make it black
819*c8dee2aaSAndroid Build Coastguard Worker         fTreeHead.fChild[1]->fRed = false;
820*c8dee2aaSAndroid Build Coastguard Worker 
821*c8dee2aaSAndroid Build Coastguard Worker         SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
822*c8dee2aaSAndroid Build Coastguard Worker 
823*c8dee2aaSAndroid Build Coastguard Worker         return true;
824*c8dee2aaSAndroid Build Coastguard Worker     }
825*c8dee2aaSAndroid Build Coastguard Worker 
826*c8dee2aaSAndroid Build Coastguard Worker     // replaces edge p0p1 with p1p2
replace(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,uint16_t index0,uint16_t index1,uint16_t index2)827*c8dee2aaSAndroid Build Coastguard Worker     bool replace(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
828*c8dee2aaSAndroid Build Coastguard Worker                  uint16_t index0, uint16_t index1, uint16_t index2) {
829*c8dee2aaSAndroid Build Coastguard Worker         if (!fTreeHead.fChild[1]) {
830*c8dee2aaSAndroid Build Coastguard Worker             return false;
831*c8dee2aaSAndroid Build Coastguard Worker         }
832*c8dee2aaSAndroid Build Coastguard Worker 
833*c8dee2aaSAndroid Build Coastguard Worker         SkVector v = p2 - p1;
834*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* curr = &fTreeHead;
835*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* found = nullptr;
836*c8dee2aaSAndroid Build Coastguard Worker         int dir = 1;
837*c8dee2aaSAndroid Build Coastguard Worker 
838*c8dee2aaSAndroid Build Coastguard Worker         // search
839*c8dee2aaSAndroid Build Coastguard Worker         while (curr->fChild[dir] != nullptr) {
840*c8dee2aaSAndroid Build Coastguard Worker             // update helpers
841*c8dee2aaSAndroid Build Coastguard Worker             curr = curr->fChild[dir];
842*c8dee2aaSAndroid Build Coastguard Worker             // save found node
843*c8dee2aaSAndroid Build Coastguard Worker             if (curr->equals(index0, index1)) {
844*c8dee2aaSAndroid Build Coastguard Worker                 found = curr;
845*c8dee2aaSAndroid Build Coastguard Worker                 break;
846*c8dee2aaSAndroid Build Coastguard Worker             } else {
847*c8dee2aaSAndroid Build Coastguard Worker                 // check to see if segment is above or below
848*c8dee2aaSAndroid Build Coastguard Worker                 int side;
849*c8dee2aaSAndroid Build Coastguard Worker                 if (curr->fIndex1 == index1) {
850*c8dee2aaSAndroid Build Coastguard Worker                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
851*c8dee2aaSAndroid Build Coastguard Worker                 } else {
852*c8dee2aaSAndroid Build Coastguard Worker                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
853*c8dee2aaSAndroid Build Coastguard Worker                 }
854*c8dee2aaSAndroid Build Coastguard Worker                 if (0 == side) {
855*c8dee2aaSAndroid Build Coastguard Worker                     return false;
856*c8dee2aaSAndroid Build Coastguard Worker                 }
857*c8dee2aaSAndroid Build Coastguard Worker                 dir = (side < 0);
858*c8dee2aaSAndroid Build Coastguard Worker             }
859*c8dee2aaSAndroid Build Coastguard Worker         }
860*c8dee2aaSAndroid Build Coastguard Worker 
861*c8dee2aaSAndroid Build Coastguard Worker         if (!found) {
862*c8dee2aaSAndroid Build Coastguard Worker             return false;
863*c8dee2aaSAndroid Build Coastguard Worker         }
864*c8dee2aaSAndroid Build Coastguard Worker 
865*c8dee2aaSAndroid Build Coastguard Worker         // replace if found
866*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* pred = found->fAbove;
867*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* succ = found->fBelow;
868*c8dee2aaSAndroid Build Coastguard Worker         // check deletion and insert intersection cases
869*c8dee2aaSAndroid Build Coastguard Worker         if (pred && (pred->intersect(found) || pred->intersect(p1, v, index1, index2))) {
870*c8dee2aaSAndroid Build Coastguard Worker             return false;
871*c8dee2aaSAndroid Build Coastguard Worker         }
872*c8dee2aaSAndroid Build Coastguard Worker         if (succ && (succ->intersect(found) || succ->intersect(p1, v, index1, index2))) {
873*c8dee2aaSAndroid Build Coastguard Worker             return false;
874*c8dee2aaSAndroid Build Coastguard Worker         }
875*c8dee2aaSAndroid Build Coastguard Worker         found->fSegment.fP0 = p1;
876*c8dee2aaSAndroid Build Coastguard Worker         found->fSegment.fV = v;
877*c8dee2aaSAndroid Build Coastguard Worker         found->fIndex0 = index1;
878*c8dee2aaSAndroid Build Coastguard Worker         found->fIndex1 = index2;
879*c8dee2aaSAndroid Build Coastguard Worker         // above and below should stay the same
880*c8dee2aaSAndroid Build Coastguard Worker 
881*c8dee2aaSAndroid Build Coastguard Worker         SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
882*c8dee2aaSAndroid Build Coastguard Worker 
883*c8dee2aaSAndroid Build Coastguard Worker         return true;
884*c8dee2aaSAndroid Build Coastguard Worker     }
885*c8dee2aaSAndroid Build Coastguard Worker 
remove(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)886*c8dee2aaSAndroid Build Coastguard Worker     bool remove(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
887*c8dee2aaSAndroid Build Coastguard Worker         if (!fTreeHead.fChild[1]) {
888*c8dee2aaSAndroid Build Coastguard Worker             return false;
889*c8dee2aaSAndroid Build Coastguard Worker         }
890*c8dee2aaSAndroid Build Coastguard Worker 
891*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* curr = &fTreeHead;
892*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* parent = nullptr;
893*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* grandparent = nullptr;
894*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* found = nullptr;
895*c8dee2aaSAndroid Build Coastguard Worker         int dir = 1;
896*c8dee2aaSAndroid Build Coastguard Worker 
897*c8dee2aaSAndroid Build Coastguard Worker         // search and push a red node down
898*c8dee2aaSAndroid Build Coastguard Worker         while (curr->fChild[dir] != nullptr) {
899*c8dee2aaSAndroid Build Coastguard Worker             int last = dir;
900*c8dee2aaSAndroid Build Coastguard Worker 
901*c8dee2aaSAndroid Build Coastguard Worker             // update helpers
902*c8dee2aaSAndroid Build Coastguard Worker             grandparent = parent;
903*c8dee2aaSAndroid Build Coastguard Worker             parent = curr;
904*c8dee2aaSAndroid Build Coastguard Worker             curr = curr->fChild[dir];
905*c8dee2aaSAndroid Build Coastguard Worker             // save found node
906*c8dee2aaSAndroid Build Coastguard Worker             if (curr->equals(index0, index1)) {
907*c8dee2aaSAndroid Build Coastguard Worker                 found = curr;
908*c8dee2aaSAndroid Build Coastguard Worker                 dir = 0;
909*c8dee2aaSAndroid Build Coastguard Worker             } else {
910*c8dee2aaSAndroid Build Coastguard Worker                 // check to see if segment is above or below
911*c8dee2aaSAndroid Build Coastguard Worker                 int side;
912*c8dee2aaSAndroid Build Coastguard Worker                 if (curr->fIndex1 == index1) {
913*c8dee2aaSAndroid Build Coastguard Worker                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
914*c8dee2aaSAndroid Build Coastguard Worker                 } else {
915*c8dee2aaSAndroid Build Coastguard Worker                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
916*c8dee2aaSAndroid Build Coastguard Worker                 }
917*c8dee2aaSAndroid Build Coastguard Worker                 if (0 == side) {
918*c8dee2aaSAndroid Build Coastguard Worker                     return false;
919*c8dee2aaSAndroid Build Coastguard Worker                 }
920*c8dee2aaSAndroid Build Coastguard Worker                 dir = (side < 0);
921*c8dee2aaSAndroid Build Coastguard Worker             }
922*c8dee2aaSAndroid Build Coastguard Worker 
923*c8dee2aaSAndroid Build Coastguard Worker             // push the red node down
924*c8dee2aaSAndroid Build Coastguard Worker             if (!IsRed(curr) && !IsRed(curr->fChild[dir])) {
925*c8dee2aaSAndroid Build Coastguard Worker                 if (IsRed(curr->fChild[!dir])) {
926*c8dee2aaSAndroid Build Coastguard Worker                     parent = parent->fChild[last] = SingleRotation(curr, dir);
927*c8dee2aaSAndroid Build Coastguard Worker                 } else {
928*c8dee2aaSAndroid Build Coastguard Worker                     ActiveEdge *s = parent->fChild[!last];
929*c8dee2aaSAndroid Build Coastguard Worker 
930*c8dee2aaSAndroid Build Coastguard Worker                     if (s != nullptr) {
931*c8dee2aaSAndroid Build Coastguard Worker                         if (!IsRed(s->fChild[!last]) && !IsRed(s->fChild[last])) {
932*c8dee2aaSAndroid Build Coastguard Worker                             // color flip
933*c8dee2aaSAndroid Build Coastguard Worker                             parent->fRed = false;
934*c8dee2aaSAndroid Build Coastguard Worker                             s->fRed = true;
935*c8dee2aaSAndroid Build Coastguard Worker                             curr->fRed = true;
936*c8dee2aaSAndroid Build Coastguard Worker                         } else {
937*c8dee2aaSAndroid Build Coastguard Worker                             int dir2 = (grandparent->fChild[1] == parent);
938*c8dee2aaSAndroid Build Coastguard Worker 
939*c8dee2aaSAndroid Build Coastguard Worker                             if (IsRed(s->fChild[last])) {
940*c8dee2aaSAndroid Build Coastguard Worker                                 grandparent->fChild[dir2] = DoubleRotation(parent, last);
941*c8dee2aaSAndroid Build Coastguard Worker                             } else if (IsRed(s->fChild[!last])) {
942*c8dee2aaSAndroid Build Coastguard Worker                                 grandparent->fChild[dir2] = SingleRotation(parent, last);
943*c8dee2aaSAndroid Build Coastguard Worker                             }
944*c8dee2aaSAndroid Build Coastguard Worker 
945*c8dee2aaSAndroid Build Coastguard Worker                             // ensure correct coloring
946*c8dee2aaSAndroid Build Coastguard Worker                             curr->fRed = grandparent->fChild[dir2]->fRed = true;
947*c8dee2aaSAndroid Build Coastguard Worker                             grandparent->fChild[dir2]->fChild[0]->fRed = false;
948*c8dee2aaSAndroid Build Coastguard Worker                             grandparent->fChild[dir2]->fChild[1]->fRed = false;
949*c8dee2aaSAndroid Build Coastguard Worker                         }
950*c8dee2aaSAndroid Build Coastguard Worker                     }
951*c8dee2aaSAndroid Build Coastguard Worker                 }
