1/*
2 * Copyright 2017 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8#include "src/utils/SkPolyUtils.h"
9
10#include <limits>
11
12#include "include/private/SkNx.h"
13#include "include/private/SkTArray.h"
14#include "include/private/SkTemplates.h"
15#include "src/core/SkPointPriv.h"
16#include "src/core/SkTDPQueue.h"
17#include "src/core/SkTInternalLList.h"
18
19//////////////////////////////////////////////////////////////////////////////////
20// Helper data structures and functions
21
22struct OffsetSegment {
23 SkPoint fP0;
24 SkVector fV;
25};
26
27constexpr SkScalar kCrossTolerance = SK_ScalarNearlyZero * SK_ScalarNearlyZero;
28
29// Computes perpDot for point p compared to segment defined by origin p0 and vector v.
30// A positive value means the point is to the left of the segment,
31// negative is to the right, 0 is collinear.
32static int compute_side(const SkPoint& p0, const SkVector& v, const SkPoint& p) {
33 SkVector w = p - p0;
34 SkScalar perpDot = v.cross(w);
35 if (!SkScalarNearlyZero(perpDot, kCrossTolerance)) {
36 return ((perpDot > 0) ? 1 : -1);
37 }
38
39 return 0;
40}
41
42// Returns 1 for cw, -1 for ccw and 0 if zero signed area (either degenerate or self-intersecting)
43int SkGetPolygonWinding(const SkPoint* polygonVerts, int polygonSize) {
44 if (polygonSize < 3) {
45 return 0;
46 }
47
48 // compute area and use sign to determine winding
49 SkScalar quadArea = 0;
50 SkVector v0 = polygonVerts[1] - polygonVerts[0];
51 for (int curr = 2; curr < polygonSize; ++curr) {
52 SkVector v1 = polygonVerts[curr] - polygonVerts[0];
53 quadArea += v0.cross(v1);
54 v0 = v1;
55 }
56 if (SkScalarNearlyZero(quadArea, kCrossTolerance)) {
57 return 0;
58 }
59 // 1 == ccw, -1 == cw
60 return (quadArea > 0) ? 1 : -1;
61}
62
63// Compute difference vector to offset p0-p1 'offset' units in direction specified by 'side'
64bool compute_offset_vector(const SkPoint& p0, const SkPoint& p1, SkScalar offset, int side,
65 SkPoint* vector) {
66 SkASSERT(side == -1 || side == 1);
67 // if distances are equal, can just outset by the perpendicular
68 SkVector perp = SkVector::Make(p0.fY - p1.fY, p1.fX - p0.fX);
69 if (!perp.setLength(offset*side)) {
70 return false;
71 }
72 *vector = perp;
73 return true;
74}
75
76// check interval to see if intersection is in segment
77static inline bool outside_interval(SkScalar numer, SkScalar denom, bool denomPositive) {
78 return (denomPositive && (numer < 0 || numer > denom)) ||
79 (!denomPositive && (numer > 0 || numer < denom));
80}
81
82// special zero-length test when we're using vdotv as a denominator
83static inline bool zero_length(const SkPoint& v, SkScalar vdotv) {
84 return !(SkScalarsAreFinite(v.fX, v.fY) && vdotv);
85}
86
87// Compute the intersection 'p' between segments s0 and s1, if any.
88// 's' is the parametric value for the intersection along 's0' & 't' is the same for 's1'.
89// Returns false if there is no intersection.
90// If the length squared of a segment is 0, then we treat the segment as degenerate
91// and use only the first endpoint for tests.
92static bool compute_intersection(const OffsetSegment& s0, const OffsetSegment& s1,
93 SkPoint* p, SkScalar* s, SkScalar* t) {
94 const SkVector& v0 = s0.fV;
95 const SkVector& v1 = s1.fV;
96 SkVector w = s1.fP0 - s0.fP0;
97 SkScalar denom = v0.cross(v1);
98 bool denomPositive = (denom > 0);
99 SkScalar sNumer, tNumer;
100 if (SkScalarNearlyZero(denom, kCrossTolerance)) {
101 // segments are parallel, but not collinear
102 if (!SkScalarNearlyZero(w.cross(v0), kCrossTolerance) ||
103 !SkScalarNearlyZero(w.cross(v1), kCrossTolerance)) {
104 return false;
105 }
106
107 // Check for zero-length segments
108 SkScalar v0dotv0 = v0.dot(v0);
109 if (zero_length(v0, v0dotv0)) {
110 // Both are zero-length
111 SkScalar v1dotv1 = v1.dot(v1);
112 if (zero_length(v1, v1dotv1)) {
113 // Check if they're the same point
114 if (!SkPointPriv::CanNormalize(w.fX, w.fY)) {
115 *p = s0.fP0;
116 *s = 0;
117 *t = 0;
118 return true;
119 } else {
120 // Intersection is indeterminate
121 return false;
122 }
123 }
124 // Otherwise project segment0's origin onto segment1
125 tNumer = v1.dot(-w);
126 denom = v1dotv1;
127 if (outside_interval(tNumer, denom, true)) {
128 return false;
129 }
130 sNumer = 0;
131 } else {
132 // Project segment1's endpoints onto segment0
133 sNumer = v0.dot(w);
134 denom = v0dotv0;
135 tNumer = 0;
136 if (outside_interval(sNumer, denom, true)) {
137 // The first endpoint doesn't lie on segment0
138 // If segment1 is degenerate, then there's no collision
139 SkScalar v1dotv1 = v1.dot(v1);
140 if (zero_length(v1, v1dotv1)) {
141 return false;
142 }
143
144 // Otherwise try the other one
145 SkScalar oldSNumer = sNumer;
146 sNumer = v0.dot(w + v1);
147 tNumer = denom;
148 if (outside_interval(sNumer, denom, true)) {
149 // it's possible that segment1's interval surrounds segment0
150 // this is false if params have the same signs, and in that case no collision
151 if (sNumer*oldSNumer > 0) {
152 return false;
153 }
154 // otherwise project segment0's endpoint onto segment1 instead
155 sNumer = 0;
156 tNumer = v1.dot(-w);
157 denom = v1dotv1;
158 }
159 }
160 }
161 } else {
162 sNumer = w.cross(v1);
163 if (outside_interval(sNumer, denom, denomPositive)) {
164 return false;
165 }
166 tNumer = w.cross(v0);
167 if (outside_interval(tNumer, denom, denomPositive)) {
168 return false;
169 }
170 }
171
172 SkScalar localS = sNumer/denom;
173 SkScalar localT = tNumer/denom;
174
175 *p = s0.fP0 + v0*localS;
176 *s = localS;
177 *t = localT;
178
179 return true;
180}
181
182bool SkIsConvexPolygon(const SkPoint* polygonVerts, int polygonSize) {
183 if (polygonSize < 3) {
184 return false;
185 }
186
187 SkScalar lastArea = 0;
188 SkScalar lastPerpDot = 0;
189
190 int prevIndex = polygonSize - 1;
191 int currIndex = 0;
192 int nextIndex = 1;
193 SkPoint origin = polygonVerts[0];
194 SkVector v0 = polygonVerts[currIndex] - polygonVerts[prevIndex];
195 SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
196 SkVector w0 = polygonVerts[currIndex] - origin;
197 SkVector w1 = polygonVerts[nextIndex] - origin;
198 for (int i = 0; i < polygonSize; ++i) {
199 if (!polygonVerts[i].isFinite()) {
200 return false;
201 }
202
203 // Check that winding direction is always the same (otherwise we have a reflex vertex)
204 SkScalar perpDot = v0.cross(v1);
205 if (lastPerpDot*perpDot < 0) {
206 return false;
207 }
208 if (0 != perpDot) {
209 lastPerpDot = perpDot;
210 }
211
212 // If the signed area ever flips it's concave
213 // TODO: see if we can verify convexity only with signed area
214 SkScalar quadArea = w0.cross(w1);
215 if (quadArea*lastArea < 0) {
216 return false;
217 }
218 if (0 != quadArea) {
219 lastArea = quadArea;
220 }
221
222 prevIndex = currIndex;
223 currIndex = nextIndex;
224 nextIndex = (currIndex + 1) % polygonSize;
225 v0 = v1;
226 v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
227 w0 = w1;
228 w1 = polygonVerts[nextIndex] - origin;
229 }
230
231 return true;
232}
233
234struct OffsetEdge {
235 OffsetEdge* fPrev;
236 OffsetEdge* fNext;
237 OffsetSegment fOffset;
238 SkPoint fIntersection;
239 SkScalar fTValue;
240 uint16_t fIndex;
241 uint16_t fEnd;
242
243 void init(uint16_t start = 0, uint16_t end = 0) {
244 fIntersection = fOffset.fP0;
245 fTValue = SK_ScalarMin;
246 fIndex = start;
247 fEnd = end;
248 }
249
250 // special intersection check that looks for endpoint intersection
251 bool checkIntersection(const OffsetEdge* that,
252 SkPoint* p, SkScalar* s, SkScalar* t) {
253 if (this->fEnd == that->fIndex) {
254 SkPoint p1 = this->fOffset.fP0 + this->fOffset.fV;
255 if (SkPointPriv::EqualsWithinTolerance(p1, that->fOffset.fP0)) {
256 *p = p1;
257 *s = SK_Scalar1;
258 *t = 0;
259 return true;
260 }
261 }
262
263 return compute_intersection(this->fOffset, that->fOffset, p, s, t);
264 }
265
266 // computes the line intersection and then the "distance" from that to this
267 // this is really a signed squared distance, where negative means that
268 // the intersection lies inside this->fOffset
269 SkScalar computeCrossingDistance(const OffsetEdge* that) {
270 const OffsetSegment& s0 = this->fOffset;
271 const OffsetSegment& s1 = that->fOffset;
272 const SkVector& v0 = s0.fV;
273 const SkVector& v1 = s1.fV;
274
275 SkScalar denom = v0.cross(v1);
276 if (SkScalarNearlyZero(denom, kCrossTolerance)) {
277 // segments are parallel
278 return SK_ScalarMax;
279 }
280
281 SkVector w = s1.fP0 - s0.fP0;
282 SkScalar localS = w.cross(v1) / denom;
283 if (localS < 0) {
284 localS = -localS;
285 } else {
286 localS -= SK_Scalar1;
287 }
288
289 localS *= SkScalarAbs(localS);
290 localS *= v0.dot(v0);
291
292 return localS;
293 }
294
295};
296
297static void remove_node(const OffsetEdge* node, OffsetEdge** head) {
298 // remove from linked list
299 node->fPrev->fNext = node->fNext;
300 node->fNext->fPrev = node->fPrev;
301 if (node == *head) {
302 *head = (node->fNext == node) ? nullptr : node->fNext;
303 }
304}
305
306//////////////////////////////////////////////////////////////////////////////////
307
308// The objective here is to inset all of the edges by the given distance, and then
309// remove any invalid inset edges by detecting right-hand turns. In a ccw polygon,
310// we should only be making left-hand turns (for cw polygons, we use the winding
311// parameter to reverse this). We detect this by checking whether the second intersection
312// on an edge is closer to its tail than the first one.
