/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */ /* * This file is part of the LibreOffice project. * * This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this * file, You can obtain one at http://mozilla.org/MPL/2.0/. * * This file incorporates work covered by the following license notice: * * Licensed to the Apache Software Foundation (ASF) under one or more * contributor license agreements. See the NOTICE file distributed * with this work for additional information regarding copyright * ownership. The ASF licenses this file to you under the Apache * License, Version 2.0 (the "License"); you may not use this file * except in compliance with the License. You may obtain a copy of * the License at http://www.apache.org/licenses/LICENSE-2.0 . */ #include #include #include #include #include #include #include #include #include #include #include #define SUBDIVIDE_FOR_CUT_TEST_COUNT (50) ////////////////////////////////////////////////////////////////////////////// namespace basegfx { namespace { //////////////////////////////////////////////////////////////////////////////// class temporaryPoint { B2DPoint maPoint; // the new point sal_uInt32 mnIndex; // index after which to insert double mfCut; // parametric cut description [0.0 .. 1.0] public: temporaryPoint(const B2DPoint& rNewPoint, sal_uInt32 nIndex, double fCut) : maPoint(rNewPoint), mnIndex(nIndex), mfCut(fCut) { } bool operator<(const temporaryPoint& rComp) const { if(mnIndex == rComp.mnIndex) { return (mfCut < rComp.mfCut); } return (mnIndex < rComp.mnIndex); } const B2DPoint& getPoint() const { return maPoint; } sal_uInt32 getIndex() const { return mnIndex; } double getCut() const { return mfCut; } }; //////////////////////////////////////////////////////////////////////////////// typedef ::std::vector< temporaryPoint > temporaryPointVector; //////////////////////////////////////////////////////////////////////////////// class temporaryPolygonData { B2DPolygon maPolygon; B2DRange maRange; temporaryPointVector maPoints; public: const B2DPolygon& getPolygon() const { return maPolygon; } void setPolygon(const B2DPolygon& rNew) { maPolygon = rNew; maRange = tools::getRange(maPolygon); } const B2DRange& getRange() const { return maRange; } temporaryPointVector& getTemporaryPointVector() { return maPoints; } }; //////////////////////////////////////////////////////////////////////////////// B2DPolygon mergeTemporaryPointsAndPolygon(const B2DPolygon& rCandidate, temporaryPointVector& rTempPoints) { // #i76891# mergeTemporaryPointsAndPolygon redesigned to be able to correctly handle // single edges with/without control points // #i101491# added counter for non-changing element count const sal_uInt32 nTempPointCount(rTempPoints.size()); if(nTempPointCount) { B2DPolygon aRetval; const sal_uInt32 nCount(rCandidate.count()); if(nCount) { // sort temp points to assure increasing fCut values and increasing indices ::std::sort(rTempPoints.begin(), rTempPoints.end()); // prepare loop B2DCubicBezier aEdge; sal_uInt32 nNewInd(0L); // add start point aRetval.append(rCandidate.getB2DPoint(0)); for(sal_uInt32 a(0L); a < nCount; a++) { // get edge rCandidate.getBezierSegment(a, aEdge); if(aEdge.isBezier()) { // control vectors involved for this edge double fLeftStart(0.0); // now add all points targeted to be at this index while(nNewInd < nTempPointCount && rTempPoints[nNewInd].getIndex() == a) { const temporaryPoint& rTempPoint = rTempPoints[nNewInd++]; // split curve segment. Splits need to come sorted and need to be < 1.0. Also, // since original segment is consumed from left to right, the cut values need // to be scaled