952*c8dee2aaSAndroid Build Coastguard Worker             }
953*c8dee2aaSAndroid Build Coastguard Worker         }
954*c8dee2aaSAndroid Build Coastguard Worker 
955*c8dee2aaSAndroid Build Coastguard Worker         // replace and remove if found
956*c8dee2aaSAndroid Build Coastguard Worker         if (found) {
957*c8dee2aaSAndroid Build Coastguard Worker             ActiveEdge* pred = found->fAbove;
958*c8dee2aaSAndroid Build Coastguard Worker             ActiveEdge* succ = found->fBelow;
959*c8dee2aaSAndroid Build Coastguard Worker             if ((pred && pred->intersect(found)) || (succ && succ->intersect(found))) {
960*c8dee2aaSAndroid Build Coastguard Worker                 return false;
961*c8dee2aaSAndroid Build Coastguard Worker             }
962*c8dee2aaSAndroid Build Coastguard Worker             if (found != curr) {
963*c8dee2aaSAndroid Build Coastguard Worker                 found->fSegment = curr->fSegment;
964*c8dee2aaSAndroid Build Coastguard Worker                 found->fIndex0 = curr->fIndex0;
965*c8dee2aaSAndroid Build Coastguard Worker                 found->fIndex1 = curr->fIndex1;
966*c8dee2aaSAndroid Build Coastguard Worker                 found->fAbove = curr->fAbove;
967*c8dee2aaSAndroid Build Coastguard Worker                 pred = found->fAbove;
968*c8dee2aaSAndroid Build Coastguard Worker                 // we don't need to set found->fBelow here
969*c8dee2aaSAndroid Build Coastguard Worker             } else {
970*c8dee2aaSAndroid Build Coastguard Worker                 if (succ) {
971*c8dee2aaSAndroid Build Coastguard Worker                     succ->fAbove = pred;
972*c8dee2aaSAndroid Build Coastguard Worker                 }
973*c8dee2aaSAndroid Build Coastguard Worker             }
974*c8dee2aaSAndroid Build Coastguard Worker             if (pred) {
975*c8dee2aaSAndroid Build Coastguard Worker                 pred->fBelow = curr->fBelow;
976*c8dee2aaSAndroid Build Coastguard Worker             }
977*c8dee2aaSAndroid Build Coastguard Worker             parent->fChild[parent->fChild[1] == curr] = curr->fChild[!curr->fChild[0]];
978*c8dee2aaSAndroid Build Coastguard Worker 
979*c8dee2aaSAndroid Build Coastguard Worker             // no need to delete
980*c8dee2aaSAndroid Build Coastguard Worker             curr->fAbove = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
981*c8dee2aaSAndroid Build Coastguard Worker             curr->fBelow = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
982*c8dee2aaSAndroid Build Coastguard Worker             if (fTreeHead.fChild[1]) {
983*c8dee2aaSAndroid Build Coastguard Worker                 fTreeHead.fChild[1]->fRed = false;
984*c8dee2aaSAndroid Build Coastguard Worker             }
985*c8dee2aaSAndroid Build Coastguard Worker         }
986*c8dee2aaSAndroid Build Coastguard Worker 
987*c8dee2aaSAndroid Build Coastguard Worker         // update root and make it black
988*c8dee2aaSAndroid Build Coastguard Worker         if (fTreeHead.fChild[1]) {
989*c8dee2aaSAndroid Build Coastguard Worker             fTreeHead.fChild[1]->fRed = false;
990*c8dee2aaSAndroid Build Coastguard Worker         }
991*c8dee2aaSAndroid Build Coastguard Worker 
992*c8dee2aaSAndroid Build Coastguard Worker         SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
993*c8dee2aaSAndroid Build Coastguard Worker 
994*c8dee2aaSAndroid Build Coastguard Worker         return true;
995*c8dee2aaSAndroid Build Coastguard Worker     }
996*c8dee2aaSAndroid Build Coastguard Worker 
997*c8dee2aaSAndroid Build Coastguard Worker private:
998*c8dee2aaSAndroid Build Coastguard Worker     // allocator
allocate(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)999*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge * allocate(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
1000*c8dee2aaSAndroid Build Coastguard Worker         if (fCurrFree >= fMaxFree) {
1001*c8dee2aaSAndroid Build Coastguard Worker             return nullptr;
1002*c8dee2aaSAndroid Build Coastguard Worker         }
1003*c8dee2aaSAndroid Build Coastguard Worker         char* bytes = fAllocation + sizeof(ActiveEdge)*fCurrFree;
1004*c8dee2aaSAndroid Build Coastguard Worker         ++fCurrFree;
1005*c8dee2aaSAndroid Build Coastguard Worker         return new(bytes) ActiveEdge(p0, p1, index0, index1);
1006*c8dee2aaSAndroid Build Coastguard Worker     }
1007*c8dee2aaSAndroid Build Coastguard Worker 
1008*c8dee2aaSAndroid Build Coastguard Worker     ///////////////////////////////////////////////////////////////////////////////////
1009*c8dee2aaSAndroid Build Coastguard Worker     // Red-black tree methods
1010*c8dee2aaSAndroid Build Coastguard Worker     ///////////////////////////////////////////////////////////////////////////////////
IsRed(const ActiveEdge * node)1011*c8dee2aaSAndroid Build Coastguard Worker     static bool IsRed(const ActiveEdge* node) {
1012*c8dee2aaSAndroid Build Coastguard Worker         return node && node->fRed;
1013*c8dee2aaSAndroid Build Coastguard Worker     }
1014*c8dee2aaSAndroid Build Coastguard Worker 
SingleRotation(ActiveEdge * node,int dir)1015*c8dee2aaSAndroid Build Coastguard Worker     static ActiveEdge* SingleRotation(ActiveEdge* node, int dir) {
1016*c8dee2aaSAndroid Build Coastguard Worker         ActiveEdge* tmp = node->fChild[!dir];
1017*c8dee2aaSAndroid Build Coastguard Worker 
1018*c8dee2aaSAndroid Build Coastguard Worker         node->fChild[!dir] = tmp->fChild[dir];
1019*c8dee2aaSAndroid Build Coastguard Worker         tmp->fChild[dir] = node;
1020*c8dee2aaSAndroid Build Coastguard Worker 
1021*c8dee2aaSAndroid Build Coastguard Worker         node->fRed = true;
1022*c8dee2aaSAndroid Build Coastguard Worker         tmp->fRed = false;
1023*c8dee2aaSAndroid Build Coastguard Worker 
1024*c8dee2aaSAndroid Build Coastguard Worker         return tmp;
1025*c8dee2aaSAndroid Build Coastguard Worker     }
1026*c8dee2aaSAndroid Build Coastguard Worker 
DoubleRotation(ActiveEdge * node,int dir)1027*c8dee2aaSAndroid Build Coastguard Worker     static ActiveEdge* DoubleRotation(ActiveEdge* node, int dir) {
1028*c8dee2aaSAndroid Build Coastguard Worker         node->fChild[!dir] = SingleRotation(node->fChild[!dir], !dir);
1029*c8dee2aaSAndroid Build Coastguard Worker 
1030*c8dee2aaSAndroid Build Coastguard Worker         return SingleRotation(node, dir);
1031*c8dee2aaSAndroid Build Coastguard Worker     }
1032*c8dee2aaSAndroid Build Coastguard Worker 
1033*c8dee2aaSAndroid Build Coastguard Worker     // returns black link count
VerifyTree(const ActiveEdge * tree)1034*c8dee2aaSAndroid Build Coastguard Worker     static int VerifyTree(const ActiveEdge* tree) {
1035*c8dee2aaSAndroid Build Coastguard Worker         if (!tree) {
1036*c8dee2aaSAndroid Build Coastguard Worker             return 1;
1037*c8dee2aaSAndroid Build Coastguard Worker         }
1038*c8dee2aaSAndroid Build Coastguard Worker 
1039*c8dee2aaSAndroid Build Coastguard Worker         const ActiveEdge* left = tree->fChild[0];
1040*c8dee2aaSAndroid Build Coastguard Worker         const ActiveEdge* right = tree->fChild[1];
1041*c8dee2aaSAndroid Build Coastguard Worker 
1042*c8dee2aaSAndroid Build Coastguard Worker         // no consecutive red links
1043*c8dee2aaSAndroid Build Coastguard Worker         if (IsRed(tree) && (IsRed(left) || IsRed(right))) {
1044*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(false);
1045*c8dee2aaSAndroid Build Coastguard Worker             return 0;
1046*c8dee2aaSAndroid Build Coastguard Worker         }
1047*c8dee2aaSAndroid Build Coastguard Worker 
1048*c8dee2aaSAndroid Build Coastguard Worker         // check secondary links
1049*c8dee2aaSAndroid Build Coastguard Worker         if (tree->fAbove) {
1050*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(tree->fAbove->fBelow == tree);
1051*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(tree->fAbove->lessThan(tree));
1052*c8dee2aaSAndroid Build Coastguard Worker         }
1053*c8dee2aaSAndroid Build Coastguard Worker         if (tree->fBelow) {
1054*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(tree->fBelow->fAbove == tree);
1055*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(tree->lessThan(tree->fBelow));
1056*c8dee2aaSAndroid Build Coastguard Worker         }
1057*c8dee2aaSAndroid Build Coastguard Worker 
1058*c8dee2aaSAndroid Build Coastguard Worker         // violates binary tree order
1059*c8dee2aaSAndroid Build Coastguard Worker         if ((left && tree->lessThan(left)) || (right && right->lessThan(tree))) {
1060*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(false);
1061*c8dee2aaSAndroid Build Coastguard Worker             return 0;
1062*c8dee2aaSAndroid Build Coastguard Worker         }
1063*c8dee2aaSAndroid Build Coastguard Worker 
1064*c8dee2aaSAndroid Build Coastguard Worker         int leftCount = VerifyTree(left);
1065*c8dee2aaSAndroid Build Coastguard Worker         int rightCount = VerifyTree(right);
1066*c8dee2aaSAndroid Build Coastguard Worker 
1067*c8dee2aaSAndroid Build Coastguard Worker         // return black link count
1068*c8dee2aaSAndroid Build Coastguard Worker         if (leftCount != 0 && rightCount != 0) {
1069*c8dee2aaSAndroid Build Coastguard Worker             // black height mismatch
1070*c8dee2aaSAndroid Build Coastguard Worker             if (leftCount != rightCount) {
1071*c8dee2aaSAndroid Build Coastguard Worker                 SkASSERT(false);
1072*c8dee2aaSAndroid Build Coastguard Worker                 return 0;
1073*c8dee2aaSAndroid Build Coastguard Worker             }
1074*c8dee2aaSAndroid Build Coastguard Worker             return IsRed(tree) ? leftCount : leftCount + 1;
1075*c8dee2aaSAndroid Build Coastguard Worker         } else {
1076*c8dee2aaSAndroid Build Coastguard Worker             return 0;
1077*c8dee2aaSAndroid Build Coastguard Worker         }
1078*c8dee2aaSAndroid Build Coastguard Worker     }
1079*c8dee2aaSAndroid Build Coastguard Worker 
1080*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdge fTreeHead;
1081*c8dee2aaSAndroid Build Coastguard Worker     char*      fAllocation;
1082*c8dee2aaSAndroid Build Coastguard Worker     int        fCurrFree;
1083*c8dee2aaSAndroid Build Coastguard Worker     int        fMaxFree;
1084*c8dee2aaSAndroid Build Coastguard Worker };
1085*c8dee2aaSAndroid Build Coastguard Worker 
1086*c8dee2aaSAndroid Build Coastguard Worker // Here we implement a sweep line algorithm to determine whether the provided points
1087*c8dee2aaSAndroid Build Coastguard Worker // represent a simple polygon, i.e., the polygon is non-self-intersecting.
1088*c8dee2aaSAndroid Build Coastguard Worker // We first insert the vertices into a priority queue sorting horizontally from left to right.