313//
314// We might also have the case that there is no intersection between two neighboring inset edges.
315// In this case, one edge will lie to the right of the other and should be discarded along with
316// its previous intersection (if any).
317//
318// Note: the assumption is that inputPolygon is convex and has no coincident points.
319//
320bool SkInsetConvexPolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
321 SkScalar inset, SkTDArray<SkPoint>* insetPolygon) {
322 if (inputPolygonSize < 3) {
323 return false;
324 }
325
326 // restrict this to match other routines
327 // practically we don't want anything bigger than this anyway
328 if (inputPolygonSize > std::numeric_limits<uint16_t>::max()) {
329 return false;
330 }
331
332 // can't inset by a negative or non-finite amount
333 if (inset < -SK_ScalarNearlyZero || !SkScalarIsFinite(inset)) {
334 return false;
335 }
336
337 // insetting close to zero just returns the original poly
338 if (inset <= SK_ScalarNearlyZero) {
339 for (int i = 0; i < inputPolygonSize; ++i) {
340 *insetPolygon->push() = inputPolygonVerts[i];
341 }
342 return true;
343 }
344
345 // get winding direction
346 int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
347 if (0 == winding) {
348 return false;
349 }
350
351 // set up
352 SkAutoSTMalloc<64, OffsetEdge> edgeData(inputPolygonSize);
353 int prev = inputPolygonSize - 1;
354 for (int curr = 0; curr < inputPolygonSize; prev = curr, ++curr) {
355 int next = (curr + 1) % inputPolygonSize;
356 if (!inputPolygonVerts[curr].isFinite()) {
357 return false;
358 }
359 // check for convexity just to be sure
360 if (compute_side(inputPolygonVerts[prev], inputPolygonVerts[curr] - inputPolygonVerts[prev],
361 inputPolygonVerts[next])*winding < 0) {
362 return false;
363 }
364 SkVector v = inputPolygonVerts[next] - inputPolygonVerts[curr];
365 SkVector perp = SkVector::Make(-v.fY, v.fX);
366 perp.setLength(inset*winding);
367 edgeData[curr].fPrev = &edgeData[prev];
368 edgeData[curr].fNext = &edgeData[next];
369 edgeData[curr].fOffset.fP0 = inputPolygonVerts[curr] + perp;
370 edgeData[curr].fOffset.fV = v;
371 edgeData[curr].init();
372 }
373
374 OffsetEdge* head = &edgeData[0];
375 OffsetEdge* currEdge = head;
376 OffsetEdge* prevEdge = currEdge->fPrev;
377 int insetVertexCount = inputPolygonSize;
378 unsigned int iterations = 0;
379 unsigned int maxIterations = inputPolygonSize * inputPolygonSize;
380 while (head && prevEdge != currEdge) {
381 ++iterations;
382 // we should check each edge against each other edge at most once
383 if (iterations > maxIterations) {
384 return false;
385 }
386
387 SkScalar s, t;
388 SkPoint intersection;
389 if (compute_intersection(prevEdge->fOffset, currEdge->fOffset,
390 &intersection, &s, &t)) {
391 // if new intersection is further back on previous inset from the prior intersection
392 if (s < prevEdge->fTValue) {
393 // no point in considering this one again
394 remove_node(prevEdge, &head);
395 --insetVertexCount;
396 // go back one segment
397 prevEdge = prevEdge->fPrev;
398 // we've already considered this intersection, we're done
399 } else if (currEdge->fTValue > SK_ScalarMin &&
400 SkPointPriv::EqualsWithinTolerance(intersection,
401 currEdge->fIntersection,
402 1.0e-6f)) {
403 break;
404 } else {
405 // add intersection
406 currEdge->fIntersection = intersection;
407 currEdge->fTValue = t;
408
409 // go to next segment
410 prevEdge = currEdge;
411 currEdge = currEdge->fNext;
412 }
413 } else {
414 // if prev to right side of curr
415 int side = winding*compute_side(currEdge->fOffset.fP0,
416 currEdge->fOffset.fV,
417 prevEdge->fOffset.fP0);
418 if (side < 0 &&
419 side == winding*compute_side(currEdge->fOffset.fP0,
420 currEdge->fOffset.fV,
421 prevEdge->fOffset.fP0 + prevEdge->fOffset.fV)) {
422 // no point in considering this one again
423 remove_node(prevEdge, &head);
424 --insetVertexCount;
425 // go back one segment
426 prevEdge = prevEdge->fPrev;
427 } else {
428 // move to next segment
429 remove_node(currEdge, &head);
430 --insetVertexCount;
431 currEdge = currEdge->fNext;
432 }
433 }
434 }
435
436 // store all the valid intersections that aren't nearly coincident
437 // TODO: look at the main algorithm and see if we can detect these better
438 insetPolygon->reset();
439 if (!head) {
440 return false;
441 }
442
443 static constexpr SkScalar kCleanupTolerance = 0.01f;
444 if (insetVertexCount >= 0) {
445 insetPolygon->setReserve(insetVertexCount);
446 }
447 int currIndex = 0;
448 *insetPolygon->push() = head->fIntersection;
449 currEdge = head->fNext;
450 while (currEdge != head) {
451 if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
452 (*insetPolygon)[currIndex],
453 kCleanupTolerance)) {
454 *insetPolygon->push() = currEdge->fIntersection;
455 currIndex++;
456 }
457 currEdge = currEdge->fNext;
458 }
459 // make sure the first and last points aren't coincident
460 if (currIndex >= 1 &&
461 SkPointPriv::EqualsWithinTolerance((*insetPolygon)[0], (*insetPolygon)[currIndex],
462 kCleanupTolerance)) {
463 insetPolygon->pop();
464 }
465
466 return SkIsConvexPolygon(insetPolygon->begin(), insetPolygon->count());
467}
468
469///////////////////////////////////////////////////////////////////////////////////////////
470
471// compute the number of points needed for a circular join when offsetting a reflex vertex
472bool SkComputeRadialSteps(const SkVector& v1, const SkVector& v2, SkScalar offset,
473 SkScalar* rotSin, SkScalar* rotCos, int* n) {
474 const SkScalar kRecipPixelsPerArcSegment = 0.25f;
475
476 SkScalar rCos = v1.dot(v2);
477 if (!SkScalarIsFinite(rCos)) {
478 return false;
479 }
480 SkScalar rSin = v1.cross(v2);
481 if (!SkScalarIsFinite(rSin)) {
482 return false;
483 }
484 SkScalar theta = SkScalarATan2(rSin, rCos);
485
486 SkScalar floatSteps = SkScalarAbs(offset*theta*kRecipPixelsPerArcSegment);
487 // limit the number of steps to at most max uint16_t (that's all we can index)
488 // knock one value off the top to account for rounding
489 if (floatSteps >= std::numeric_limits<uint16_t>::max()) {
490 return false;
491 }
492 int steps = SkScalarRoundToInt(floatSteps);
493
494 SkScalar dTheta = steps > 0 ? theta / steps : 0;
495 *rotSin = SkScalarSin(dTheta);
496 *rotCos = SkScalarCos(dTheta);
497 *n = steps;
498 return true;
499}
500
501///////////////////////////////////////////////////////////////////////////////////////////
502
503// a point is "left" to another if its x-coord is less, or if equal, its y-coord is greater
504static bool left(const SkPoint& p0, const SkPoint& p1) {
505 return p0.fX < p1.fX || (!(p0.fX > p1.fX) && p0.fY > p1.fY);
506}
507