to the remaining part B2DCubicBezier aLeftPart; const double fRelativeSplitPoint((rTempPoint.getCut() - fLeftStart) / (1.0 - fLeftStart)); aEdge.split(fRelativeSplitPoint, &aLeftPart, &aEdge); fLeftStart = rTempPoint.getCut(); // add left bow aRetval.appendBezierSegment(aLeftPart.getControlPointA(), aLeftPart.getControlPointB(), rTempPoint.getPoint()); } // add remaining bow aRetval.appendBezierSegment(aEdge.getControlPointA(), aEdge.getControlPointB(), aEdge.getEndPoint()); } else { // add all points targeted to be at this index while(nNewInd < nTempPointCount && rTempPoints[nNewInd].getIndex() == a) { const temporaryPoint& rTempPoint = rTempPoints[nNewInd++]; const B2DPoint aNewPoint(rTempPoint.getPoint()); // do not add points double if(!aRetval.getB2DPoint(aRetval.count() - 1L).equal(aNewPoint)) { aRetval.append(aNewPoint); } } // add edge end point aRetval.append(aEdge.getEndPoint()); } } } if(rCandidate.isClosed()) { // set closed flag and correct last point (which is added double now). tools::closeWithGeometryChange(aRetval); } return aRetval; } else { return rCandidate; } } //////////////////////////////////////////////////////////////////////////////// void adaptAndTransferCutsWithBezierSegment( const temporaryPointVector& rPointVector, const B2DPolygon& rPolygon, sal_uInt32 nInd, temporaryPointVector& rTempPoints) { // assuming that the subdivision to create rPolygon used aequidistant pieces // (as in adaptiveSubdivideByCount) it is now possible to calculate back the // cut positions in the polygon to relative cut positions on the original bezier // segment. const sal_uInt32 nTempPointCount(rPointVector.size()); const sal_uInt32 nEdgeCount(rPolygon.count() ? rPolygon.count() - 1L : 0L); if(nTempPointCount && nEdgeCount) { for(sal_uInt32 a(0L); a < nTempPointCount; a++) { const temporaryPoint& rTempPoint = rPointVector[a]; const double fCutPosInPolygon((double)rTempPoint.getIndex() + rTempPoint.getCut()); const double fRelativeCutPos(fCutPosInPolygon / (double)nEdgeCount); rTempPoints.push_back(temporaryPoint(rTempPoint.getPoint(), nInd, fRelativeCutPos)); } } } //////////////////////////////////////////////////////////////////////////////// } // end of anonymous namespace } // end of namespace basegfx ////////////////////////////////////////////////////////////////////////////// namespace basegfx { namespace { //////////////////////////////////////////////////////////////////////////////// // predefines for calls to this methods before method implementation void findCuts(const B2DPolygon& rCandidate, temporaryPointVector& rTempPoints); void findTouches(const B2DPolygon& rEdgePolygon, const B2DPolygon& rPointPolygon, temporaryPointVector& rTempPoints); void findCuts(const B2DPolygon& rCandidateA, const B2DPolygon& rCandidateB, temporaryPointVector& rTempPointsA, temporaryPointVector& rTempPointsB); //////////////////////////////////////////////////////////////////////////////// void findEdgeCutsTwoEdges( const B2DPoint& rCurrA, const B2DPoint& rNextA, const B2DPoint& rCurrB, const B2DPoint& rNextB, sal_uInt32 nIndA, sal_uInt32 nIndB, temporaryPointVector& rTempPointsA, temporaryPointVector& rTempPointsB) { // no null length edges if(!(rCurrA.equal(rNextA) || rCurrB.equal(rNextB))) { // no common start/end points, this can be no cuts if(!