1089*c8dee2aaSAndroid Build Coastguard Worker // Then as we pop the vertices from the queue we generate events which indicate that an edge
1090*c8dee2aaSAndroid Build Coastguard Worker // should be added or removed from an edge list. If any intersections are detected in the edge
1091*c8dee2aaSAndroid Build Coastguard Worker // list, then we know the polygon is self-intersecting and hence not simple.
SkIsSimplePolygon(const SkPoint * polygon,int polygonSize)1092*c8dee2aaSAndroid Build Coastguard Worker bool SkIsSimplePolygon(const SkPoint* polygon, int polygonSize) {
1093*c8dee2aaSAndroid Build Coastguard Worker     if (polygonSize < 3) {
1094*c8dee2aaSAndroid Build Coastguard Worker         return false;
1095*c8dee2aaSAndroid Build Coastguard Worker     }
1096*c8dee2aaSAndroid Build Coastguard Worker 
1097*c8dee2aaSAndroid Build Coastguard Worker     // If it's convex, it's simple
1098*c8dee2aaSAndroid Build Coastguard Worker     if (SkIsConvexPolygon(polygon, polygonSize)) {
1099*c8dee2aaSAndroid Build Coastguard Worker         return true;
1100*c8dee2aaSAndroid Build Coastguard Worker     }
1101*c8dee2aaSAndroid Build Coastguard Worker 
1102*c8dee2aaSAndroid Build Coastguard Worker     // practically speaking, it takes too long to process large polygons
1103*c8dee2aaSAndroid Build Coastguard Worker     if (polygonSize > 2048) {
1104*c8dee2aaSAndroid Build Coastguard Worker         return false;
1105*c8dee2aaSAndroid Build Coastguard Worker     }
1106*c8dee2aaSAndroid Build Coastguard Worker 
1107*c8dee2aaSAndroid Build Coastguard Worker     SkTDPQueue <Vertex, Vertex::Left> vertexQueue(polygonSize);
1108*c8dee2aaSAndroid Build Coastguard Worker     for (int i = 0; i < polygonSize; ++i) {
1109*c8dee2aaSAndroid Build Coastguard Worker         Vertex newVertex;
1110*c8dee2aaSAndroid Build Coastguard Worker         if (!polygon[i].isFinite()) {
1111*c8dee2aaSAndroid Build Coastguard Worker             return false;
1112*c8dee2aaSAndroid Build Coastguard Worker         }
1113*c8dee2aaSAndroid Build Coastguard Worker         newVertex.fPosition = polygon[i];
1114*c8dee2aaSAndroid Build Coastguard Worker         newVertex.fIndex = i;
1115*c8dee2aaSAndroid Build Coastguard Worker         newVertex.fPrevIndex = (i - 1 + polygonSize) % polygonSize;
1116*c8dee2aaSAndroid Build Coastguard Worker         newVertex.fNextIndex = (i + 1) % polygonSize;
1117*c8dee2aaSAndroid Build Coastguard Worker         newVertex.fFlags = 0;
1118*c8dee2aaSAndroid Build Coastguard Worker         // The two edges adjacent to this vertex are the same, so polygon is not simple
1119*c8dee2aaSAndroid Build Coastguard Worker         if (polygon[newVertex.fPrevIndex] == polygon[newVertex.fNextIndex]) {
1120*c8dee2aaSAndroid Build Coastguard Worker             return false;
1121*c8dee2aaSAndroid Build Coastguard Worker         }
1122*c8dee2aaSAndroid Build Coastguard Worker         if (left(polygon[newVertex.fPrevIndex], polygon[i])) {
1123*c8dee2aaSAndroid Build Coastguard Worker             newVertex.fFlags |= kPrevLeft_VertexFlag;
1124*c8dee2aaSAndroid Build Coastguard Worker         }
1125*c8dee2aaSAndroid Build Coastguard Worker         if (left(polygon[newVertex.fNextIndex], polygon[i])) {
1126*c8dee2aaSAndroid Build Coastguard Worker             newVertex.fFlags |= kNextLeft_VertexFlag;
1127*c8dee2aaSAndroid Build Coastguard Worker         }
1128*c8dee2aaSAndroid Build Coastguard Worker         vertexQueue.insert(newVertex);
1129*c8dee2aaSAndroid Build Coastguard Worker     }
1130*c8dee2aaSAndroid Build Coastguard Worker 
1131*c8dee2aaSAndroid Build Coastguard Worker     // pop each vertex from the queue and generate events depending on
1132*c8dee2aaSAndroid Build Coastguard Worker     // where it lies relative to its neighboring edges
1133*c8dee2aaSAndroid Build Coastguard Worker     ActiveEdgeList sweepLine(polygonSize);
1134*c8dee2aaSAndroid Build Coastguard Worker     while (vertexQueue.count() > 0) {
1135*c8dee2aaSAndroid Build Coastguard Worker         const Vertex& v = vertexQueue.peek();
1136*c8dee2aaSAndroid Build Coastguard Worker 
1137*c8dee2aaSAndroid Build Coastguard Worker         // both to the right -- insert both
1138*c8dee2aaSAndroid Build Coastguard Worker         if (v.fFlags == 0) {
1139*c8dee2aaSAndroid Build Coastguard Worker             if (!sweepLine.insert(v.fPosition, polygon[v.fPrevIndex], v.fIndex, v.fPrevIndex)) {
1140*c8dee2aaSAndroid Build Coastguard Worker                 break;
1141*c8dee2aaSAndroid Build Coastguard Worker             }
1142*c8dee2aaSAndroid Build Coastguard Worker             if (!sweepLine.insert(v.fPosition, polygon[v.fNextIndex], v.fIndex, v.fNextIndex)) {
1143*c8dee2aaSAndroid Build Coastguard Worker                 break;
1144*c8dee2aaSAndroid Build Coastguard Worker             }
1145*c8dee2aaSAndroid Build Coastguard Worker         // both to the left -- remove both
1146*c8dee2aaSAndroid Build Coastguard Worker         } else if (v.fFlags == (kPrevLeft_VertexFlag | kNextLeft_VertexFlag)) {
1147*c8dee2aaSAndroid Build Coastguard Worker             if (!sweepLine.remove(polygon[v.fPrevIndex], v.fPosition, v.fPrevIndex, v.fIndex)) {
1148*c8dee2aaSAndroid Build Coastguard Worker                 break;
1149*c8dee2aaSAndroid Build Coastguard Worker             }
1150*c8dee2aaSAndroid Build Coastguard Worker             if (!sweepLine.remove(polygon[v.fNextIndex], v.fPosition, v.fNextIndex, v.fIndex)) {
1151*c8dee2aaSAndroid Build Coastguard Worker                 break;
1152*c8dee2aaSAndroid Build Coastguard Worker             }
1153*c8dee2aaSAndroid Build Coastguard Worker         // one to left and right -- replace one with another
1154*c8dee2aaSAndroid Build Coastguard Worker         } else {
1155*c8dee2aaSAndroid Build Coastguard Worker             if (v.fFlags & kPrevLeft_VertexFlag) {
1156*c8dee2aaSAndroid Build Coastguard Worker                 if (!sweepLine.replace(polygon[v.fPrevIndex], v.fPosition, polygon[v.fNextIndex],
1157*c8dee2aaSAndroid Build Coastguard Worker                                        v.fPrevIndex, v.fIndex, v.fNextIndex)) {
1158*c8dee2aaSAndroid Build Coastguard Worker                     break;
1159*c8dee2aaSAndroid Build Coastguard Worker                 }
1160*c8dee2aaSAndroid Build Coastguard Worker             } else {
1161*c8dee2aaSAndroid Build Coastguard Worker                 SkASSERT(v.fFlags & kNextLeft_VertexFlag);
1162*c8dee2aaSAndroid Build Coastguard Worker                 if (!sweepLine.replace(polygon[v.fNextIndex], v.fPosition, polygon[v.fPrevIndex],
1163*c8dee2aaSAndroid Build Coastguard Worker                                        v.fNextIndex, v.fIndex, v.fPrevIndex)) {
1164*c8dee2aaSAndroid Build Coastguard Worker                     break;
1165*c8dee2aaSAndroid Build Coastguard Worker                 }
1166*c8dee2aaSAndroid Build Coastguard Worker             }
1167*c8dee2aaSAndroid Build Coastguard Worker         }
1168*c8dee2aaSAndroid Build Coastguard Worker 
1169*c8dee2aaSAndroid Build Coastguard Worker         vertexQueue.pop();
1170*c8dee2aaSAndroid Build Coastguard Worker     }
1171*c8dee2aaSAndroid Build Coastguard Worker 
1172*c8dee2aaSAndroid Build Coastguard Worker     return (vertexQueue.count() == 0);
1173*c8dee2aaSAndroid Build Coastguard Worker }
1174*c8dee2aaSAndroid Build Coastguard Worker 
1175*c8dee2aaSAndroid Build Coastguard Worker ///////////////////////////////////////////////////////////////////////////////////////////
1176*c8dee2aaSAndroid Build Coastguard Worker 
1177*c8dee2aaSAndroid Build Coastguard Worker // helper function for SkOffsetSimplePolygon
setup_offset_edge(OffsetEdge * currEdge,const SkPoint & endpoint0,const SkPoint & endpoint1,uint16_t startIndex,uint16_t endIndex)1178*c8dee2aaSAndroid Build Coastguard Worker static void setup_offset_edge(OffsetEdge* currEdge,
1179*c8dee2aaSAndroid Build Coastguard Worker                               const SkPoint& endpoint0, const SkPoint& endpoint1,
1180*c8dee2aaSAndroid Build Coastguard Worker                               uint16_t startIndex, uint16_t endIndex) {
1181*c8dee2aaSAndroid Build Coastguard Worker     currEdge->fOffset.fP0 = endpoint0;
1182*c8dee2aaSAndroid Build Coastguard Worker     currEdge->fOffset.fV = endpoint1 - endpoint0;
1183*c8dee2aaSAndroid Build Coastguard Worker     currEdge->init(startIndex, endIndex);
1184*c8dee2aaSAndroid Build Coastguard Worker }
1185*c8dee2aaSAndroid Build Coastguard Worker 
is_reflex_vertex(const SkPoint * inputPolygonVerts,int winding,SkScalar offset,uint16_t prevIndex,uint16_t currIndex,uint16_t nextIndex)1186*c8dee2aaSAndroid Build Coastguard Worker static bool is_reflex_vertex(const SkPoint* inputPolygonVerts, int winding, SkScalar offset,
1187*c8dee2aaSAndroid Build Coastguard Worker                              uint16_t prevIndex, uint16_t currIndex, uint16_t nextIndex) {
1188*c8dee2aaSAndroid Build Coastguard Worker     int side = compute_side(inputPolygonVerts[prevIndex],
1189*c8dee2aaSAndroid Build Coastguard Worker                             inputPolygonVerts[currIndex] - inputPolygonVerts[prevIndex],
1190*c8dee2aaSAndroid Build Coastguard Worker                             inputPolygonVerts[nextIndex]);
1191*c8dee2aaSAndroid Build Coastguard Worker     // if reflex point, we need to add extra edges
1192*c8dee2aaSAndroid Build Coastguard Worker     return (side*winding*offset < 0);
1193*c8dee2aaSAndroid Build Coastguard Worker }
1194*c8dee2aaSAndroid Build Coastguard Worker 
SkOffsetSimplePolygon(const SkPoint * inputPolygonVerts,int inputPolygonSize,const SkRect & bounds,SkScalar offset,SkTDArray<SkPoint> * offsetPolygon,SkTDArray<int> * polygonIndices)1195*c8dee2aaSAndroid Build Coastguard Worker bool SkOffsetSimplePolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
1196*c8dee2aaSAndroid Build Coastguard Worker                            const SkRect& bounds, SkScalar offset,
1197*c8dee2aaSAndroid Build Coastguard Worker                            SkTDArray<SkPoint>* offsetPolygon, SkTDArray<int>* polygonIndices) {
1198*c8dee2aaSAndroid Build Coastguard Worker     if (inputPolygonSize < 3) {
1199*c8dee2aaSAndroid Build Coastguard Worker         return false;
1200*c8dee2aaSAndroid Build Coastguard Worker     }
1201*c8dee2aaSAndroid Build Coastguard Worker 
1202*c8dee2aaSAndroid Build Coastguard Worker     // need to be able to represent all the vertices in the 16-bit indices
1203*c8dee2aaSAndroid Build Coastguard Worker     if (inputPolygonSize >= std::numeric_limits<uint16_t>::max()) {
1204*c8dee2aaSAndroid Build Coastguard Worker         return false;