508// a point is "right" to another if its x-coord is greater, or if equal, its y-coord is less
509static bool right(const SkPoint& p0, const SkPoint& p1) {
510 return p0.fX > p1.fX || (!(p0.fX < p1.fX) && p0.fY < p1.fY);
511}
512
513struct Vertex {
514 static bool Left(const Vertex& qv0, const Vertex& qv1) {
515 return left(qv0.fPosition, qv1.fPosition);
516 }
517
518 // packed to fit into 16 bytes (one cache line)
519 SkPoint fPosition;
520 uint16_t fIndex; // index in unsorted polygon
521 uint16_t fPrevIndex; // indices for previous and next vertex in unsorted polygon
522 uint16_t fNextIndex;
523 uint16_t fFlags;
524};
525
526enum VertexFlags {
527 kPrevLeft_VertexFlag = 0x1,
528 kNextLeft_VertexFlag = 0x2,
529};
530
531struct ActiveEdge {
532 ActiveEdge() : fChild{ nullptr, nullptr }, fAbove(nullptr), fBelow(nullptr), fRed(false) {}
533 ActiveEdge(const SkPoint& p0, const SkVector& v, uint16_t index0, uint16_t index1)
534 : fSegment({ p0, v })
535 , fIndex0(index0)
536 , fIndex1(index1)
537 , fAbove(nullptr)
538 , fBelow(nullptr)
539 , fRed(true) {
540 fChild[0] = nullptr;
541 fChild[1] = nullptr;
542 }
543
544 // Returns true if "this" is above "that", assuming this->p0 is to the left of that->p0
545 // This is only used to verify the edgelist -- the actual test for insertion/deletion is much
546 // simpler because we can make certain assumptions then.
547 bool aboveIfLeft(const ActiveEdge* that) const {
548 const SkPoint& p0 = this->fSegment.fP0;
549 const SkPoint& q0 = that->fSegment.fP0;
550 SkASSERT(p0.fX <= q0.fX);
551 SkVector d = q0 - p0;
552 const SkVector& v = this->fSegment.fV;
553 const SkVector& w = that->fSegment.fV;
554 // The idea here is that if the vector between the origins of the two segments (d)
555 // rotates counterclockwise up to the vector representing the "this" segment (v),
556 // then we know that "this" is above "that". If the result is clockwise we say it's below.
557 if (this->fIndex0 != that->fIndex0) {
558 SkScalar cross = d.cross(v);
559 if (cross > kCrossTolerance) {
560 return true;
561 } else if (cross < -kCrossTolerance) {
562 return false;
563 }
564 } else if (this->fIndex1 == that->fIndex1) {
565 return false;
566 }
567 // At this point either the two origins are nearly equal or the origin of "that"
568 // lies on dv. So then we try the same for the vector from the tail of "this"
569 // to the head of "that". Again, ccw means "this" is above "that".
570 // d = that.P1 - this.P0
571 // = that.fP0 + that.fV - this.fP0
572 // = that.fP0 - this.fP0 + that.fV
573 // = old_d + that.fV
574 d += w;
575 SkScalar cross = d.cross(v);
576 if (cross > kCrossTolerance) {
577 return true;
578 } else if (cross < -kCrossTolerance) {
579 return false;
580 }
581 // If the previous check fails, the two segments are nearly collinear
582 // First check y-coord of first endpoints
583 if (p0.fX < q0.fX) {
584 return (p0.fY >= q0.fY);
585 } else if (p0.fY > q0.fY) {
586 return true;
587 } else if (p0.fY < q0.fY) {
588 return false;
589 }
590 // The first endpoints are the same, so check the other endpoint
591 SkPoint p1 = p0 + v;
592 SkPoint q1 = q0 + w;
593 if (p1.fX < q1.fX) {
594 return (p1.fY >= q1.fY);
595 } else {
596 return (p1.fY > q1.fY);
597 }
598 }
599
600 // same as leftAndAbove(), but generalized
601 bool above(const ActiveEdge* that) const {
602 const SkPoint& p0 = this->fSegment.fP0;
603 const SkPoint& q0 = that->fSegment.fP0;
604 if (right(p0, q0)) {
605 return !that->aboveIfLeft(this);
606 } else {
607 return this->aboveIfLeft(that);
608 }
609 }
610
611 bool intersect(const SkPoint& q0, const SkVector& w, uint16_t index0, uint16_t index1) const {
612 // check first to see if these edges are neighbors in the polygon
613 if (this->fIndex0 == index0 || this->fIndex1 == index0 ||
614 this->fIndex0 == index1 || this->fIndex1 == index1) {
615 return false;
616 }
617
618 // We don't need the exact intersection point so we can do a simpler test here.
619 const SkPoint& p0 = this->fSegment.fP0;
620 const SkVector& v = this->fSegment.fV;
621 SkPoint p1 = p0 + v;
622 SkPoint q1 = q0 + w;
623
624 // We assume some x-overlap due to how the edgelist works
625 // This allows us to simplify our test
626 // We need some slop here because storing the vector and recomputing the second endpoint
627 // doesn't necessary give us the original result in floating point.
628 // TODO: Store vector as double? Store endpoint as well?
629 SkASSERT(q0.fX <= p1.fX + SK_ScalarNearlyZero);
630
631 // if each segment straddles the other (i.e., the endpoints have different sides)
632 // then they intersect
633 bool result;
634 if (p0.fX < q0.fX) {
635 if (q1.fX < p1.fX) {
636 result = (compute_side(p0, v, q0)*compute_side(p0, v, q1) < 0);
637 } else {
638 result = (compute_side(p0, v, q0)*compute_side(q0, w, p1) > 0);
639 }
640 } else {
641 if (p1.fX < q1.fX) {
642 result = (compute_side(q0, w, p0)*compute_side(q0, w, p1) < 0);
643 } else {
644 result = (compute_side(q0, w, p0)*compute_side(p0, v, q1) > 0);
645 }
646 }
647 return result;
648 }
649
650 bool intersect(const ActiveEdge* edge) {
651 return this->intersect(edge->fSegment.fP0, edge->fSegment.fV, edge->fIndex0, edge->fIndex1);
652 }
653
654 bool lessThan(const ActiveEdge* that) const {
655 SkASSERT(!this->above(this));
656 SkASSERT(!that->above(that));
657 SkASSERT(!(this->above(that) && that->above(this)));
658 return this->above(that);
659 }
660
661 bool equals(uint16_t index0, uint16_t index1) const {
662 return (this->fIndex0 == index0 && this->fIndex1 == index1);
663 }
664
665 OffsetSegment fSegment;
666 uint16_t fIndex0; // indices for previous and next vertex in polygon
667 uint16_t fIndex1;
668 ActiveEdge* fChild[2];
669 ActiveEdge* fAbove;
670 ActiveEdge* fBelow;
671 int32_t fRed;
672};
673
674class ActiveEdgeList {
675public:
676 ActiveEdgeList(int maxEdges) {
677 fAllocation = (char*) sk_malloc_throw(sizeof(ActiveEdge)*maxEdges);
678 fCurrFree = 0;
679 fMaxFree = maxEdges;
680 }
681 ~ActiveEdgeList() {
682 fTreeHead.fChild[1] = nullptr;
683 sk_free(fAllocation);
684 }
685
686 bool insert(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
687 SkVector v = p1 - p0;
688 if (!v.isFinite()) {
689 return false;
690 }
691 // empty tree case -- easy
692 if (!fTreeHead.fChild[1]) {
693 ActiveEdge* root = fTreeHead.fChild[1] = this->allocate(p0, v, index0, index1);
694 SkASSERT(root);
695 if (!root) {
696 return false;
697 }
698 root->fRed = false;
699 return true;
700 }
701
702 // set up helpers
703 ActiveEdge* top = &fTreeHead;
704 ActiveEdge *grandparent = nullptr;
705 ActiveEdge *parent = nullptr;
706 ActiveEdge *curr = top->fChild[1];
707 int dir = 0;
708 int last = 0; // ?