(rCurrB.equal(rCurrA) || rCurrB.equal(rNextA) || rNextB.equal(rCurrA) || rNextB.equal(rNextA))) { const B2DVector aVecA(rNextA - rCurrA); const B2DVector aVecB(rNextB - rCurrB); double fCut(aVecA.cross(aVecB)); if(!fTools::equalZero(fCut)) { const double fZero(0.0); const double fOne(1.0); fCut = (aVecB.getY() * (rCurrB.getX() - rCurrA.getX()) + aVecB.getX() * (rCurrA.getY() - rCurrB.getY())) / fCut; if(fTools::more(fCut, fZero) && fTools::less(fCut, fOne)) { // it's a candidate, but also need to test parameter value of cut on line 2 double fCut2; // choose the more precise version if(fabs(aVecB.getX()) > fabs(aVecB.getY())) { fCut2 = (rCurrA.getX() + (fCut * aVecA.getX()) - rCurrB.getX()) / aVecB.getX(); } else { fCut2 = (rCurrA.getY() + (fCut * aVecA.getY()) - rCurrB.getY()) / aVecB.getY(); } if(fTools::more(fCut2, fZero) && fTools::less(fCut2, fOne)) { // cut is in range, add point. Two edges can have only one cut, but // add a cut point to each list. The lists may be the same for // self intersections. const B2DPoint aCutPoint(interpolate(rCurrA, rNextA, fCut)); rTempPointsA.push_back(temporaryPoint(aCutPoint, nIndA, fCut)); rTempPointsB.push_back(temporaryPoint(aCutPoint, nIndB, fCut2)); } } } } } } //////////////////////////////////////////////////////////////////////////////// void findCutsAndTouchesAndCommonForBezier(const B2DPolygon& rCandidateA, const B2DPolygon& rCandidateB, temporaryPointVector& rTempPointsA, temporaryPointVector& rTempPointsB) { // #i76891# // This new method is necessary since in findEdgeCutsBezierAndEdge and in findEdgeCutsTwoBeziers // it is not sufficient to use findCuts() recursively. This will indeed find the cuts between the // segments of the two temporarily adaptive subdivided bezier segments, but not the touches or // equal points of them. // It would be possible to find the toches using findTouches(), but at last with commpn points // the adding of cut points (temporary points) would fail. But for these temporarily adaptive // subdivided bezier segments, common points may be not very likely, but the bug shows that it // happens. // Touch points are a little bit more likely than common points. All in all it is best to use // a specialized method here which can profit from knowing that it is working on a special // family of B2DPolygons: no curve segments included and not closed. OSL_ENSURE(!rCandidateA.areControlPointsUsed() && !rCandidateB.areControlPointsUsed(), "findCutsAndTouchesAndCommonForBezier only works with subdivided polygons (!)"); OSL_ENSURE(!rCandidateA.isClosed() && !rCandidateB.isClosed(), "findCutsAndTouchesAndCommonForBezier only works with opened polygons (!)"); const sal_uInt32 nPointCountA(rCandidateA.count()); const sal_uInt32 nPointCountB(rCandidateB.count()); if(nPointCountA > 1 && nPointCountB > 1) { const sal_uInt32 nEdgeCountA(nPointCountA - 1); const sal_uInt32 nEdgeCountB(nPointCountB - 1); B2DPoint aCurrA(rCandidateA.getB2DPoint(0L)); for(sal_uInt32 a(0L); a < nEdgeCountA; a++) { const B2DPoint aNextA(rCandidateA.getB2DPoint(a + 1L)); const B2DRange aRangeA(aCurrA, aNextA); B2DPoint aCurrB(rCandidateB.getB2DPoint(0L)); for(sal_uInt32 b(0L); b < nEdgeCountB; b++) { const B2DPoint aNextB(rCandidateB.getB2DPoint(b + 1L)); const B2DRange aRangeB(aCurrB, aNextB); if(aRangeA.overlaps(aRangeB)) { // no null length edges if(!(aCurrA.equal(aNextA) || aCurrB.equal(aNextB))) { const B2DVector aVecA(aNextA - aCurrA); const B2DVector aVecB(aNextB - aCurrB); double fCutA(aVecA.cross(aVecB)); if(!fTools::equalZero(fCutA)) { const double fZero(0.0); const double fOne(1.0); fCutA = (aVecB.getY() * (aCurrB.getX() - aCurrA.getX()) + aVecB.getX() * (aCurrA.getY() - aCurrB.getY())) / fCutA; // use range [0.0 .. 