1205*c8dee2aaSAndroid Build Coastguard Worker     }
1206*c8dee2aaSAndroid Build Coastguard Worker 
1207*c8dee2aaSAndroid Build Coastguard Worker     if (!SkIsFinite(offset)) {
1208*c8dee2aaSAndroid Build Coastguard Worker         return false;
1209*c8dee2aaSAndroid Build Coastguard Worker     }
1210*c8dee2aaSAndroid Build Coastguard Worker 
1211*c8dee2aaSAndroid Build Coastguard Worker     // can't inset more than the half bounds of the polygon
1212*c8dee2aaSAndroid Build Coastguard Worker     if (offset > std::min(SkTAbs(SkRectPriv::HalfWidth(bounds)),
1213*c8dee2aaSAndroid Build Coastguard Worker                           SkTAbs(SkRectPriv::HalfHeight(bounds)))) {
1214*c8dee2aaSAndroid Build Coastguard Worker         return false;
1215*c8dee2aaSAndroid Build Coastguard Worker     }
1216*c8dee2aaSAndroid Build Coastguard Worker 
1217*c8dee2aaSAndroid Build Coastguard Worker     // offsetting close to zero just returns the original poly
1218*c8dee2aaSAndroid Build Coastguard Worker     if (SkScalarNearlyZero(offset)) {
1219*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < inputPolygonSize; ++i) {
1220*c8dee2aaSAndroid Build Coastguard Worker             *offsetPolygon->append() = inputPolygonVerts[i];
1221*c8dee2aaSAndroid Build Coastguard Worker             if (polygonIndices) {
1222*c8dee2aaSAndroid Build Coastguard Worker                 *polygonIndices->append() = i;
1223*c8dee2aaSAndroid Build Coastguard Worker             }
1224*c8dee2aaSAndroid Build Coastguard Worker         }
1225*c8dee2aaSAndroid Build Coastguard Worker         return true;
1226*c8dee2aaSAndroid Build Coastguard Worker     }
1227*c8dee2aaSAndroid Build Coastguard Worker 
1228*c8dee2aaSAndroid Build Coastguard Worker     // get winding direction
1229*c8dee2aaSAndroid Build Coastguard Worker     int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
1230*c8dee2aaSAndroid Build Coastguard Worker     if (0 == winding) {
1231*c8dee2aaSAndroid Build Coastguard Worker         return false;
1232*c8dee2aaSAndroid Build Coastguard Worker     }
1233*c8dee2aaSAndroid Build Coastguard Worker 
1234*c8dee2aaSAndroid Build Coastguard Worker     // build normals
1235*c8dee2aaSAndroid Build Coastguard Worker     AutoSTMalloc<64, SkVector> normals(inputPolygonSize);
1236*c8dee2aaSAndroid Build Coastguard Worker     unsigned int numEdges = 0;
1237*c8dee2aaSAndroid Build Coastguard Worker     for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1238*c8dee2aaSAndroid Build Coastguard Worker          currIndex < inputPolygonSize;
1239*c8dee2aaSAndroid Build Coastguard Worker          prevIndex = currIndex, ++currIndex) {
1240*c8dee2aaSAndroid Build Coastguard Worker         if (!inputPolygonVerts[currIndex].isFinite()) {
1241*c8dee2aaSAndroid Build Coastguard Worker             return false;
1242*c8dee2aaSAndroid Build Coastguard Worker         }
1243*c8dee2aaSAndroid Build Coastguard Worker         int nextIndex = (currIndex + 1) % inputPolygonSize;
1244*c8dee2aaSAndroid Build Coastguard Worker         if (!compute_offset_vector(inputPolygonVerts[currIndex], inputPolygonVerts[nextIndex],
1245*c8dee2aaSAndroid Build Coastguard Worker                                    offset, winding, &normals[currIndex])) {
1246*c8dee2aaSAndroid Build Coastguard Worker             return false;
1247*c8dee2aaSAndroid Build Coastguard Worker         }
1248*c8dee2aaSAndroid Build Coastguard Worker         if (currIndex > 0) {
1249*c8dee2aaSAndroid Build Coastguard Worker             // if reflex point, we need to add extra edges
1250*c8dee2aaSAndroid Build Coastguard Worker             if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1251*c8dee2aaSAndroid Build Coastguard Worker                                  prevIndex, currIndex, nextIndex)) {
1252*c8dee2aaSAndroid Build Coastguard Worker                 SkScalar rotSin, rotCos;
1253*c8dee2aaSAndroid Build Coastguard Worker                 int numSteps;
1254*c8dee2aaSAndroid Build Coastguard Worker                 if (!SkComputeRadialSteps(normals[prevIndex], normals[currIndex], offset,
1255*c8dee2aaSAndroid Build Coastguard Worker                                           &rotSin, &rotCos, &numSteps)) {
1256*c8dee2aaSAndroid Build Coastguard Worker                     return false;
1257*c8dee2aaSAndroid Build Coastguard Worker                 }
1258*c8dee2aaSAndroid Build Coastguard Worker                 numEdges += std::max(numSteps, 1);
1259*c8dee2aaSAndroid Build Coastguard Worker             }
1260*c8dee2aaSAndroid Build Coastguard Worker         }
1261*c8dee2aaSAndroid Build Coastguard Worker         numEdges++;
1262*c8dee2aaSAndroid Build Coastguard Worker     }
1263*c8dee2aaSAndroid Build Coastguard Worker     // finish up the edge counting
1264*c8dee2aaSAndroid Build Coastguard Worker     if (is_reflex_vertex(inputPolygonVerts, winding, offset, inputPolygonSize-1, 0, 1)) {
1265*c8dee2aaSAndroid Build Coastguard Worker         SkScalar rotSin, rotCos;
1266*c8dee2aaSAndroid Build Coastguard Worker         int numSteps;
1267*c8dee2aaSAndroid Build Coastguard Worker         if (!SkComputeRadialSteps(normals[inputPolygonSize-1], normals[0], offset,
1268*c8dee2aaSAndroid Build Coastguard Worker                                   &rotSin, &rotCos, &numSteps)) {
1269*c8dee2aaSAndroid Build Coastguard Worker             return false;
1270*c8dee2aaSAndroid Build Coastguard Worker         }
1271*c8dee2aaSAndroid Build Coastguard Worker         numEdges += std::max(numSteps, 1);
1272*c8dee2aaSAndroid Build Coastguard Worker     }
1273*c8dee2aaSAndroid Build Coastguard Worker 
1274*c8dee2aaSAndroid Build Coastguard Worker     // Make sure we don't overflow the max array count.
1275*c8dee2aaSAndroid Build Coastguard Worker     // We shouldn't overflow numEdges, as SkComputeRadialSteps returns a max of 2^16-1,
1276*c8dee2aaSAndroid Build Coastguard Worker     // and we have a max of 2^16-1 original vertices.
1277*c8dee2aaSAndroid Build Coastguard Worker     if (numEdges > (unsigned int)std::numeric_limits<int32_t>::max()) {
1278*c8dee2aaSAndroid Build Coastguard Worker         return false;
1279*c8dee2aaSAndroid Build Coastguard Worker     }
1280*c8dee2aaSAndroid Build Coastguard Worker 
1281*c8dee2aaSAndroid Build Coastguard Worker     // build initial offset edge list
1282*c8dee2aaSAndroid Build Coastguard Worker     STArray<64, OffsetEdge> edgeData(numEdges);
1283*c8dee2aaSAndroid Build Coastguard Worker     OffsetEdge* prevEdge = nullptr;
1284*c8dee2aaSAndroid Build Coastguard Worker     for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1285*c8dee2aaSAndroid Build Coastguard Worker          currIndex < inputPolygonSize;
1286*c8dee2aaSAndroid Build Coastguard Worker          prevIndex = currIndex, ++currIndex) {
1287*c8dee2aaSAndroid Build Coastguard Worker         int nextIndex = (currIndex + 1) % inputPolygonSize;
1288*c8dee2aaSAndroid Build Coastguard Worker         // if reflex point, fill in curve
1289*c8dee2aaSAndroid Build Coastguard Worker         if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1290*c8dee2aaSAndroid Build Coastguard Worker                              prevIndex, currIndex, nextIndex)) {
1291*c8dee2aaSAndroid Build Coastguard Worker             SkScalar rotSin, rotCos;
1292*c8dee2aaSAndroid Build Coastguard Worker             int numSteps;
1293*c8dee2aaSAndroid Build Coastguard Worker             SkVector prevNormal = normals[prevIndex];
1294*c8dee2aaSAndroid Build Coastguard Worker             if (!SkComputeRadialSteps(prevNormal, normals[currIndex], offset,
1295*c8dee2aaSAndroid Build Coastguard Worker                                       &rotSin, &rotCos, &numSteps)) {
1296*c8dee2aaSAndroid Build Coastguard Worker                 return false;
1297*c8dee2aaSAndroid Build Coastguard Worker             }
1298*c8dee2aaSAndroid Build Coastguard Worker             auto currEdge = edgeData.push_back_n(std::max(numSteps, 1));
1299*c8dee2aaSAndroid Build Coastguard Worker             for (int i = 0; i < numSteps - 1; ++i) {
1300*c8dee2aaSAndroid Build Coastguard Worker                 SkVector currNormal = SkVector::Make(prevNormal.fX*rotCos - prevNormal.fY*rotSin,
1301*c8dee2aaSAndroid Build Coastguard Worker                                                      prevNormal.fY*rotCos + prevNormal.fX*rotSin);
1302*c8dee2aaSAndroid Build Coastguard Worker                 setup_offset_edge(currEdge,
1303*c8dee2aaSAndroid Build Coastguard Worker                                   inputPolygonVerts[currIndex] + prevNormal,
1304*c8dee2aaSAndroid Build Coastguard Worker                                   inputPolygonVerts[currIndex] + currNormal,
1305*c8dee2aaSAndroid Build Coastguard Worker                                   currIndex, currIndex);
1306*c8dee2aaSAndroid Build Coastguard Worker                 prevNormal = currNormal;
1307*c8dee2aaSAndroid Build Coastguard Worker                 currEdge->fPrev = prevEdge;
1308*c8dee2aaSAndroid Build Coastguard Worker                 if (prevEdge) {
1309*c8dee2aaSAndroid Build Coastguard Worker                     prevEdge->fNext = currEdge;
1310*c8dee2aaSAndroid Build Coastguard Worker                 }
1311*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = currEdge;
1312*c8dee2aaSAndroid Build Coastguard Worker                 ++currEdge;
1313*c8dee2aaSAndroid Build Coastguard Worker             }
1314*c8dee2aaSAndroid Build Coastguard Worker             setup_offset_edge(currEdge,
1315*c8dee2aaSAndroid Build Coastguard Worker                               inputPolygonVerts[currIndex] + prevNormal,
1316*c8dee2aaSAndroid Build Coastguard Worker                               inputPolygonVerts[currIndex] + normals[currIndex],
1317*c8dee2aaSAndroid Build Coastguard Worker                               currIndex, currIndex);
1318*c8dee2aaSAndroid Build Coastguard Worker             currEdge->fPrev = prevEdge;
1319*c8dee2aaSAndroid Build Coastguard Worker             if (prevEdge) {
1320*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge->fNext = currEdge;
1321*c8dee2aaSAndroid Build Coastguard Worker             }
1322*c8dee2aaSAndroid Build Coastguard Worker             prevEdge = currEdge;
1323*c8dee2aaSAndroid Build Coastguard Worker         }
1324*c8dee2aaSAndroid Build Coastguard Worker 
1325*c8dee2aaSAndroid Build Coastguard Worker         // Add the edge
1326*c8dee2aaSAndroid Build Coastguard Worker         auto currEdge = edgeData.push_back_n(1);
1327*c8dee2aaSAndroid Build Coastguard Worker         setup_offset_edge(currEdge,
1328*c8dee2aaSAndroid Build Coastguard Worker                           inputPolygonVerts[currIndex] + normals[currIndex],