709 // predecessor and successor, for intersection check
710 ActiveEdge* pred = nullptr;
711 ActiveEdge* succ = nullptr;
712
713 // search down the tree
714 while (true) {
715 if (!curr) {
716 // check for intersection with predecessor and successor
717 if ((pred && pred->intersect(p0, v, index0, index1)) ||
718 (succ && succ->intersect(p0, v, index0, index1))) {
719 return false;
720 }
721 // insert new node at bottom
722 parent->fChild[dir] = curr = this->allocate(p0, v, index0, index1);
723 SkASSERT(curr);
724 if (!curr) {
725 return false;
726 }
727 curr->fAbove = pred;
728 curr->fBelow = succ;
729 if (pred) {
730 pred->fBelow = curr;
731 }
732 if (succ) {
733 succ->fAbove = curr;
734 }
735 if (IsRed(parent)) {
736 int dir2 = (top->fChild[1] == grandparent);
737 if (curr == parent->fChild[last]) {
738 top->fChild[dir2] = SingleRotation(grandparent, !last);
739 } else {
740 top->fChild[dir2] = DoubleRotation(grandparent, !last);
741 }
742 }
743 break;
744 } else if (IsRed(curr->fChild[0]) && IsRed(curr->fChild[1])) {
745 // color flip
746 curr->fRed = true;
747 curr->fChild[0]->fRed = false;
748 curr->fChild[1]->fRed = false;
749 if (IsRed(parent)) {
750 int dir2 = (top->fChild[1] == grandparent);
751 if (curr == parent->fChild[last]) {
752 top->fChild[dir2] = SingleRotation(grandparent, !last);
753 } else {
754 top->fChild[dir2] = DoubleRotation(grandparent, !last);
755 }
756 }
757 }
758
759 last = dir;
760 int side;
761 // check to see if segment is above or below
762 if (curr->fIndex0 == index0) {
763 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
764 } else {
765 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
766 }
767 if (0 == side) {
768 return false;
769 }
770 dir = (side < 0);
771
772 if (0 == dir) {
773 succ = curr;
774 } else {
775 pred = curr;
776 }
777
778 // update helpers
779 if (grandparent) {
780 top = grandparent;
781 }
782 grandparent = parent;
783 parent = curr;
784 curr = curr->fChild[dir];
785 }
786
787 // update root and make it black
788 fTreeHead.fChild[1]->fRed = false;
789
790 SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
791
792 return true;
793 }
794
795 // replaces edge p0p1 with p1p2
796 bool replace(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
797 uint16_t index0, uint16_t index1, uint16_t index2) {
798 if (!fTreeHead.fChild[1]) {
799 return false;
800 }
801
802 SkVector v = p2 - p1;
803 ActiveEdge* curr = &fTreeHead;
804 ActiveEdge* found = nullptr;
805 int dir = 1;
806
807 // search
808 while (curr->fChild[dir] != nullptr) {
809 // update helpers
810 curr = curr->fChild[dir];
811 // save found node
812 if (curr->equals(index0, index1)) {
813 found = curr;
814 break;
815 } else {
816 // check to see if segment is above or below
817 int side;
818 if (curr->fIndex1 == index1) {
819 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
820 } else {
821 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
822 }
823 if (0 == side) {
824 return false;
825 }
826 dir = (side < 0);
827 }
828 }
829
830 if (!found) {
831 return false;
832 }
833
834 // replace if found
835 ActiveEdge* pred = found->fAbove;
836 ActiveEdge* succ = found->fBelow;
837 // check deletion and insert intersection cases
838 if (pred && (pred->intersect(found) || pred->intersect(p1, v, index1, index2))) {
839 return false;
840 }
841 if (succ && (succ->intersect(found) || succ->intersect(p1, v, index1, index2))) {
842 return false;
843 }
844 found->fSegment.fP0 = p1;
845 found->fSegment.fV = v;
846 found->fIndex0 = index1;
847 found->fIndex1 = index2;
848 // above and below should stay the same
849
850 SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
851
852 return true;
853 }
854
855 bool remove(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
856 if (!fTreeHead.fChild[1]) {
857 return false;
858 }
859
860 ActiveEdge* curr = &fTreeHead;
861 ActiveEdge* parent = nullptr;
862 ActiveEdge* grandparent = nullptr;
863 ActiveEdge* found = nullptr;
864 int dir = 1;
865
866 // search and push a red node down
867 while (curr->fChild[dir] != nullptr) {
868 int last = dir;
869
870 // update helpers
871 grandparent = parent;
872 parent = curr;
873 curr = curr->fChild[dir];
874 // save found node
875 if (curr->equals(index0, index1)) {
876 found = curr;
877 dir = 0;
878 } else {
879 // check to see if segment is above or below
880 int side;
881 if (curr->fIndex1 == index1) {
882 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
883 } else {
884 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
885 }
886 if (0 == side) {
887 return false;
888 }
889 dir = (side < 0);
890 }
891
892 // push the red node down
893 if (!IsRed(curr) && !IsRed(curr->fChild[dir])) {
894 if (IsRed(curr->fChild[!dir])) {
895 parent = parent->fChild[last] = SingleRotation(curr, dir);
896 } else {
897 ActiveEdge *s = parent->fChild[!last];
898
899 if (s != NULL) {
900 if (!IsRed(s->fChild[!last]) && !IsRed(s->fChild[last])) {
901 // color flip
902 parent->fRed = false;
903 s->fRed = true;
904 curr->fRed = true;
905 } else {
906 int dir2 = (grandparent->fChild[1] == parent);
907
908 if (IsRed(s->fChild[last])) {
909 grandparent->fChild[dir2] = DoubleRotation(parent, last);
910 } else if (IsRed(s->fChild[!last])) {
911 grandparent->fChild[dir2] = SingleRotation(parent, last);
912 }
913
914 // ensure correct coloring
915 curr->fRed = grandparent->fChild[dir2]->fRed = true;
916 grandparent->fChild[dir2]->fChild[0]->fRed = false;
917 grandparent->fChild[dir2]->fChild[1]->fRed = false;
918 }
919 }
920 }
921 }
922 }
923
924 // replace and remove if found
925 if (found) {
926 ActiveEdge* pred = found->fAbove;
927 ActiveEdge* succ = found->fBelow;
928 if ((pred && pred->intersect(found)) || (succ && succ->intersect(found))) {
929 return false;
930 }
931 if (found != curr) {
932 found->fSegment = curr->fSegment;
933 found->fIndex0 = curr->fIndex0;
934 found->fIndex1 = curr->fIndex1;
935 found->fAbove = curr->fAbove;
936 pred = found->fAbove;
937 // we don't need to set found->fBelow here
938 } else {
939 if (succ) {
940 succ->fAbove = pred;
941 }
942 }
943 if (pred) {
944 pred->fBelow = curr->fBelow;
945 }
946 parent->fChild[parent->fChild[1] == curr] = curr->fChild[!curr->fChild[0]];
947
948 // no need to delete
949 curr->fAbove = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
950 curr->fBelow = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
951 if (fTreeHead.fChild[1]) {
952 fTreeHead.fChild[1]->fRed = false;
953 }
954 }
955
956 // update root and make it black
957 if (fTreeHead.fChild[1]) {
958 fTreeHead.fChild[1]->fRed = false;
959 }
960
961 SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
962
963 return true;
964 }
965
966private:
967 // allocator
968 ActiveEdge * allocate(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
969 if (fCurrFree >= fMaxFree) {
970 return nullptr;
971 }
972 char* bytes = fAllocation + sizeof(ActiveEdge)*fCurrFree;
973 ++fCurrFree;
974 return new(bytes) ActiveEdge(p0, p1, index0, index1);
975 }
976
977 ///////////////////////////////////////////////////////////////////////////////////
978 // Red-black tree methods
979 ///////////////////////////////////////////////////////////////////////////////////
980 static bool IsRed(const ActiveEdge* node) {
981 return node && node->fRed;
982 }
983
984 static ActiveEdge* SingleRotation(ActiveEdge* node, int dir) {
985 ActiveEdge* tmp = node->fChild[!dir];
986
987 node->fChild[!dir] = tmp->fChild[dir];
988 tmp->fChild[dir] = node;
989
990 node->fRed = true;
991 tmp->fRed = false;
992
993 return tmp;
994 }
995
996 static ActiveEdge* DoubleRotation(ActiveEdge* node, int dir) {
997 node->fChild[!dir] = SingleRotation(node->fChild[!dir], !dir);
998
999 return SingleRotation(node, dir);
1000 }
1001
1002 // returns black link count
1003 static int VerifyTree(const ActiveEdge* tree) {
1004 if (!tree) {
1005 return 1;
1006 }
1007
1008 const ActiveEdge* left = tree->fChild[0];
1009 const ActiveEdge* right = tree->fChild[1];
1010
1011 // no consecutive red links
1012 if (IsRed(tree) && (IsRed(left) || IsRed(right))) {
1013 SkASSERT(false);
1014 return 0;
1015 }
1016
1017 // check secondary links
1018 if (tree->fAbove) {
1019 SkASSERT(tree->fAbove->fBelow == tree);
1020 SkASSERT(tree->fAbove->lessThan(tree));
1021 }
1022 if (tree->fBelow) {
1023 SkASSERT(tree->fBelow->fAbove == tree);
1024 SkASSERT(tree->lessThan(tree->fBelow));
1025 }
1026
1027 // violates binary tree order
1028 if ((left && tree->lessThan(left)) || (right && right->lessThan(tree))) {
1029 SkASSERT(false);
1030 return 0;
1031 }
1032
1033 int leftCount = VerifyTree(left);
1034 int rightCount = VerifyTree(right);
1035
1036 // return black link count
1037 if (leftCount != 0 && rightCount != 0) {
1038 // black height mismatch
1039 if (leftCount != rightCount) {
1040 SkASSERT(false);
1041 return 0;
1042 }
1043 return IsRed(tree) ? leftCount : leftCount + 1;
1044 } else {
1045 return 0;
1046 }
1047 }
1048
1049 ActiveEdge fTreeHead;
1050 char* fAllocation;
1051 int fCurrFree;
1052 int fMaxFree;
1053};
1054
1055// Here we implement a sweep line algorithm to determine whether the provided points
1056// represent a simple polygon, i.e., the polygon is non-self-intersecting.