1.0[, thus in the loop, all direct aCurrA cuts will be registered // as 0.0 cut. The 1.0 cut will be registered in the next loop step if(fTools::moreOrEqual(fCutA, fZero) && fTools::less(fCutA, fOne)) { // it's a candidate, but also need to test parameter value of cut on line 2 double fCutB; // choose the more precise version if(fabs(aVecB.getX()) > fabs(aVecB.getY())) { fCutB = (aCurrA.getX() + (fCutA * aVecA.getX()) - aCurrB.getX()) / aVecB.getX(); } else { fCutB = (aCurrA.getY() + (fCutA * aVecA.getY()) - aCurrB.getY()) / aVecB.getY(); } // use range [0.0 .. 1.0[, thus in the loop, all direct aCurrA cuts will be registered // as 0.0 cut. The 1.0 cut will be registered in the next loop step if(fTools::moreOrEqual(fCutB, fZero) && fTools::less(fCutB, fOne)) { // cut is in both ranges. Add points for A and B // #i111715# use fTools::equal instead of fTools::equalZero for better accuracy if(fTools::equal(fCutA, fZero)) { // ignore for start point in first edge; this is handled // by outer methods and would just produce a double point if(a) { rTempPointsA.push_back(temporaryPoint(aCurrA, a, 0.0)); } } else { const B2DPoint aCutPoint(interpolate(aCurrA, aNextA, fCutA)); rTempPointsA.push_back(temporaryPoint(aCutPoint, a, fCutA)); } // #i111715# use fTools::equal instead of fTools::equalZero for better accuracy if(fTools::equal(fCutB, fZero)) { // ignore for start point in first edge; this is handled // by outer methods and would just produce a double point if(b) { rTempPointsB.push_back(temporaryPoint(aCurrB, b, 0.0)); } } else { const B2DPoint aCutPoint(interpolate(aCurrB, aNextB, fCutB)); rTempPointsB.push_back(temporaryPoint(aCutPoint, b, fCutB)); } } } } } } // prepare next step aCurrB = aNextB; } // prepare next step aCurrA = aNextA; } } } //////////////////////////////////////////////////////////////////////////////// void findEdgeCutsBezierAndEdge( const B2DCubicBezier& rCubicA, const B2DPoint& rCurrB, const B2DPoint& rNextB, sal_uInt32 nIndA, sal_uInt32 nIndB, temporaryPointVector& rTempPointsA, temporaryPointVector& rTempPointsB) { // find all cuts between given bezier segment and edge. Add an entry to the tempPoints // for each common point with the cut value describing the relative position on given // bezier segment and edge. B2DPolygon aTempPolygonA; B2DPolygon aTempPolygonEdge; temporaryPointVector aTempPointVectorA; temporaryPointVector aTempPointVectorEdge; // create subdivided polygons and find cuts between them // Keep adaptiveSubdivideByCount due to needed quality aTempPolygonA.reserve(SUBDIVIDE_FOR_CUT_TEST_COUNT + 8); aTempPolygonA.append(rCubicA.getStartPoint()); rCubicA.adaptiveSubdivideByCount(aTempPolygonA, SUBDIVIDE_FOR_CUT_TEST_COUNT); aTempPolygonEdge.append(rCurrB); aTempPolygonEdge.append(rNextB); // #i76891# using findCuts recursively is not sufficient here findCutsAndTouchesAndCommonForBezier(aTempPolygonA, aTempPolygonEdge, aTempPointVectorA, aTempPointVectorEdge); if(!aTempPointVectorA.empty()) { // adapt tempVector entries to segment adaptAndTransferCutsWithBezierSegment(aTempPointVectorA, aTempPolygonA, nIndA, rTempPointsA); } // append remapped tempVector entries for edge to tempPoints for edge for(sal_uInt32 a(0L); a < aTempPointVectorEdge.size(); a++) { const temporaryPoint& rTempPoint = aTempPointVectorEdge[a]; rTempPointsB.push_back(temporaryPoint(rTempPoint.getPoint(), nIndB, rTempPoint.getCut())); } } //////////////////////////////////////////////////////////////////////////////// void findEdgeCutsTwoBeziers( const B2DCubicBezier& rCubicA, const B2DCubicBezier& rCubicB, sal_uInt32 nIndA, sal_uInt32 nIndB, temporaryPointVector& rTempPointsA, temporaryPointVector& rTempPointsB) { // find all cuts between the two given bezier segments. Add an entry to the tempPoints // for each common point with the cut value describing the relative position on given // bezier