1329*c8dee2aaSAndroid Build Coastguard Worker                           inputPolygonVerts[nextIndex] + normals[currIndex],
1330*c8dee2aaSAndroid Build Coastguard Worker                           currIndex, nextIndex);
1331*c8dee2aaSAndroid Build Coastguard Worker         currEdge->fPrev = prevEdge;
1332*c8dee2aaSAndroid Build Coastguard Worker         if (prevEdge) {
1333*c8dee2aaSAndroid Build Coastguard Worker             prevEdge->fNext = currEdge;
1334*c8dee2aaSAndroid Build Coastguard Worker         }
1335*c8dee2aaSAndroid Build Coastguard Worker         prevEdge = currEdge;
1336*c8dee2aaSAndroid Build Coastguard Worker     }
1337*c8dee2aaSAndroid Build Coastguard Worker     // close up the linked list
1338*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(prevEdge);
1339*c8dee2aaSAndroid Build Coastguard Worker     prevEdge->fNext = &edgeData[0];
1340*c8dee2aaSAndroid Build Coastguard Worker     edgeData[0].fPrev = prevEdge;
1341*c8dee2aaSAndroid Build Coastguard Worker 
1342*c8dee2aaSAndroid Build Coastguard Worker     // now clip edges
1343*c8dee2aaSAndroid Build Coastguard Worker     SkASSERT(edgeData.size() == (int)numEdges);
1344*c8dee2aaSAndroid Build Coastguard Worker     auto head = &edgeData[0];
1345*c8dee2aaSAndroid Build Coastguard Worker     auto currEdge = head;
1346*c8dee2aaSAndroid Build Coastguard Worker     unsigned int offsetVertexCount = numEdges;
1347*c8dee2aaSAndroid Build Coastguard Worker     unsigned long long iterations = 0;
1348*c8dee2aaSAndroid Build Coastguard Worker     unsigned long long maxIterations = (unsigned long long)(numEdges) * numEdges;
1349*c8dee2aaSAndroid Build Coastguard Worker     while (head && prevEdge != currEdge && offsetVertexCount > 0) {
1350*c8dee2aaSAndroid Build Coastguard Worker         ++iterations;
1351*c8dee2aaSAndroid Build Coastguard Worker         // we should check each edge against each other edge at most once
1352*c8dee2aaSAndroid Build Coastguard Worker         if (iterations > maxIterations) {
1353*c8dee2aaSAndroid Build Coastguard Worker             return false;
1354*c8dee2aaSAndroid Build Coastguard Worker         }
1355*c8dee2aaSAndroid Build Coastguard Worker 
1356*c8dee2aaSAndroid Build Coastguard Worker         SkScalar s, t;
1357*c8dee2aaSAndroid Build Coastguard Worker         SkPoint intersection;
1358*c8dee2aaSAndroid Build Coastguard Worker         if (prevEdge->checkIntersection(currEdge, &intersection, &s, &t)) {
1359*c8dee2aaSAndroid Build Coastguard Worker             // if new intersection is further back on previous inset from the prior intersection
1360*c8dee2aaSAndroid Build Coastguard Worker             if (s < prevEdge->fTValue) {
1361*c8dee2aaSAndroid Build Coastguard Worker                 // no point in considering this one again
1362*c8dee2aaSAndroid Build Coastguard Worker                 remove_node(prevEdge, &head);
1363*c8dee2aaSAndroid Build Coastguard Worker                 --offsetVertexCount;
1364*c8dee2aaSAndroid Build Coastguard Worker                 // go back one segment
1365*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = prevEdge->fPrev;
1366*c8dee2aaSAndroid Build Coastguard Worker                 // we've already considered this intersection, we're done
1367*c8dee2aaSAndroid Build Coastguard Worker             } else if (currEdge->fTValue > SK_ScalarMin &&
1368*c8dee2aaSAndroid Build Coastguard Worker                        SkPointPriv::EqualsWithinTolerance(intersection,
1369*c8dee2aaSAndroid Build Coastguard Worker                                                           currEdge->fIntersection,
1370*c8dee2aaSAndroid Build Coastguard Worker                                                           1.0e-6f)) {
1371*c8dee2aaSAndroid Build Coastguard Worker                 break;
1372*c8dee2aaSAndroid Build Coastguard Worker             } else {
1373*c8dee2aaSAndroid Build Coastguard Worker                 // add intersection
1374*c8dee2aaSAndroid Build Coastguard Worker                 currEdge->fIntersection = intersection;
1375*c8dee2aaSAndroid Build Coastguard Worker                 currEdge->fTValue = t;
1376*c8dee2aaSAndroid Build Coastguard Worker                 currEdge->fIndex = prevEdge->fEnd;
1377*c8dee2aaSAndroid Build Coastguard Worker 
1378*c8dee2aaSAndroid Build Coastguard Worker                 // go to next segment
1379*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = currEdge;
1380*c8dee2aaSAndroid Build Coastguard Worker                 currEdge = currEdge->fNext;
1381*c8dee2aaSAndroid Build Coastguard Worker             }
1382*c8dee2aaSAndroid Build Coastguard Worker         } else {
1383*c8dee2aaSAndroid Build Coastguard Worker             // If there is no intersection, we want to minimize the distance between
1384*c8dee2aaSAndroid Build Coastguard Worker             // the point where the segment lines cross and the segments themselves.
1385*c8dee2aaSAndroid Build Coastguard Worker             OffsetEdge* prevPrevEdge = prevEdge->fPrev;
1386*c8dee2aaSAndroid Build Coastguard Worker             OffsetEdge* currNextEdge = currEdge->fNext;
1387*c8dee2aaSAndroid Build Coastguard Worker             SkScalar dist0 = currEdge->computeCrossingDistance(prevPrevEdge);
1388*c8dee2aaSAndroid Build Coastguard Worker             SkScalar dist1 = prevEdge->computeCrossingDistance(currNextEdge);
1389*c8dee2aaSAndroid Build Coastguard Worker             // if both lead to direct collision
1390*c8dee2aaSAndroid Build Coastguard Worker             if (dist0 < 0 && dist1 < 0) {
1391*c8dee2aaSAndroid Build Coastguard Worker                 // check first to see if either represent parts of one contour
1392*c8dee2aaSAndroid Build Coastguard Worker                 SkPoint p1 = prevPrevEdge->fOffset.fP0 + prevPrevEdge->fOffset.fV;
1393*c8dee2aaSAndroid Build Coastguard Worker                 bool prevSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1394*c8dee2aaSAndroid Build Coastguard Worker                                                                           prevEdge->fOffset.fP0);
1395*c8dee2aaSAndroid Build Coastguard Worker                 p1 = currEdge->fOffset.fP0 + currEdge->fOffset.fV;
1396*c8dee2aaSAndroid Build Coastguard Worker                 bool currSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1397*c8dee2aaSAndroid Build Coastguard Worker                                                                          currNextEdge->fOffset.fP0);
1398*c8dee2aaSAndroid Build Coastguard Worker 
1399*c8dee2aaSAndroid Build Coastguard Worker                 // want to step along contour to find intersections rather than jump to new one
1400*c8dee2aaSAndroid Build Coastguard Worker                 if (currSameContour && !prevSameContour) {
1401*c8dee2aaSAndroid Build Coastguard Worker                     remove_node(currEdge, &head);
1402*c8dee2aaSAndroid Build Coastguard Worker                     currEdge = currNextEdge;
1403*c8dee2aaSAndroid Build Coastguard Worker                     --offsetVertexCount;
1404*c8dee2aaSAndroid Build Coastguard Worker                     continue;
1405*c8dee2aaSAndroid Build Coastguard Worker                 } else if (prevSameContour && !currSameContour) {
1406*c8dee2aaSAndroid Build Coastguard Worker                     remove_node(prevEdge, &head);
1407*c8dee2aaSAndroid Build Coastguard Worker                     prevEdge = prevPrevEdge;
1408*c8dee2aaSAndroid Build Coastguard Worker                     --offsetVertexCount;
1409*c8dee2aaSAndroid Build Coastguard Worker                     continue;
1410*c8dee2aaSAndroid Build Coastguard Worker                 }
1411*c8dee2aaSAndroid Build Coastguard Worker             }
1412*c8dee2aaSAndroid Build Coastguard Worker 
1413*c8dee2aaSAndroid Build Coastguard Worker             // otherwise minimize collision distance along segment
1414*c8dee2aaSAndroid Build Coastguard Worker             if (dist0 < dist1) {
1415*c8dee2aaSAndroid Build Coastguard Worker                 remove_node(prevEdge, &head);
1416*c8dee2aaSAndroid Build Coastguard Worker                 prevEdge = prevPrevEdge;
1417*c8dee2aaSAndroid Build Coastguard Worker             } else {
1418*c8dee2aaSAndroid Build Coastguard Worker                 remove_node(currEdge, &head);
1419*c8dee2aaSAndroid Build Coastguard Worker                 currEdge = currNextEdge;
1420*c8dee2aaSAndroid Build Coastguard Worker             }
1421*c8dee2aaSAndroid Build Coastguard Worker             --offsetVertexCount;
1422*c8dee2aaSAndroid Build Coastguard Worker         }
1423*c8dee2aaSAndroid Build Coastguard Worker     }
1424*c8dee2aaSAndroid Build Coastguard Worker 
1425*c8dee2aaSAndroid Build Coastguard Worker     // store all the valid intersections that aren't nearly coincident
1426*c8dee2aaSAndroid Build Coastguard Worker     // TODO: look at the main algorithm and see if we can detect these better
1427*c8dee2aaSAndroid Build Coastguard Worker     offsetPolygon->reset();
1428*c8dee2aaSAndroid Build Coastguard Worker     if (!head || offsetVertexCount == 0 ||
1429*c8dee2aaSAndroid Build Coastguard Worker         offsetVertexCount >= std::numeric_limits<uint16_t>::max()) {
1430*c8dee2aaSAndroid Build Coastguard Worker         return false;
1431*c8dee2aaSAndroid Build Coastguard Worker     }
1432*c8dee2aaSAndroid Build Coastguard Worker 
1433*c8dee2aaSAndroid Build Coastguard Worker     static constexpr SkScalar kCleanupTolerance = 0.01f;
1434*c8dee2aaSAndroid Build Coastguard Worker     offsetPolygon->reserve(offsetVertexCount);
1435*c8dee2aaSAndroid Build Coastguard Worker     int currIndex = 0;
1436*c8dee2aaSAndroid Build Coastguard Worker     *offsetPolygon->append() = head->fIntersection;
1437*c8dee2aaSAndroid Build Coastguard Worker     if (polygonIndices) {
1438*c8dee2aaSAndroid Build Coastguard Worker         *polygonIndices->append() = head->fIndex;
1439*c8dee2aaSAndroid Build Coastguard Worker     }
1440*c8dee2aaSAndroid Build Coastguard Worker     currEdge = head->fNext;
1441*c8dee2aaSAndroid Build Coastguard Worker     while (currEdge != head) {
1442*c8dee2aaSAndroid Build Coastguard Worker         if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
1443*c8dee2aaSAndroid Build Coastguard Worker                                                 (*offsetPolygon)[currIndex],
1444*c8dee2aaSAndroid Build Coastguard Worker                                                 kCleanupTolerance)) {
1445*c8dee2aaSAndroid Build Coastguard Worker             *offsetPolygon->append() = currEdge->fIntersection;
1446*c8dee2aaSAndroid Build Coastguard Worker             if (polygonIndices) {