1057// We first insert the vertices into a priority queue sorting horizontally from left to right.
1058// Then as we pop the vertices from the queue we generate events which indicate that an edge
1059// should be added or removed from an edge list. If any intersections are detected in the edge
1060// list, then we know the polygon is self-intersecting and hence not simple.
1061bool SkIsSimplePolygon(const SkPoint* polygon, int polygonSize) {
1062 if (polygonSize < 3) {
1063 return false;
1064 }
1065
1066 // If it's convex, it's simple
1067 if (SkIsConvexPolygon(polygon, polygonSize)) {
1068 return true;
1069 }
1070
1071 // practically speaking, it takes too long to process large polygons
1072 if (polygonSize > 2048) {
1073 return false;
1074 }
1075
1076 SkTDPQueue <Vertex, Vertex::Left> vertexQueue(polygonSize);
1077 for (int i = 0; i < polygonSize; ++i) {
1078 Vertex newVertex;
1079 if (!polygon[i].isFinite()) {
1080 return false;
1081 }
1082 newVertex.fPosition = polygon[i];
1083 newVertex.fIndex = i;
1084 newVertex.fPrevIndex = (i - 1 + polygonSize) % polygonSize;
1085 newVertex.fNextIndex = (i + 1) % polygonSize;
1086 newVertex.fFlags = 0;
1087 if (left(polygon[newVertex.fPrevIndex], polygon[i])) {
1088 newVertex.fFlags |= kPrevLeft_VertexFlag;
1089 }
1090 if (left(polygon[newVertex.fNextIndex], polygon[i])) {
1091 newVertex.fFlags |= kNextLeft_VertexFlag;
1092 }
1093 vertexQueue.insert(newVertex);
1094 }
1095
1096 // pop each vertex from the queue and generate events depending on
1097 // where it lies relative to its neighboring edges
1098 ActiveEdgeList sweepLine(polygonSize);
1099 while (vertexQueue.count() > 0) {
1100 const Vertex& v = vertexQueue.peek();
1101
1102 // both to the right -- insert both
1103 if (v.fFlags == 0) {
1104 if (!sweepLine.insert(v.fPosition, polygon[v.fPrevIndex], v.fIndex, v.fPrevIndex)) {
1105 break;
1106 }
1107 if (!sweepLine.insert(v.fPosition, polygon[v.fNextIndex], v.fIndex, v.fNextIndex)) {
1108 break;
1109 }
1110 // both to the left -- remove both
1111 } else if (v.fFlags == (kPrevLeft_VertexFlag | kNextLeft_VertexFlag)) {
1112 if (!sweepLine.remove(polygon[v.fPrevIndex], v.fPosition, v.fPrevIndex, v.fIndex)) {
1113 break;
1114 }
1115 if (!sweepLine.remove(polygon[v.fNextIndex], v.fPosition, v.fNextIndex, v.fIndex)) {
1116 break;
1117 }
1118 // one to left and right -- replace one with another
1119 } else {
1120 if (v.fFlags & kPrevLeft_VertexFlag) {
1121 if (!sweepLine.replace(polygon[v.fPrevIndex], v.fPosition, polygon[v.fNextIndex],
1122 v.fPrevIndex, v.fIndex, v.fNextIndex)) {
1123 break;
1124 }
1125 } else {
1126 SkASSERT(v.fFlags & kNextLeft_VertexFlag);
1127 if (!sweepLine.replace(polygon[v.fNextIndex], v.fPosition, polygon[v.fPrevIndex],
1128 v.fNextIndex, v.fIndex, v.fPrevIndex)) {
1129 break;
1130 }
1131 }
1132 }
1133
1134 vertexQueue.pop();
1135 }
1136
1137 return (vertexQueue.count() == 0);
1138}
1139
1140///////////////////////////////////////////////////////////////////////////////////////////
1141
1142// helper function for SkOffsetSimplePolygon
1143static void setup_offset_edge(OffsetEdge* currEdge,
1144 const SkPoint& endpoint0, const SkPoint& endpoint1,
1145 uint16_t startIndex, uint16_t endIndex) {
1146 currEdge->fOffset.fP0 = endpoint0;
1147 currEdge->fOffset.fV = endpoint1 - endpoint0;
1148 currEdge->init(startIndex, endIndex);
1149}
1150
1151static bool is_reflex_vertex(const SkPoint* inputPolygonVerts, int winding, SkScalar offset,
1152 uint16_t prevIndex, uint16_t currIndex, uint16_t nextIndex) {
1153 int side = compute_side(inputPolygonVerts[prevIndex],
1154 inputPolygonVerts[currIndex] - inputPolygonVerts[prevIndex],
1155 inputPolygonVerts[nextIndex]);
1156 // if reflex point, we need to add extra edges
1157 return (side*winding*offset < 0);
1158}
1159
1160bool SkOffsetSimplePolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
1161 const SkRect& bounds, SkScalar offset,
1162 SkTDArray<SkPoint>* offsetPolygon, SkTDArray<int>* polygonIndices) {
1163 if (inputPolygonSize < 3) {
1164 return false;
1165 }
1166
1167 // need to be able to represent all the vertices in the 16-bit indices
1168 if (inputPolygonSize >= std::numeric_limits<uint16_t>::max()) {
1169 return false;
1170 }
1171
1172 if (!SkScalarIsFinite(offset)) {
1173 return false;
1174 }
1175
1176 // can't inset more than the half bounds of the polygon
1177 if (offset > std::min(SkTAbs(SK_ScalarHalf*bounds.width()),
1178 SkTAbs(SK_ScalarHalf*bounds.height()))) {
1179 return false;
1180 }
1181
1182 // offsetting close to zero just returns the original poly
1183 if (SkScalarNearlyZero(offset)) {
1184 for (int i = 0; i < inputPolygonSize; ++i) {
1185 *offsetPolygon->push() = inputPolygonVerts[i];
1186 if (polygonIndices) {
1187 *polygonIndices->push() = i;
1188 }
1189 }
1190 return true;
1191 }
1192
1193 // get winding direction
1194 int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
1195 if (0 == winding) {
1196 return false;
1197 }
1198
1199 // build normals
1200 SkAutoSTMalloc<64, SkVector> normals(inputPolygonSize);
1201 unsigned int numEdges = 0;
1202 for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1203 currIndex < inputPolygonSize;
1204 prevIndex = currIndex, ++currIndex) {
1205 if (!inputPolygonVerts[currIndex].isFinite()) {
1206 return false;
1207 }
1208 int nextIndex = (currIndex + 1) % inputPolygonSize;
1209 if (!compute_offset_vector(inputPolygonVerts[currIndex], inputPolygonVerts[nextIndex],
1210 offset, winding, &normals[currIndex])) {
1211 return false;
1212 }
1213 if (currIndex > 0) {
1214 // if reflex point, we need to add extra edges
1215 if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1216 prevIndex, currIndex, nextIndex)) {
1217 SkScalar rotSin, rotCos;
1218 int numSteps;
1219 if (!SkComputeRadialSteps(normals[prevIndex], normals[currIndex], offset,
1220 &rotSin, &rotCos, &numSteps)) {
1221 return false;
1222 }
1223 numEdges += std::max(numSteps, 1);
1224 }
1225 }
1226 numEdges++;
1227 }
1228 // finish up the edge counting
1229 if (is_reflex_vertex(inputPolygonVerts, winding, offset, inputPolygonSize-1, 0, 1)) {
1230 SkScalar rotSin, rotCos;
1231 int numSteps;
1232 if (!SkComputeRadialSteps(normals[inputPolygonSize-1], normals[0], offset,
1233 &rotSin, &rotCos, &numSteps)) {
1234 return false;
1235 }
1236 numEdges += std::max(numSteps, 1);
1237 }
1238
1239 // Make sure we don't overflow the max array count.