segments. B2DPolygon aTempPolygonA; B2DPolygon aTempPolygonB; temporaryPointVector aTempPointVectorA; temporaryPointVector aTempPointVectorB; // create subdivided polygons and find cuts between them // Keep adaptiveSubdivideByCount due to needed quality aTempPolygonA.reserve(SUBDIVIDE_FOR_CUT_TEST_COUNT + 8); aTempPolygonA.append(rCubicA.getStartPoint()); rCubicA.adaptiveSubdivideByCount(aTempPolygonA, SUBDIVIDE_FOR_CUT_TEST_COUNT); aTempPolygonB.reserve(SUBDIVIDE_FOR_CUT_TEST_COUNT + 8); aTempPolygonB.append(rCubicB.getStartPoint()); rCubicB.adaptiveSubdivideByCount(aTempPolygonB, SUBDIVIDE_FOR_CUT_TEST_COUNT); // #i76891# using findCuts recursively is not sufficient here findCutsAndTouchesAndCommonForBezier(aTempPolygonA, aTempPolygonB, aTempPointVectorA, aTempPointVectorB); if(!aTempPointVectorA.empty()) { // adapt tempVector entries to segment adaptAndTransferCutsWithBezierSegment(aTempPointVectorA, aTempPolygonA, nIndA, rTempPointsA); } if(!aTempPointVectorB.empty()) { // adapt tempVector entries to segment adaptAndTransferCutsWithBezierSegment(aTempPointVectorB, aTempPolygonB, nIndB, rTempPointsB); } } //////////////////////////////////////////////////////////////////////////////// void findEdgeCutsOneBezier( const B2DCubicBezier& rCubicA, sal_uInt32 nInd, temporaryPointVector& rTempPoints) { // avoid expensive part of this method if possible // TODO: use hasAnyExtremum() method instead when it becomes available double fDummy; const bool bHasAnyExtremum = rCubicA.getMinimumExtremumPosition( fDummy ); if( !bHasAnyExtremum ) return; // find all self-intersections on the given bezier segment. Add an entry to the tempPoints // for each self intersection point with the cut value describing the relative position on given // bezier segment. B2DPolygon aTempPolygon; temporaryPointVector aTempPointVector; // create subdivided polygon and find cuts on it // Keep adaptiveSubdivideByCount due to needed quality aTempPolygon.reserve(SUBDIVIDE_FOR_CUT_TEST_COUNT + 8); aTempPolygon.append(rCubicA.getStartPoint()); rCubicA.adaptiveSubdivideByCount(aTempPolygon, SUBDIVIDE_FOR_CUT_TEST_COUNT); findCuts(aTempPolygon, aTempPointVector); if(!aTempPointVector.empty()) { // adapt tempVector entries to segment adaptAndTransferCutsWithBezierSegment(aTempPointVector, aTempPolygon, nInd, rTempPoints); } } //////////////////////////////////////////////////////////////////////////////// void findCuts(const B2DPolygon& rCandidate, temporaryPointVector& rTempPoints) { // find out if there are edges with intersections (self-cuts). If yes, add // entries to rTempPoints accordingly const sal_uInt32 nPointCount(rCandidate.count()); if(nPointCount) { const sal_uInt32 nEdgeCount(rCandidate.isClosed() ? nPointCount : nPointCount - 1L); if(nEdgeCount) { const bool bCurvesInvolved(rCandidate.areControlPointsUsed()); if(bCurvesInvolved) { B2DCubicBezier aCubicA; B2DCubicBezier aCubicB; for(sal_uInt32 a(0L); a < nEdgeCount - 1L; a++) { rCandidate.getBezierSegment(a, aCubicA); aCubicA.testAndSolveTrivialBezier(); const bool bEdgeAIsCurve(aCubicA.isBezier()); const B2DRange aRangeA(aCubicA.getRange()); if(bEdgeAIsCurve) { // curved segments may have self-intersections, do not forget those (!) findEdgeCutsOneBezier(aCubicA, a, rTempPoints); } for(sal_uInt32 b(a + 1L); b < nEdgeCount; b++) { rCandidate.getBezierSegment(b, aCubicB); aCubicB.testAndSolveTrivialBezier(); const B2DRange aRangeB(aCubicB.getRange()); // only overlapping segments need to be tested // consecutive segments touch of course bool bOverlap = false; if( b > a+1) bOverlap = aRangeA.overlaps(aRangeB); else bOverlap = aRangeA.overlapsMore(aRangeB); if( bOverlap) { const