1447*c8dee2aaSAndroid Build Coastguard Worker                 *polygonIndices->append() = currEdge->fIndex;
1448*c8dee2aaSAndroid Build Coastguard Worker             }
1449*c8dee2aaSAndroid Build Coastguard Worker             currIndex++;
1450*c8dee2aaSAndroid Build Coastguard Worker         }
1451*c8dee2aaSAndroid Build Coastguard Worker         currEdge = currEdge->fNext;
1452*c8dee2aaSAndroid Build Coastguard Worker     }
1453*c8dee2aaSAndroid Build Coastguard Worker     // make sure the first and last points aren't coincident
1454*c8dee2aaSAndroid Build Coastguard Worker     if (currIndex >= 1 &&
1455*c8dee2aaSAndroid Build Coastguard Worker         SkPointPriv::EqualsWithinTolerance((*offsetPolygon)[0], (*offsetPolygon)[currIndex],
1456*c8dee2aaSAndroid Build Coastguard Worker                                             kCleanupTolerance)) {
1457*c8dee2aaSAndroid Build Coastguard Worker         offsetPolygon->pop_back();
1458*c8dee2aaSAndroid Build Coastguard Worker         if (polygonIndices) {
1459*c8dee2aaSAndroid Build Coastguard Worker             polygonIndices->pop_back();
1460*c8dee2aaSAndroid Build Coastguard Worker         }
1461*c8dee2aaSAndroid Build Coastguard Worker     }
1462*c8dee2aaSAndroid Build Coastguard Worker 
1463*c8dee2aaSAndroid Build Coastguard Worker     // check winding of offset polygon (it should be same as the original polygon)
1464*c8dee2aaSAndroid Build Coastguard Worker     SkScalar offsetWinding = SkGetPolygonWinding(offsetPolygon->begin(), offsetPolygon->size());
1465*c8dee2aaSAndroid Build Coastguard Worker 
1466*c8dee2aaSAndroid Build Coastguard Worker     return (winding*offsetWinding > 0 &&
1467*c8dee2aaSAndroid Build Coastguard Worker             SkIsSimplePolygon(offsetPolygon->begin(), offsetPolygon->size()));
1468*c8dee2aaSAndroid Build Coastguard Worker }
1469*c8dee2aaSAndroid Build Coastguard Worker 
1470*c8dee2aaSAndroid Build Coastguard Worker //////////////////////////////////////////////////////////////////////////////////////////
1471*c8dee2aaSAndroid Build Coastguard Worker 
1472*c8dee2aaSAndroid Build Coastguard Worker struct TriangulationVertex {
1473*c8dee2aaSAndroid Build Coastguard Worker     SK_DECLARE_INTERNAL_LLIST_INTERFACE(TriangulationVertex);
1474*c8dee2aaSAndroid Build Coastguard Worker 
1475*c8dee2aaSAndroid Build Coastguard Worker     enum class VertexType { kConvex, kReflex };
1476*c8dee2aaSAndroid Build Coastguard Worker 
1477*c8dee2aaSAndroid Build Coastguard Worker     SkPoint    fPosition;
1478*c8dee2aaSAndroid Build Coastguard Worker     VertexType fVertexType;
1479*c8dee2aaSAndroid Build Coastguard Worker     uint16_t   fIndex;
1480*c8dee2aaSAndroid Build Coastguard Worker     uint16_t   fPrevIndex;
1481*c8dee2aaSAndroid Build Coastguard Worker     uint16_t   fNextIndex;
1482*c8dee2aaSAndroid Build Coastguard Worker };
1483*c8dee2aaSAndroid Build Coastguard Worker 
compute_triangle_bounds(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,SkRect * bounds)1484*c8dee2aaSAndroid Build Coastguard Worker static void compute_triangle_bounds(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1485*c8dee2aaSAndroid Build Coastguard Worker                                     SkRect* bounds) {
1486*c8dee2aaSAndroid Build Coastguard Worker     skvx::float4 min, max;
1487*c8dee2aaSAndroid Build Coastguard Worker     min = max = skvx::float4(p0.fX, p0.fY, p0.fX, p0.fY);
1488*c8dee2aaSAndroid Build Coastguard Worker     skvx::float4 xy(p1.fX, p1.fY, p2.fX, p2.fY);
1489*c8dee2aaSAndroid Build Coastguard Worker     min = skvx::min(min, xy);
1490*c8dee2aaSAndroid Build Coastguard Worker     max = skvx::max(max, xy);
1491*c8dee2aaSAndroid Build Coastguard Worker     bounds->setLTRB(std::min(min[0], min[2]), std::min(min[1], min[3]),
1492*c8dee2aaSAndroid Build Coastguard Worker                     std::max(max[0], max[2]), std::max(max[1], max[3]));
1493*c8dee2aaSAndroid Build Coastguard Worker }
1494*c8dee2aaSAndroid Build Coastguard Worker 
1495*c8dee2aaSAndroid Build Coastguard Worker // test to see if point p is in triangle p0p1p2.
1496*c8dee2aaSAndroid Build Coastguard Worker // for now assuming strictly inside -- if on the edge it's outside
point_in_triangle(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const SkPoint & p)1497*c8dee2aaSAndroid Build Coastguard Worker static bool point_in_triangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1498*c8dee2aaSAndroid Build Coastguard Worker                               const SkPoint& p) {
1499*c8dee2aaSAndroid Build Coastguard Worker     SkVector v0 = p1 - p0;
1500*c8dee2aaSAndroid Build Coastguard Worker     SkVector v1 = p2 - p1;
1501*c8dee2aaSAndroid Build Coastguard Worker     SkScalar n = v0.cross(v1);
1502*c8dee2aaSAndroid Build Coastguard Worker 
1503*c8dee2aaSAndroid Build Coastguard Worker     SkVector w0 = p - p0;
1504*c8dee2aaSAndroid Build Coastguard Worker     if (n*v0.cross(w0) < SK_ScalarNearlyZero) {
1505*c8dee2aaSAndroid Build Coastguard Worker         return false;
1506*c8dee2aaSAndroid Build Coastguard Worker     }
1507*c8dee2aaSAndroid Build Coastguard Worker 
1508*c8dee2aaSAndroid Build Coastguard Worker     SkVector w1 = p - p1;
1509*c8dee2aaSAndroid Build Coastguard Worker     if (n*v1.cross(w1) < SK_ScalarNearlyZero) {
1510*c8dee2aaSAndroid Build Coastguard Worker         return false;
1511*c8dee2aaSAndroid Build Coastguard Worker     }
1512*c8dee2aaSAndroid Build Coastguard Worker 
1513*c8dee2aaSAndroid Build Coastguard Worker     SkVector v2 = p0 - p2;
1514*c8dee2aaSAndroid Build Coastguard Worker     SkVector w2 = p - p2;
1515*c8dee2aaSAndroid Build Coastguard Worker     if (n*v2.cross(w2) < SK_ScalarNearlyZero) {
1516*c8dee2aaSAndroid Build Coastguard Worker         return false;
1517*c8dee2aaSAndroid Build Coastguard Worker     }
1518*c8dee2aaSAndroid Build Coastguard Worker 
1519*c8dee2aaSAndroid Build Coastguard Worker     return true;
1520*c8dee2aaSAndroid Build Coastguard Worker }
1521*c8dee2aaSAndroid Build Coastguard Worker 
1522*c8dee2aaSAndroid Build Coastguard Worker // Data structure to track reflex vertices and check whether any are inside a given triangle
1523*c8dee2aaSAndroid Build Coastguard Worker class ReflexHash {
1524*c8dee2aaSAndroid Build Coastguard Worker public:
init(const SkRect & bounds,int vertexCount)1525*c8dee2aaSAndroid Build Coastguard Worker     bool init(const SkRect& bounds, int vertexCount) {
1526*c8dee2aaSAndroid Build Coastguard Worker         fBounds = bounds;
1527*c8dee2aaSAndroid Build Coastguard Worker         fNumVerts = 0;
1528*c8dee2aaSAndroid Build Coastguard Worker         SkScalar width = bounds.width();
1529*c8dee2aaSAndroid Build Coastguard Worker         SkScalar height = bounds.height();
1530*c8dee2aaSAndroid Build Coastguard Worker         if (!SkIsFinite(width, height)) {
1531*c8dee2aaSAndroid Build Coastguard Worker             return false;
1532*c8dee2aaSAndroid Build Coastguard Worker         }
1533*c8dee2aaSAndroid Build Coastguard Worker 
1534*c8dee2aaSAndroid Build Coastguard Worker         // We want vertexCount grid cells, roughly distributed to match the bounds ratio
1535*c8dee2aaSAndroid Build Coastguard Worker         SkScalar hCount = SkScalarSqrt(sk_ieee_float_divide(vertexCount*width, height));
1536*c8dee2aaSAndroid Build Coastguard Worker         if (!SkIsFinite(hCount)) {
1537*c8dee2aaSAndroid Build Coastguard Worker             return false;
1538*c8dee2aaSAndroid Build Coastguard Worker         }
1539*c8dee2aaSAndroid Build Coastguard Worker         fHCount = std::max(std::min(SkScalarRoundToInt(hCount), vertexCount), 1);
1540*c8dee2aaSAndroid Build Coastguard Worker         fVCount = vertexCount/fHCount;
1541*c8dee2aaSAndroid Build Coastguard Worker         fGridConversion.set(sk_ieee_float_divide(fHCount - 0.001f, width),
1542*c8dee2aaSAndroid Build Coastguard Worker                             sk_ieee_float_divide(fVCount - 0.001f, height));
1543*c8dee2aaSAndroid Build Coastguard Worker         if (!fGridConversion.isFinite()) {
1544*c8dee2aaSAndroid Build Coastguard Worker             return false;
1545*c8dee2aaSAndroid Build Coastguard Worker         }
1546*c8dee2aaSAndroid Build Coastguard Worker 
1547*c8dee2aaSAndroid Build Coastguard Worker         fGrid.resize(fHCount*fVCount);
1548*c8dee2aaSAndroid Build Coastguard Worker         for (int i = 0; i < fGrid.size(); ++i) {
1549*c8dee2aaSAndroid Build Coastguard Worker             fGrid[i].reset();
1550*c8dee2aaSAndroid Build Coastguard Worker         }
1551*c8dee2aaSAndroid Build Coastguard Worker 
1552*c8dee2aaSAndroid Build Coastguard Worker         return true;
1553*c8dee2aaSAndroid Build Coastguard Worker     }
1554*c8dee2aaSAndroid Build Coastguard Worker 
add(TriangulationVertex * v)1555*c8dee2aaSAndroid Build Coastguard Worker     void add(TriangulationVertex* v) {
1556*c8dee2aaSAndroid Build Coastguard Worker         int index = hash(v);
1557*c8dee2aaSAndroid Build Coastguard Worker         fGrid[index].addToTail(v);
1558*c8dee2aaSAndroid Build Coastguard Worker         ++fNumVerts;
1559*c8dee2aaSAndroid Build Coastguard Worker     }
1560*c8dee2aaSAndroid Build Coastguard Worker 
remove(TriangulationVertex * v)1561*c8dee2aaSAndroid Build Coastguard Worker     void remove(TriangulationVertex* v) {
1562*c8dee2aaSAndroid Build Coastguard Worker         int index = hash(v);
1563*c8dee2aaSAndroid Build Coastguard Worker         fGrid[index].remove(v);
1564*c8dee2aaSAndroid Build Coastguard Worker         --fNumVerts;
1565*c8dee2aaSAndroid Build Coastguard Worker     }
1566*c8dee2aaSAndroid Build Coastguard Worker 
checkTriangle(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,uint16_t ignoreIndex0,uint16_t ignoreIndex1) const1567*c8dee2aaSAndroid Build Coastguard Worker     bool checkTriangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1568*c8dee2aaSAndroid Build Coastguard Worker                        uint16_t ignoreIndex0, uint16_t ignoreIndex1) const {
1569*c8dee2aaSAndroid Build Coastguard Worker         if (!fNumVerts) {
1570*c8dee2aaSAndroid Build Coastguard Worker             return false;
1571*c8dee2aaSAndroid Build Coastguard Worker         }
1572*c8dee2aaSAndroid Build Coastguard Worker 
1573*c8dee2aaSAndroid Build Coastguard Worker         SkRect triBounds;
1574*c8dee2aaSAndroid Build Coastguard Worker         compute_triangle_bounds(p0, p1, p2, &triBounds);
1575*c8dee2aaSAndroid Build Coastguard Worker         int h0 = (triBounds.fLeft - fBounds.fLeft)*fGridConversion.fX;
1576*c8dee2aaSAndroid Build Coastguard Worker         int h1 = (triBounds.fRight - fBounds.fLeft)*fGridConversion.fX;