1240 // We shouldn't overflow numEdges, as SkComputeRadialSteps returns a max of 2^16-1,
1241 // and we have a max of 2^16-1 original vertices.
1242 if (numEdges > (unsigned int)std::numeric_limits<int32_t>::max()) {
1243 return false;
1244 }
1245
1246 // build initial offset edge list
1247 SkSTArray<64, OffsetEdge> edgeData(numEdges);
1248 OffsetEdge* prevEdge = nullptr;
1249 for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1250 currIndex < inputPolygonSize;
1251 prevIndex = currIndex, ++currIndex) {
1252 int nextIndex = (currIndex + 1) % inputPolygonSize;
1253 // if reflex point, fill in curve
1254 if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1255 prevIndex, currIndex, nextIndex)) {
1256 SkScalar rotSin, rotCos;
1257 int numSteps;
1258 SkVector prevNormal = normals[prevIndex];
1259 if (!SkComputeRadialSteps(prevNormal, normals[currIndex], offset,
1260 &rotSin, &rotCos, &numSteps)) {
1261 return false;
1262 }
1263 auto currEdge = edgeData.push_back_n(std::max(numSteps, 1));
1264 for (int i = 0; i < numSteps - 1; ++i) {
1265 SkVector currNormal = SkVector::Make(prevNormal.fX*rotCos - prevNormal.fY*rotSin,
1266 prevNormal.fY*rotCos + prevNormal.fX*rotSin);
1267 setup_offset_edge(currEdge,
1268 inputPolygonVerts[currIndex] + prevNormal,
1269 inputPolygonVerts[currIndex] + currNormal,
1270 currIndex, currIndex);
1271 prevNormal = currNormal;
1272 currEdge->fPrev = prevEdge;
1273 if (prevEdge) {
1274 prevEdge->fNext = currEdge;
1275 }
1276 prevEdge = currEdge;
1277 ++currEdge;
1278 }
1279 setup_offset_edge(currEdge,
1280 inputPolygonVerts[currIndex] + prevNormal,
1281 inputPolygonVerts[currIndex] + normals[currIndex],
1282 currIndex, currIndex);
1283 currEdge->fPrev = prevEdge;
1284 if (prevEdge) {
1285 prevEdge->fNext = currEdge;
1286 }
1287 prevEdge = currEdge;
1288 }
1289
1290 // Add the edge
1291 auto currEdge = edgeData.push_back_n(1);
1292 setup_offset_edge(currEdge,
1293 inputPolygonVerts[currIndex] + normals[currIndex],
1294 inputPolygonVerts[nextIndex] + normals[currIndex],
1295 currIndex, nextIndex);
1296 currEdge->fPrev = prevEdge;
1297 if (prevEdge) {
1298 prevEdge->fNext = currEdge;
1299 }
1300 prevEdge = currEdge;
1301 }
1302 // close up the linked list
1303 SkASSERT(prevEdge);
1304 prevEdge->fNext = &edgeData[0];
1305 edgeData[0].fPrev = prevEdge;
1306
1307 // now clip edges
1308 SkASSERT(edgeData.count() == (int)numEdges);
1309 auto head = &edgeData[0];
1310 auto currEdge = head;
1311 unsigned int offsetVertexCount = numEdges;
1312 unsigned long long iterations = 0;
1313 unsigned long long maxIterations = (unsigned long long)(numEdges) * numEdges;
1314 while (head && prevEdge != currEdge && offsetVertexCount > 0) {
1315 ++iterations;
1316 // we should check each edge against each other edge at most once
1317 if (iterations > maxIterations) {
1318 return false;
1319 }
1320
1321 SkScalar s, t;
1322 SkPoint intersection;
1323 if (prevEdge->checkIntersection(currEdge, &intersection, &s, &t)) {
1324 // if new intersection is further back on previous inset from the prior intersection
1325 if (s < prevEdge->fTValue) {
1326 // no point in considering this one again
1327 remove_node(prevEdge, &head);
1328 --offsetVertexCount;
1329 // go back one segment
1330 prevEdge = prevEdge->fPrev;
1331 // we've already considered this intersection, we're done
1332 } else if (currEdge->fTValue > SK_ScalarMin &&
1333 SkPointPriv::EqualsWithinTolerance(intersection,
1334 currEdge->fIntersection,
1335 1.0e-6f)) {
1336 break;
1337 } else {
1338 // add intersection
1339 currEdge->fIntersection = intersection;
1340 currEdge->fTValue = t;
1341 currEdge->fIndex = prevEdge->fEnd;
1342
1343 // go to next segment
1344 prevEdge = currEdge;
1345 currEdge = currEdge->fNext;
1346 }
1347 } else {
1348 // If there is no intersection, we want to minimize the distance between
1349 // the point where the segment lines cross and the segments themselves.
1350 OffsetEdge* prevPrevEdge = prevEdge->fPrev;
1351 OffsetEdge* currNextEdge = currEdge->fNext;
1352 SkScalar dist0 = currEdge->computeCrossingDistance(prevPrevEdge);
1353 SkScalar dist1 = prevEdge->computeCrossingDistance(currNextEdge);
1354 // if both lead to direct collision
1355 if (dist0 < 0 && dist1 < 0) {
1356 // check first to see if either represent parts of one contour
1357 SkPoint p1 = prevPrevEdge->fOffset.fP0 + prevPrevEdge->fOffset.fV;
1358 bool prevSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1359 prevEdge->fOffset.fP0);
1360 p1 = currEdge->fOffset.fP0 + currEdge->fOffset.fV;
1361 bool currSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1362 currNextEdge->fOffset.fP0);
1363
1364 // want to step along contour to find intersections rather than jump to new one
1365 if (currSameContour && !prevSameContour) {
1366 remove_node(currEdge, &head);
1367 currEdge = currNextEdge;
1368 --offsetVertexCount;
1369 continue;
1370 } else if (prevSameContour && !currSameContour) {
1371 remove_node(prevEdge, &head);
1372 prevEdge = prevPrevEdge;
1373 --offsetVertexCount;
1374 continue;
1375 }
1376 }
1377
1378 // otherwise minimize collision distance along segment
1379 if (dist0 < dist1) {
1380 remove_node(prevEdge, &head);
1381 prevEdge = prevPrevEdge;
1382 } else {
1383 remove_node(currEdge, &head);
1384 currEdge = currNextEdge;
1385 }
1386 --offsetVertexCount;
1387 }
1388 }
1389
1390 // store all the valid intersections that aren't nearly coincident
1391 // TODO: look at the main algorithm and see if we can detect these better
1392 offsetPolygon->reset();
1393 if (!head || offsetVertexCount == 0 ||
1394 offsetVertexCount >= std::numeric_limits<uint16_t>::max()) {
1395 return false;
1396 }
1397
1398 static constexpr SkScalar kCleanupTolerance = 0.01f;
1399 offsetPolygon->setReserve(offsetVertexCount);
1400 int currIndex = 0;
1401 *offsetPolygon->push() = head->fIntersection;
1402 if (polygonIndices) {
1403 *polygonIndices->push() = head->fIndex;
1404 }
1405 currEdge = head->fNext;
1406 while (currEdge != head) {
1407 if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
1408 (*offsetPolygon)[currIndex],
1409 kCleanupTolerance)) {
1410 *offsetPolygon->push() = currEdge->fIntersection;
1411 if (polygonIndices) {
1412 *polygonIndices->push() = currEdge->fIndex;
1413 }
1414 currIndex++;
1415 }
1416 currEdge = currEdge->fNext;
1417 }
1418 // make sure the first and last points aren't coincident
1419 if (currIndex >= 1 &&
1420 SkPointPriv::EqualsWithinTolerance((*offsetPolygon)[0], (*offsetPolygon)[currIndex],
1421 kCleanupTolerance)) {
1422 offsetPolygon->pop();
1423 if (polygonIndices) {
1424 polygonIndices->pop();
1425 }
1426 }
1427
1428 // check winding of offset polygon (it should be same as the original polygon)
1429 SkScalar offsetWinding = SkGetPolygonWinding(offsetPolygon->begin(), offsetPolygon->count());
1430
1431 return (winding*offsetWinding > 0 &&
1432 SkIsSimplePolygon(offsetPolygon->begin(), offsetPolygon->count()));
1433}
1434
1435//////////////////////////////////////////////////////////////////////////////////////////
1436
1437struct TriangulationVertex {
1438 SK_DECLARE_INTERNAL_LLIST_INTERFACE(TriangulationVertex);
1439
1440 enum class VertexType { kConvex, kReflex };
1441
1442 SkPoint fPosition;
1443 VertexType fVertexType;
1444 uint16_t fIndex;
1445 uint16_t fPrevIndex;
1446 uint16_t fNextIndex;
1447};
1448
1449static void compute_triangle_bounds(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1450 SkRect* bounds) {
1451 Sk4s min, max;
1452 min = max = Sk4s(p0.fX, p0.fY, p0.fX, p0.fY);
1453 Sk4s xy(p1.fX, p1.fY, p2.fX, p2.fY);
1454 min = Sk4s::Min(min, xy);
1455 max = Sk4s::Max(max, xy);
1456 bounds->setLTRB(std::min(min[0], min[2]), std::min(min[1], min[3]),
1457 std::max(max[0], max[2]), std::max(max[1], max[3]));
1458}
1459
1460// test to see if point p is in triangle p0p1p2.