bool bEdgeBIsCurve(aCubicB.isBezier()); if(bEdgeAIsCurve && bEdgeBIsCurve) { // test for bezier-bezier cuts findEdgeCutsTwoBeziers(aCubicA, aCubicB, a, b, rTempPoints, rTempPoints); } else if(bEdgeAIsCurve) { // test for bezier-edge cuts findEdgeCutsBezierAndEdge(aCubicA, aCubicB.getStartPoint(), aCubicB.getEndPoint(), a, b, rTempPoints, rTempPoints); } else if(bEdgeBIsCurve) { // test for bezier-edge cuts findEdgeCutsBezierAndEdge(aCubicB, aCubicA.getStartPoint(), aCubicA.getEndPoint(), b, a, rTempPoints, rTempPoints); } else { // test for simple edge-edge cuts findEdgeCutsTwoEdges(aCubicA.getStartPoint(), aCubicA.getEndPoint(), aCubicB.getStartPoint(), aCubicB.getEndPoint(), a, b, rTempPoints, rTempPoints); } } } } } else { B2DPoint aCurrA(rCandidate.getB2DPoint(0L)); for(sal_uInt32 a(0L); a < nEdgeCount - 1L; a++) { const B2DPoint aNextA(rCandidate.getB2DPoint(a + 1L == nPointCount ? 0L : a + 1L)); const B2DRange aRangeA(aCurrA, aNextA); B2DPoint aCurrB(rCandidate.getB2DPoint(a + 1L)); for(sal_uInt32 b(a + 1L); b < nEdgeCount; b++) { const B2DPoint aNextB(rCandidate.getB2DPoint(b + 1L == nPointCount ? 0L : b + 1L)); const B2DRange aRangeB(aCurrB, aNextB); // consecutive segments touch of course bool bOverlap = false; if( b > a+1) bOverlap = aRangeA.overlaps(aRangeB); else bOverlap = aRangeA.overlapsMore(aRangeB); if( bOverlap) { findEdgeCutsTwoEdges(aCurrA, aNextA, aCurrB, aNextB, a, b, rTempPoints, rTempPoints); } // prepare next step aCurrB = aNextB; } // prepare next step aCurrA = aNextA; } } } } } //////////////////////////////////////////////////////////////////////////////// } // end of anonymous namespace } // end of namespace basegfx ////////////////////////////////////////////////////////////////////////////// namespace basegfx { namespace { //////////////////////////////////////////////////////////////////////////////// void findTouchesOnEdge( const B2DPoint& rCurr, const B2DPoint& rNext, const B2DPolygon& rPointPolygon, sal_uInt32 nInd, temporaryPointVector& rTempPoints) { // find out if points from rPointPolygon are positioned on given edge. If Yes, add // points there to represent touches (which may be enter or leave nodes later). const sal_uInt32 nPointCount(rPointPolygon.count()); if(nPointCount) { const B2DRange aRange(rCurr, rNext); const B2DVector aEdgeVector(rNext - rCurr); B2DVector aNormalizedEdgeVector(aEdgeVector); aNormalizedEdgeVector.normalize(); bool bTestUsingX(fabs(aEdgeVector.getX()) > fabs(aEdgeVector.getY())); for(sal_uInt32 a(0L); a < nPointCount; a++) { const B2DPoint aTestPoint(rPointPolygon.getB2DPoint(a)); if(aRange.isInside(aTestPoint)) { if(!aTestPoint.equal(rCurr) && !aTestPoint.equal(rNext)) { const B2DVector aTestVector(aTestPoint - rCurr); if(areParallel(aNormalizedEdgeVector, aTestVector)) { const double fCut((bTestUsingX) ? aTestVector.getX() / aEdgeVector.getX() : aTestVector.getY() / aEdgeVector.getY()); const double fZero(0.0); const double fOne(1.0); if(fTools::more(fCut, fZero) && fTools::less(fCut, fOne)) { rTempPoints.push_back(temporaryPoint(aTestPoint, nInd, fCut)); } } } } } } } //////////////////////////////////////////////////////////////////////////////// void findTouchesOnCurve( const B2DCubicBezier& rCubicA, const B2DPolygon& rPointPolygon, sal_uInt32 nInd, temporaryPointVector& rTempPoints) { // find all points from rPointPolygon which touch the given bezier segment. Add an entry // for each touch to the given pointVector. The cut for that entry is the relative position on // the given bezier segment. B2DPolygon aTempPolygon; temporaryPointVector aTempPointVector; // create subdivided