1577*c8dee2aaSAndroid Build Coastguard Worker         int v0 = (triBounds.fTop - fBounds.fTop)*fGridConversion.fY;
1578*c8dee2aaSAndroid Build Coastguard Worker         int v1 = (triBounds.fBottom - fBounds.fTop)*fGridConversion.fY;
1579*c8dee2aaSAndroid Build Coastguard Worker 
1580*c8dee2aaSAndroid Build Coastguard Worker         for (int v = v0; v <= v1; ++v) {
1581*c8dee2aaSAndroid Build Coastguard Worker             for (int h = h0; h <= h1; ++h) {
1582*c8dee2aaSAndroid Build Coastguard Worker                 int i = v * fHCount + h;
1583*c8dee2aaSAndroid Build Coastguard Worker                 for (SkTInternalLList<TriangulationVertex>::Iter reflexIter = fGrid[i].begin();
1584*c8dee2aaSAndroid Build Coastguard Worker                      reflexIter != fGrid[i].end(); ++reflexIter) {
1585*c8dee2aaSAndroid Build Coastguard Worker                     TriangulationVertex* reflexVertex = *reflexIter;
1586*c8dee2aaSAndroid Build Coastguard Worker                     if (reflexVertex->fIndex != ignoreIndex0 &&
1587*c8dee2aaSAndroid Build Coastguard Worker                         reflexVertex->fIndex != ignoreIndex1 &&
1588*c8dee2aaSAndroid Build Coastguard Worker                         point_in_triangle(p0, p1, p2, reflexVertex->fPosition)) {
1589*c8dee2aaSAndroid Build Coastguard Worker                         return true;
1590*c8dee2aaSAndroid Build Coastguard Worker                     }
1591*c8dee2aaSAndroid Build Coastguard Worker                 }
1592*c8dee2aaSAndroid Build Coastguard Worker 
1593*c8dee2aaSAndroid Build Coastguard Worker             }
1594*c8dee2aaSAndroid Build Coastguard Worker         }
1595*c8dee2aaSAndroid Build Coastguard Worker 
1596*c8dee2aaSAndroid Build Coastguard Worker         return false;
1597*c8dee2aaSAndroid Build Coastguard Worker     }
1598*c8dee2aaSAndroid Build Coastguard Worker 
1599*c8dee2aaSAndroid Build Coastguard Worker private:
hash(TriangulationVertex * vert) const1600*c8dee2aaSAndroid Build Coastguard Worker     int hash(TriangulationVertex* vert) const {
1601*c8dee2aaSAndroid Build Coastguard Worker         int h = (vert->fPosition.fX - fBounds.fLeft)*fGridConversion.fX;
1602*c8dee2aaSAndroid Build Coastguard Worker         int v = (vert->fPosition.fY - fBounds.fTop)*fGridConversion.fY;
1603*c8dee2aaSAndroid Build Coastguard Worker         SkASSERT(v*fHCount + h >= 0);
1604*c8dee2aaSAndroid Build Coastguard Worker         return v*fHCount + h;
1605*c8dee2aaSAndroid Build Coastguard Worker     }
1606*c8dee2aaSAndroid Build Coastguard Worker 
1607*c8dee2aaSAndroid Build Coastguard Worker     SkRect fBounds;
1608*c8dee2aaSAndroid Build Coastguard Worker     int fHCount;
1609*c8dee2aaSAndroid Build Coastguard Worker     int fVCount;
1610*c8dee2aaSAndroid Build Coastguard Worker     int fNumVerts;
1611*c8dee2aaSAndroid Build Coastguard Worker     // converts distance from the origin to a grid location (when cast to int)
1612*c8dee2aaSAndroid Build Coastguard Worker     SkVector fGridConversion;
1613*c8dee2aaSAndroid Build Coastguard Worker     SkTDArray<SkTInternalLList<TriangulationVertex>> fGrid;
1614*c8dee2aaSAndroid Build Coastguard Worker };
1615*c8dee2aaSAndroid Build Coastguard Worker 
1616*c8dee2aaSAndroid Build Coastguard Worker // Check to see if a reflex vertex has become a convex vertex after clipping an ear
reclassify_vertex(TriangulationVertex * p,const SkPoint * polygonVerts,int winding,ReflexHash * reflexHash,SkTInternalLList<TriangulationVertex> * convexList)1617*c8dee2aaSAndroid Build Coastguard Worker static void reclassify_vertex(TriangulationVertex* p, const SkPoint* polygonVerts,
1618*c8dee2aaSAndroid Build Coastguard Worker                               int winding, ReflexHash* reflexHash,
1619*c8dee2aaSAndroid Build Coastguard Worker                               SkTInternalLList<TriangulationVertex>* convexList) {
1620*c8dee2aaSAndroid Build Coastguard Worker     if (TriangulationVertex::VertexType::kReflex == p->fVertexType) {
1621*c8dee2aaSAndroid Build Coastguard Worker         SkVector v0 = p->fPosition - polygonVerts[p->fPrevIndex];
1622*c8dee2aaSAndroid Build Coastguard Worker         SkVector v1 = polygonVerts[p->fNextIndex] - p->fPosition;
1623*c8dee2aaSAndroid Build Coastguard Worker         if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1624*c8dee2aaSAndroid Build Coastguard Worker             p->fVertexType = TriangulationVertex::VertexType::kConvex;
1625*c8dee2aaSAndroid Build Coastguard Worker             reflexHash->remove(p);
1626*c8dee2aaSAndroid Build Coastguard Worker             p->fPrev = p->fNext = nullptr;
1627*c8dee2aaSAndroid Build Coastguard Worker             convexList->addToTail(p);
1628*c8dee2aaSAndroid Build Coastguard Worker         }
1629*c8dee2aaSAndroid Build Coastguard Worker     }
1630*c8dee2aaSAndroid Build Coastguard Worker }
1631*c8dee2aaSAndroid Build Coastguard Worker 
SkTriangulateSimplePolygon(const SkPoint * polygonVerts,uint16_t * indexMap,int polygonSize,SkTDArray<uint16_t> * triangleIndices)1632*c8dee2aaSAndroid Build Coastguard Worker bool SkTriangulateSimplePolygon(const SkPoint* polygonVerts, uint16_t* indexMap, int polygonSize,
1633*c8dee2aaSAndroid Build Coastguard Worker                                 SkTDArray<uint16_t>* triangleIndices) {
1634*c8dee2aaSAndroid Build Coastguard Worker     if (polygonSize < 3) {
1635*c8dee2aaSAndroid Build Coastguard Worker         return false;
1636*c8dee2aaSAndroid Build Coastguard Worker     }
1637*c8dee2aaSAndroid Build Coastguard Worker     // need to be able to represent all the vertices in the 16-bit indices
1638*c8dee2aaSAndroid Build Coastguard Worker     if (polygonSize >= std::numeric_limits<uint16_t>::max()) {
1639*c8dee2aaSAndroid Build Coastguard Worker         return false;
1640*c8dee2aaSAndroid Build Coastguard Worker     }
1641*c8dee2aaSAndroid Build Coastguard Worker 
1642*c8dee2aaSAndroid Build Coastguard Worker     // get bounds
1643*c8dee2aaSAndroid Build Coastguard Worker     SkRect bounds;
1644*c8dee2aaSAndroid Build Coastguard Worker     if (!bounds.setBoundsCheck(polygonVerts, polygonSize)) {
1645*c8dee2aaSAndroid Build Coastguard Worker         return false;
1646*c8dee2aaSAndroid Build Coastguard Worker     }
1647*c8dee2aaSAndroid Build Coastguard Worker     // get winding direction
1648*c8dee2aaSAndroid Build Coastguard Worker     // TODO: we do this for all the polygon routines -- might be better to have the client
1649*c8dee2aaSAndroid Build Coastguard Worker     // compute it and pass it in
1650*c8dee2aaSAndroid Build Coastguard Worker     int winding = SkGetPolygonWinding(polygonVerts, polygonSize);
1651*c8dee2aaSAndroid Build Coastguard Worker     if (0 == winding) {
1652*c8dee2aaSAndroid Build Coastguard Worker         return false;
1653*c8dee2aaSAndroid Build Coastguard Worker     }
1654*c8dee2aaSAndroid Build Coastguard Worker 
1655*c8dee2aaSAndroid Build Coastguard Worker     // Set up vertices
1656*c8dee2aaSAndroid Build Coastguard Worker     AutoSTArray<64, TriangulationVertex> triangulationVertices(polygonSize);
1657*c8dee2aaSAndroid Build Coastguard Worker     int prevIndex = polygonSize - 1;
1658*c8dee2aaSAndroid Build Coastguard Worker     SkVector v0 = polygonVerts[0] - polygonVerts[prevIndex];
1659*c8dee2aaSAndroid Build Coastguard Worker     for (int currIndex = 0; currIndex < polygonSize; ++currIndex) {
1660*c8dee2aaSAndroid Build Coastguard Worker         int nextIndex = (currIndex + 1) % polygonSize;
1661*c8dee2aaSAndroid Build Coastguard Worker 
1662*c8dee2aaSAndroid Build Coastguard Worker         triangulationVertices[currIndex] = TriangulationVertex{};
1663*c8dee2aaSAndroid Build Coastguard Worker         triangulationVertices[currIndex].fPosition = polygonVerts[currIndex];
1664*c8dee2aaSAndroid Build Coastguard Worker         triangulationVertices[currIndex].fIndex = currIndex;
1665*c8dee2aaSAndroid Build Coastguard Worker         triangulationVertices[currIndex].fPrevIndex = prevIndex;
1666*c8dee2aaSAndroid Build Coastguard Worker         triangulationVertices[currIndex].fNextIndex = nextIndex;
1667*c8dee2aaSAndroid Build Coastguard Worker         SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
1668*c8dee2aaSAndroid Build Coastguard Worker         if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1669*c8dee2aaSAndroid Build Coastguard Worker             triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kConvex;
1670*c8dee2aaSAndroid Build Coastguard Worker         } else {
1671*c8dee2aaSAndroid Build Coastguard Worker             triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kReflex;
1672*c8dee2aaSAndroid Build Coastguard Worker         }
1673*c8dee2aaSAndroid Build Coastguard Worker 
1674*c8dee2aaSAndroid Build Coastguard Worker         prevIndex = currIndex;
1675*c8dee2aaSAndroid Build Coastguard Worker         v0 = v1;
1676*c8dee2aaSAndroid Build Coastguard Worker     }
1677*c8dee2aaSAndroid Build Coastguard Worker 
1678*c8dee2aaSAndroid Build Coastguard Worker     // Classify initial vertices into a list of convex vertices and a hash of reflex vertices
1679*c8dee2aaSAndroid Build Coastguard Worker     // TODO: possibly sort the convexList in some way to get better triangles
1680*c8dee2aaSAndroid Build Coastguard Worker     SkTInternalLList<TriangulationVertex> convexList;
1681*c8dee2aaSAndroid Build Coastguard Worker     ReflexHash reflexHash;
1682*c8dee2aaSAndroid Build Coastguard Worker     if (!reflexHash.init(bounds, polygonSize)) {
1683*c8dee2aaSAndroid Build Coastguard Worker         return false;
1684*c8dee2aaSAndroid Build Coastguard Worker     }
1685*c8dee2aaSAndroid Build Coastguard Worker     prevIndex = polygonSize - 1;
1686*c8dee2aaSAndroid Build Coastguard Worker     for (int currIndex = 0; currIndex < polygonSize; prevIndex = currIndex, ++currIndex) {
1687*c8dee2aaSAndroid Build Coastguard Worker         TriangulationVertex::VertexType currType = triangulationVertices[currIndex].fVertexType;
1688*c8dee2aaSAndroid Build Coastguard Worker         if (TriangulationVertex::VertexType::kConvex == currType) {
1689*c8dee2aaSAndroid Build Coastguard Worker             int nextIndex = (currIndex + 1) % polygonSize;
1690*c8dee2aaSAndroid Build Coastguard Worker             TriangulationVertex::VertexType prevType = triangulationVertices[prevIndex].fVertexType;
1691*c8dee2aaSAndroid Build Coastguard Worker             TriangulationVertex::VertexType nextType = triangulationVertices[nextIndex].fVertexType;
1692*c8dee2aaSAndroid Build Coastguard Worker             // We prioritize clipping vertices with neighboring reflex vertices.