1461// for now assuming strictly inside -- if on the edge it's outside
1462static bool point_in_triangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1463 const SkPoint& p) {
1464 SkVector v0 = p1 - p0;
1465 SkVector v1 = p2 - p1;
1466 SkScalar n = v0.cross(v1);
1467
1468 SkVector w0 = p - p0;
1469 if (n*v0.cross(w0) < SK_ScalarNearlyZero) {
1470 return false;
1471 }
1472
1473 SkVector w1 = p - p1;
1474 if (n*v1.cross(w1) < SK_ScalarNearlyZero) {
1475 return false;
1476 }
1477
1478 SkVector v2 = p0 - p2;
1479 SkVector w2 = p - p2;
1480 if (n*v2.cross(w2) < SK_ScalarNearlyZero) {
1481 return false;
1482 }
1483
1484 return true;
1485}
1486
1487// Data structure to track reflex vertices and check whether any are inside a given triangle
1488class ReflexHash {
1489public:
1490 bool init(const SkRect& bounds, int vertexCount) {
1491 fBounds = bounds;
1492 fNumVerts = 0;
1493 SkScalar width = bounds.width();
1494 SkScalar height = bounds.height();
1495 if (!SkScalarIsFinite(width) || !SkScalarIsFinite(height)) {
1496 return false;
1497 }
1498
1499 // We want vertexCount grid cells, roughly distributed to match the bounds ratio
1500 SkScalar hCount = SkScalarSqrt(sk_ieee_float_divide(vertexCount*width, height));
1501 if (!SkScalarIsFinite(hCount)) {
1502 return false;
1503 }
1504 fHCount = std::max(std::min(SkScalarRoundToInt(hCount), vertexCount), 1);
1505 fVCount = vertexCount/fHCount;
1506 fGridConversion.set(sk_ieee_float_divide(fHCount - 0.001f, width),
1507 sk_ieee_float_divide(fVCount - 0.001f, height));
1508 if (!fGridConversion.isFinite()) {
1509 return false;
1510 }
1511
1512 fGrid.setCount(fHCount*fVCount);
1513 for (int i = 0; i < fGrid.count(); ++i) {
1514 fGrid[i].reset();
1515 }
1516
1517 return true;
1518 }
1519
1520 void add(TriangulationVertex* v) {
1521 int index = hash(v);
1522 fGrid[index].addToTail(v);
1523 ++fNumVerts;
1524 }
1525
1526 void remove(TriangulationVertex* v) {
1527 int index = hash(v);
1528 fGrid[index].remove(v);
1529 --fNumVerts;
1530 }
1531
1532 bool checkTriangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1533 uint16_t ignoreIndex0, uint16_t ignoreIndex1) const {
1534 if (!fNumVerts) {
1535 return false;
1536 }
1537
1538 SkRect triBounds;
1539 compute_triangle_bounds(p0, p1, p2, &triBounds);
1540 int h0 = (triBounds.fLeft - fBounds.fLeft)*fGridConversion.fX;
1541 int h1 = (triBounds.fRight - fBounds.fLeft)*fGridConversion.fX;
1542 int v0 = (triBounds.fTop - fBounds.fTop)*fGridConversion.fY;
1543 int v1 = (triBounds.fBottom - fBounds.fTop)*fGridConversion.fY;
1544
1545 for (int v = v0; v <= v1; ++v) {
1546 for (int h = h0; h <= h1; ++h) {
1547 int i = v * fHCount + h;
1548 for (SkTInternalLList<TriangulationVertex>::Iter reflexIter = fGrid[i].begin();
1549 reflexIter != fGrid[i].end(); ++reflexIter) {
1550 TriangulationVertex* reflexVertex = *reflexIter;
1551 if (reflexVertex->fIndex != ignoreIndex0 &&
1552 reflexVertex->fIndex != ignoreIndex1 &&
1553 point_in_triangle(p0, p1, p2, reflexVertex->fPosition)) {
1554 return true;
1555 }
1556 }
1557
1558 }
1559 }
1560
1561 return false;
1562 }
1563
1564private:
1565 int hash(TriangulationVertex* vert) const {
1566 int h = (vert->fPosition.fX - fBounds.fLeft)*fGridConversion.fX;
1567 int v = (vert->fPosition.fY - fBounds.fTop)*fGridConversion.fY;
1568 SkASSERT(v*fHCount + h >= 0);
1569 return v*fHCount + h;
1570 }
1571
1572 SkRect fBounds;
1573 int fHCount;
1574 int fVCount;
1575 int fNumVerts;
1576 // converts distance from the origin to a grid location (when cast to int)
1577 SkVector fGridConversion;
1578 SkTDArray<SkTInternalLList<TriangulationVertex>> fGrid;
1579};
1580
1581// Check to see if a reflex vertex has become a convex vertex after clipping an ear
1582static void reclassify_vertex(TriangulationVertex* p, const SkPoint* polygonVerts,
1583 int winding, ReflexHash* reflexHash,
1584 SkTInternalLList<TriangulationVertex>* convexList) {
1585 if (TriangulationVertex::VertexType::kReflex == p->fVertexType) {
1586 SkVector v0 = p->fPosition - polygonVerts[p->fPrevIndex];
1587 SkVector v1 = polygonVerts[p->fNextIndex] - p->fPosition;
1588 if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1589 p->fVertexType = TriangulationVertex::VertexType::kConvex;
1590 reflexHash->remove(p);
1591 p->fPrev = p->fNext = nullptr;
1592 convexList->addToTail(p);
1593 }
1594 }
1595}
1596
1597bool SkTriangulateSimplePolygon(const SkPoint* polygonVerts, uint16_t* indexMap, int polygonSize,
1598 SkTDArray<uint16_t>* triangleIndices) {
1599 if (polygonSize < 3) {
1600 return false;
1601 }
1602 // need to be able to represent all the vertices in the 16-bit indices
1603 if (polygonSize >= std::numeric_limits<uint16_t>::max()) {
1604 return false;
1605 }
1606
1607 // get bounds
1608 SkRect bounds;
1609 if (!bounds.setBoundsCheck(polygonVerts, polygonSize)) {
1610 return false;
1611 }
1612 // get winding direction
1613 // TODO: we do this for all the polygon routines -- might be better to have the client
1614 // compute it and pass it in
1615 int winding = SkGetPolygonWinding(polygonVerts, polygonSize);
1616 if (0 == winding) {
1617 return false;
1618 }
1619
1620 // Set up vertices
1621 SkAutoSTMalloc<64, TriangulationVertex> triangulationVertices(polygonSize);
1622 int prevIndex = polygonSize - 1;
1623 SkVector v0 = polygonVerts[0] - polygonVerts[prevIndex];
1624 for (int currIndex = 0; currIndex < polygonSize; ++currIndex) {
1625 int nextIndex = (currIndex + 1) % polygonSize;
1626
1627 triangulationVertices[currIndex] = TriangulationVertex{};
1628 triangulationVertices[currIndex].fPosition = polygonVerts[currIndex];
1629 triangulationVertices[currIndex].fIndex = currIndex;
1630 triangulationVertices[currIndex].fPrevIndex = prevIndex;
1631 triangulationVertices[currIndex].fNextIndex = nextIndex;
1632 SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
1633 if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1634 triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kConvex;
1635 } else {
1636 triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kReflex;
1637 }
1638
1639 prevIndex = currIndex;
1640 v0 = v1;
1641 }
1642
1643 // Classify initial vertices into a list of convex vertices and a hash of reflex vertices
1644 // TODO: possibly sort the convexList in some way to get better triangles
1645 SkTInternalLList<TriangulationVertex> convexList;
1646 ReflexHash reflexHash;
1647 if (!reflexHash.init(bounds, polygonSize)) {
1648 return false;
1649 }
1650 prevIndex = polygonSize - 1;
1651 for (int currIndex = 0; currIndex < polygonSize; prevIndex = currIndex, ++currIndex) {
1652 TriangulationVertex::VertexType currType = triangulationVertices[currIndex].fVertexType;
1653 if (TriangulationVertex::VertexType::kConvex == currType) {
1654 int nextIndex = (currIndex + 1) % polygonSize;
1655 TriangulationVertex::VertexType prevType = triangulationVertices[prevIndex].fVertexType;
1656 TriangulationVertex::VertexType nextType = triangulationVertices[nextIndex].fVertexType;
1657 // We prioritize clipping vertices with neighboring reflex vertices.