polygon and find cuts on it // Keep adaptiveSubdivideByCount due to needed quality aTempPolygon.reserve(SUBDIVIDE_FOR_CUT_TEST_COUNT + 8); aTempPolygon.append(rCubicA.getStartPoint()); rCubicA.adaptiveSubdivideByCount(aTempPolygon, SUBDIVIDE_FOR_CUT_TEST_COUNT); findTouches(aTempPolygon, rPointPolygon, aTempPointVector); if(!aTempPointVector.empty()) { // adapt tempVector entries to segment adaptAndTransferCutsWithBezierSegment(aTempPointVector, aTempPolygon, nInd, rTempPoints); } } //////////////////////////////////////////////////////////////////////////////// void findTouches(const B2DPolygon& rEdgePolygon, const B2DPolygon& rPointPolygon, temporaryPointVector& rTempPoints) { // find out if points from rPointPolygon touch edges from rEdgePolygon. If yes, // add entries to rTempPoints const sal_uInt32 nPointCount(rPointPolygon.count()); const sal_uInt32 nEdgePointCount(rEdgePolygon.count()); if(nPointCount && nEdgePointCount) { const sal_uInt32 nEdgeCount(rEdgePolygon.isClosed() ? nEdgePointCount : nEdgePointCount - 1L); B2DPoint aCurr(rEdgePolygon.getB2DPoint(0)); for(sal_uInt32 a(0L); a < nEdgeCount; a++) { const sal_uInt32 nNextIndex((a + 1) % nEdgePointCount); const B2DPoint aNext(rEdgePolygon.getB2DPoint(nNextIndex)); if(!aCurr.equal(aNext)) { bool bHandleAsSimpleEdge(true); if(rEdgePolygon.areControlPointsUsed()) { const B2DPoint aNextControlPoint(rEdgePolygon.getNextControlPoint(a)); const B2DPoint aPrevControlPoint(rEdgePolygon.getPrevControlPoint(nNextIndex)); const bool bEdgeIsCurve(!aNextControlPoint.equal(aCurr) || !aPrevControlPoint.equal(aNext)); if(bEdgeIsCurve) { bHandleAsSimpleEdge = false; const B2DCubicBezier aCubicA(aCurr, aNextControlPoint, aPrevControlPoint, aNext); findTouchesOnCurve(aCubicA, rPointPolygon, a, rTempPoints); } } if(bHandleAsSimpleEdge) { findTouchesOnEdge(aCurr, aNext, rPointPolygon, a, rTempPoints); } } // next step aCurr = aNext; } } } //////////////////////////////////////////////////////////////////////////////// } // end of anonymous namespace } // end of namespace basegfx ////////////////////////////////////////////////////////////////////////////// namespace basegfx { namespace { //////////////////////////////////////////////////////////////////////////////// void findCuts(const B2DPolygon& rCandidateA, const B2DPolygon& rCandidateB, temporaryPointVector& rTempPointsA, temporaryPointVector& rTempPointsB) { // find out if edges from both polygons cut. If so, add entries to rTempPoints which // should be added to the polygons accordingly const sal_uInt32 nPointCountA(rCandidateA.count()); const sal_uInt32 nPointCountB(rCandidateB.count()); if(nPointCountA && nPointCountB) { const sal_uInt32 nEdgeCountA(rCandidateA.isClosed() ? nPointCountA : nPointCountA - 1L); const sal_uInt32 nEdgeCountB(rCandidateB.isClosed() ? nPointCountB : nPointCountB - 1L); if(nEdgeCountA && nEdgeCountB) { const bool bCurvesInvolved(rCandidateA.areControlPointsUsed() || rCandidateB.areControlPointsUsed()); if(bCurvesInvolved) { B2DCubicBezier aCubicA; B2DCubicBezier aCubicB; for(sal_uInt32 a(0L); a < nEdgeCountA; a++) { rCandidateA.getBezierSegment(a, aCubicA); aCubicA.testAndSolveTrivialBezier(); const bool bEdgeAIsCurve(aCubicA.isBezier()); const B2DRange aRangeA(aCubicA.getRange()); for(sal_uInt32 b(0L); b < nEdgeCountB; b++) { rCandidateB.getBezierSegment(b, aCubicB); aCubicB.testAndSolveTrivialBezier(); const B2DRange aRangeB(aCubicB.getRange()); // consecutive segments touch of course bool bOverlap = false; if( b > a+1) bOverlap = aRangeA.overlaps(aRangeB); else bOverlap = aRangeA.overlapsMore(aRangeB); if( bOverlap) { const bool