1693*c8dee2aaSAndroid Build Coastguard Worker             // The intent here is that it will cull reflex vertices more quickly.
1694*c8dee2aaSAndroid Build Coastguard Worker             if (TriangulationVertex::VertexType::kReflex == prevType ||
1695*c8dee2aaSAndroid Build Coastguard Worker                 TriangulationVertex::VertexType::kReflex == nextType) {
1696*c8dee2aaSAndroid Build Coastguard Worker                 convexList.addToHead(&triangulationVertices[currIndex]);
1697*c8dee2aaSAndroid Build Coastguard Worker             } else {
1698*c8dee2aaSAndroid Build Coastguard Worker                 convexList.addToTail(&triangulationVertices[currIndex]);
1699*c8dee2aaSAndroid Build Coastguard Worker             }
1700*c8dee2aaSAndroid Build Coastguard Worker         } else {
1701*c8dee2aaSAndroid Build Coastguard Worker             // We treat near collinear vertices as reflex
1702*c8dee2aaSAndroid Build Coastguard Worker             reflexHash.add(&triangulationVertices[currIndex]);
1703*c8dee2aaSAndroid Build Coastguard Worker         }
1704*c8dee2aaSAndroid Build Coastguard Worker     }
1705*c8dee2aaSAndroid Build Coastguard Worker 
1706*c8dee2aaSAndroid Build Coastguard Worker     // The general concept: We are trying to find three neighboring vertices where
1707*c8dee2aaSAndroid Build Coastguard Worker     // no other vertex lies inside the triangle (an "ear"). If we find one, we clip
1708*c8dee2aaSAndroid Build Coastguard Worker     // that ear off, and then repeat on the new polygon. Once we get down to three vertices
1709*c8dee2aaSAndroid Build Coastguard Worker     // we have triangulated the entire polygon.
1710*c8dee2aaSAndroid Build Coastguard Worker     // In the worst case this is an n^2 algorithm. We can cut down the search space somewhat by
1711*c8dee2aaSAndroid Build Coastguard Worker     // noting that only convex vertices can be potential ears, and we only need to check whether
1712*c8dee2aaSAndroid Build Coastguard Worker     // any reflex vertices lie inside the ear.
1713*c8dee2aaSAndroid Build Coastguard Worker     triangleIndices->reserve(triangleIndices->size() + 3 * (polygonSize - 2));
1714*c8dee2aaSAndroid Build Coastguard Worker     int vertexCount = polygonSize;
1715*c8dee2aaSAndroid Build Coastguard Worker     while (vertexCount > 3) {
1716*c8dee2aaSAndroid Build Coastguard Worker         bool success = false;
1717*c8dee2aaSAndroid Build Coastguard Worker         TriangulationVertex* earVertex = nullptr;
1718*c8dee2aaSAndroid Build Coastguard Worker         TriangulationVertex* p0 = nullptr;
1719*c8dee2aaSAndroid Build Coastguard Worker         TriangulationVertex* p2 = nullptr;
1720*c8dee2aaSAndroid Build Coastguard Worker         // find a convex vertex to clip
1721*c8dee2aaSAndroid Build Coastguard Worker         for (SkTInternalLList<TriangulationVertex>::Iter convexIter = convexList.begin();
1722*c8dee2aaSAndroid Build Coastguard Worker              convexIter != convexList.end(); ++convexIter) {
1723*c8dee2aaSAndroid Build Coastguard Worker             earVertex = *convexIter;
1724*c8dee2aaSAndroid Build Coastguard Worker             SkASSERT(TriangulationVertex::VertexType::kReflex != earVertex->fVertexType);
1725*c8dee2aaSAndroid Build Coastguard Worker 
1726*c8dee2aaSAndroid Build Coastguard Worker             p0 = &triangulationVertices[earVertex->fPrevIndex];
1727*c8dee2aaSAndroid Build Coastguard Worker             p2 = &triangulationVertices[earVertex->fNextIndex];
1728*c8dee2aaSAndroid Build Coastguard Worker 
1729*c8dee2aaSAndroid Build Coastguard Worker             // see if any reflex vertices are inside the ear
1730*c8dee2aaSAndroid Build Coastguard Worker             bool failed = reflexHash.checkTriangle(p0->fPosition, earVertex->fPosition,
1731*c8dee2aaSAndroid Build Coastguard Worker                                                    p2->fPosition, p0->fIndex, p2->fIndex);
1732*c8dee2aaSAndroid Build Coastguard Worker             if (failed) {
1733*c8dee2aaSAndroid Build Coastguard Worker                 continue;
1734*c8dee2aaSAndroid Build Coastguard Worker             }
1735*c8dee2aaSAndroid Build Coastguard Worker 
1736*c8dee2aaSAndroid Build Coastguard Worker             // found one we can clip
1737*c8dee2aaSAndroid Build Coastguard Worker             success = true;
1738*c8dee2aaSAndroid Build Coastguard Worker             break;
1739*c8dee2aaSAndroid Build Coastguard Worker         }
1740*c8dee2aaSAndroid Build Coastguard Worker         // If we can't find any ears to clip, this probably isn't a simple polygon
1741*c8dee2aaSAndroid Build Coastguard Worker         if (!success) {
1742*c8dee2aaSAndroid Build Coastguard Worker             return false;
1743*c8dee2aaSAndroid Build Coastguard Worker         }
1744*c8dee2aaSAndroid Build Coastguard Worker 
1745*c8dee2aaSAndroid Build Coastguard Worker         // add indices
1746*c8dee2aaSAndroid Build Coastguard Worker         auto indices = triangleIndices->append(3);
1747*c8dee2aaSAndroid Build Coastguard Worker         indices[0] = indexMap[p0->fIndex];
1748*c8dee2aaSAndroid Build Coastguard Worker         indices[1] = indexMap[earVertex->fIndex];
1749*c8dee2aaSAndroid Build Coastguard Worker         indices[2] = indexMap[p2->fIndex];
1750*c8dee2aaSAndroid Build Coastguard Worker 
1751*c8dee2aaSAndroid Build Coastguard Worker         // clip the ear
1752*c8dee2aaSAndroid Build Coastguard Worker         convexList.remove(earVertex);
1753*c8dee2aaSAndroid Build Coastguard Worker         --vertexCount;
1754*c8dee2aaSAndroid Build Coastguard Worker 
1755*c8dee2aaSAndroid Build Coastguard Worker         // reclassify reflex verts
1756*c8dee2aaSAndroid Build Coastguard Worker         p0->fNextIndex = earVertex->fNextIndex;
1757*c8dee2aaSAndroid Build Coastguard Worker         reclassify_vertex(p0, polygonVerts, winding, &reflexHash, &convexList);
1758*c8dee2aaSAndroid Build Coastguard Worker 
1759*c8dee2aaSAndroid Build Coastguard Worker         p2->fPrevIndex = earVertex->fPrevIndex;
1760*c8dee2aaSAndroid Build Coastguard Worker         reclassify_vertex(p2, polygonVerts, winding, &reflexHash, &convexList);
1761*c8dee2aaSAndroid Build Coastguard Worker     }
1762*c8dee2aaSAndroid Build Coastguard Worker 
1763*c8dee2aaSAndroid Build Coastguard Worker     // output indices
1764*c8dee2aaSAndroid Build Coastguard Worker     for (SkTInternalLList<TriangulationVertex>::Iter vertexIter = convexList.begin();
1765*c8dee2aaSAndroid Build Coastguard Worker          vertexIter != convexList.end(); ++vertexIter) {
1766*c8dee2aaSAndroid Build Coastguard Worker         TriangulationVertex* vertex = *vertexIter;
1767*c8dee2aaSAndroid Build Coastguard Worker         *triangleIndices->append() = indexMap[vertex->fIndex];
1768*c8dee2aaSAndroid Build Coastguard Worker     }
1769*c8dee2aaSAndroid Build Coastguard Worker 
1770*c8dee2aaSAndroid Build Coastguard Worker     return true;
1771*c8dee2aaSAndroid Build Coastguard Worker }
1772*c8dee2aaSAndroid Build Coastguard Worker 
1773*c8dee2aaSAndroid Build Coastguard Worker #endif // !defined(SK_ENABLE_OPTIMIZE_SIZE)
1774*c8dee2aaSAndroid Build Coastguard Worker 
1775