1658 // The intent here is that it will cull reflex vertices more quickly.
1659 if (TriangulationVertex::VertexType::kReflex == prevType ||
1660 TriangulationVertex::VertexType::kReflex == nextType) {
1661 convexList.addToHead(&triangulationVertices[currIndex]);
1662 } else {
1663 convexList.addToTail(&triangulationVertices[currIndex]);
1664 }
1665 } else {
1666 // We treat near collinear vertices as reflex
1667 reflexHash.add(&triangulationVertices[currIndex]);
1668 }
1669 }
1670
1671 // The general concept: We are trying to find three neighboring vertices where
1672 // no other vertex lies inside the triangle (an "ear"). If we find one, we clip
1673 // that ear off, and then repeat on the new polygon. Once we get down to three vertices
1674 // we have triangulated the entire polygon.
1675 // In the worst case this is an n^2 algorithm. We can cut down the search space somewhat by
1676 // noting that only convex vertices can be potential ears, and we only need to check whether
1677 // any reflex vertices lie inside the ear.
1678 triangleIndices->setReserve(triangleIndices->count() + 3 * (polygonSize - 2));
1679 int vertexCount = polygonSize;
1680 while (vertexCount > 3) {
1681 bool success = false;
1682 TriangulationVertex* earVertex = nullptr;
1683 TriangulationVertex* p0 = nullptr;
1684 TriangulationVertex* p2 = nullptr;
1685 // find a convex vertex to clip
1686 for (SkTInternalLList<TriangulationVertex>::Iter convexIter = convexList.begin();
1687 convexIter != convexList.end(); ++convexIter) {
1688 earVertex = *convexIter;
1689 SkASSERT(TriangulationVertex::VertexType::kReflex != earVertex->fVertexType);
1690
1691 p0 = &triangulationVertices[earVertex->fPrevIndex];
1692 p2 = &triangulationVertices[earVertex->fNextIndex];
1693
1694 // see if any reflex vertices are inside the ear
1695 bool failed = reflexHash.checkTriangle(p0->fPosition, earVertex->fPosition,
1696 p2->fPosition, p0->fIndex, p2->fIndex);
1697 if (failed) {
1698 continue;
1699 }
1700
1701 // found one we can clip
1702 success = true;
1703 break;
1704 }
1705 // If we can't find any ears to clip, this probably isn't a simple polygon
1706 if (!success) {
1707 return false;
1708 }
1709
1710 // add indices
1711 auto indices = triangleIndices->append(3);
1712 indices[0] = indexMap[p0->fIndex];
1713 indices[1] = indexMap[earVertex->fIndex];
1714 indices[2] = indexMap[p2->fIndex];
1715
1716 // clip the ear
1717 convexList.remove(earVertex);
1718 --vertexCount;
1719
1720 // reclassify reflex verts
1721 p0->fNextIndex = earVertex->fNextIndex;
1722 reclassify_vertex(p0, polygonVerts, winding, &reflexHash, &convexList);
1723
1724 p2->fPrevIndex = earVertex->fPrevIndex;
1725 reclassify_vertex(p2, polygonVerts, winding, &reflexHash, &convexList);
1726 }
1727
1728 // output indices
1729 for (SkTInternalLList<TriangulationVertex>::Iter vertexIter = convexList.begin();
1730 vertexIter != convexList.end(); ++vertexIter) {
1731 TriangulationVertex* vertex = *vertexIter;
1732 *triangleIndices->push() = indexMap[vertex->fIndex];
1733 }
1734
1735 return true;
1736}
1737
1738///////////
1739
1740static double crs(SkVector a, SkVector b) {
1741 return a.fX * b.fY - a.fY * b.fX;
1742}
1743
1744static int sign(SkScalar v) {
1745 return v < 0 ? -1 : (v > 0);
1746}
1747
1748struct SignTracker {
1749 int fSign;
1750 int fSignChanges;
1751
1752 void reset() {
1753 fSign = 0;
1754 fSignChanges = 0;
1755 }
1756
1757 void init(int s) {
1758 SkASSERT(fSignChanges == 0);
1759 SkASSERT(s == 1 || s == -1 || s == 0);
1760 fSign = s;
1761 fSignChanges = 1;
1762 }
1763
1764 void update(int s) {
1765 if (s) {
1766 if (fSign != s) {
1767 fSignChanges += 1;
1768 fSign = s;
1769 }
1770 }
1771 }
1772};
1773
1774struct ConvexTracker {
1775 SkVector fFirst, fPrev;
1776 SignTracker fDSign, fCSign;
1777 int fVecCounter;
1778 bool fIsConcave;
1779
1780 ConvexTracker() { this->reset(); }
1781
1782 void reset() {
1783 fPrev = {0, 0};
1784 fDSign.reset();
1785 fCSign.reset();
1786 fVecCounter = 0;
1787 fIsConcave = false;
1788 }
1789
1790 void addVec(SkPoint p1, SkPoint p0) {
1791 this->addVec(p1 - p0);
1792 }
1793 void addVec(SkVector v) {
1794 if (v.fX == 0 && v.fY == 0) {
1795 return;
1796 }
1797
1798 fVecCounter += 1;
1799 if (fVecCounter == 1) {
1800 fFirst = fPrev = v;
1801 fDSign.update(sign(v.fX));
1802 return;
1803 }
1804
1805 SkScalar d = v.fX;
1806 SkScalar c = crs(fPrev, v);
1807 int sign_c;
1808 if (c) {
1809 sign_c = sign(c);
1810 } else {
1811 if (d >= 0) {
1812 sign_c = fCSign.fSign;
1813 } else {
1814 sign_c = -fCSign.fSign;
1815 }
1816 }
1817
1818 fDSign.update(sign(d));
1819 fCSign.update(sign_c);
1820 fPrev = v;
1821
1822 if (fDSign.fSignChanges > 3 || fCSign.fSignChanges > 1) {
1823 fIsConcave = true;
1824 }
1825 }
1826
1827 void finalCross() {
1828 this->addVec(fFirst);
1829 }
1830};
1831
1832bool SkIsPolyConvex_experimental(const SkPoint pts[], int count) {
1833 if (count <= 3) {
1834 return true;
1835 }
1836
1837 ConvexTracker tracker;
1838
1839 for (int i = 0; i < count - 1; ++i) {
1840 tracker.addVec(pts[i + 1], pts[i]);
1841 if (tracker.fIsConcave) {
1842 return false;
1843 }
1844 }
1845 tracker.addVec(pts[0], pts[count - 1]);
1846 tracker.finalCross();
1847 return !tracker.fIsConcave;
1848}
1849
1850