bEdgeBIsCurve(aCubicB.isBezier()); if(bEdgeAIsCurve && bEdgeBIsCurve) { // test for bezier-bezier cuts findEdgeCutsTwoBeziers(aCubicA, aCubicB, a, b, rTempPointsA, rTempPointsB); } else if(bEdgeAIsCurve) { // test for bezier-edge cuts findEdgeCutsBezierAndEdge(aCubicA, aCubicB.getStartPoint(), aCubicB.getEndPoint(), a, b, rTempPointsA, rTempPointsB); } else if(bEdgeBIsCurve) { // test for bezier-edge cuts findEdgeCutsBezierAndEdge(aCubicB, aCubicA.getStartPoint(), aCubicA.getEndPoint(), b, a, rTempPointsB, rTempPointsA); } else { // test for simple edge-edge cuts findEdgeCutsTwoEdges(aCubicA.getStartPoint(), aCubicA.getEndPoint(), aCubicB.getStartPoint(), aCubicB.getEndPoint(), a, b, rTempPointsA, rTempPointsB); } } } } } else { B2DPoint aCurrA(rCandidateA.getB2DPoint(0L)); for(sal_uInt32 a(0L); a < nEdgeCountA; a++) { const B2DPoint aNextA(rCandidateA.getB2DPoint(a + 1L == nPointCountA ? 0L : a + 1L)); const B2DRange aRangeA(aCurrA, aNextA); B2DPoint aCurrB(rCandidateB.getB2DPoint(0L)); for(sal_uInt32 b(0L); b < nEdgeCountB; b++) { const B2DPoint aNextB(rCandidateB.getB2DPoint(b + 1L == nPointCountB ? 0L : b + 1L)); const B2DRange aRangeB(aCurrB, aNextB); // consecutive segments touch of course bool bOverlap = false; if( b > a+1) bOverlap = aRangeA.overlaps(aRangeB); else bOverlap = aRangeA.overlapsMore(aRangeB); if( bOverlap) { // test for simple edge-edge cuts findEdgeCutsTwoEdges(aCurrA, aNextA, aCurrB, aNextB, a, b, rTempPointsA, rTempPointsB); } // prepare next step aCurrB = aNextB; } // prepare next step aCurrA = aNextA; } } } } } //////////////////////////////////////////////////////////////////////////////// } // end of anonymous namespace } // end of namespace basegfx ////////////////////////////////////////////////////////////////////////////// namespace basegfx { namespace tools { //////////////////////////////////////////////////////////////////////////////// B2DPolygon addPointsAtCutsAndTouches(const B2DPolygon& rCandidate) { if(rCandidate.count()) { temporaryPointVector aTempPoints; findTouches(rCandidate, rCandidate, aTempPoints); findCuts(rCandidate, aTempPoints); return mergeTemporaryPointsAndPolygon(rCandidate, aTempPoints); } else { return rCandidate; } } //////////////////////////////////////////////////////////////////////////////// B2DPolyPolygon addPointsAtCutsAndTouches(const B2DPolyPolygon& rCandidate, bool bSelfIntersections) { const sal_uInt32 nCount(rCandidate.count()); if(nCount) { B2DPolyPolygon aRetval; if(1L == nCount) { if(bSelfIntersections) { // remove self intersections aRetval.append(addPointsAtCutsAndTouches(rCandidate.getB2DPolygon(0L))); } else { // copy source aRetval = rCandidate; } } else { // first solve self cuts and self touches for all contained single polygons temporaryPolygonData *pTempData = new temporaryPolygonData[nCount]; sal_uInt32 a, b; for(a = 0L; a < nCount; a++) { if(bSelfIntersections) { // use polygons with solved self intersections pTempData[a].setPolygon(addPointsAtCutsAndTouches(rCandidate.getB2DPolygon(a))); } else { // copy given polygons pTempData[a].setPolygon(rCandidate.getB2DPolygon(a)); } } // now cuts and touches between the polygons for(a = 0L; a < nCount; a++) { for(b = 0L; b < nCount; b++) { if(a != b) { // look for touches, compare each edge polygon to all other points if(pTempData[a].getRange().overlaps(pTempData[b].getRange())) { findTouches(pTempData[a].getPolygon(), pTempData[b].getPolygon(), pTempData[a].getTemporaryPointVector()); } } if(a < b) { // look for cuts, compare each edge polygon to following ones if(pTempData[a].getRange().overlaps(pTempData[b].getRange())) { findCuts(pTempData[a].getPolygon(), pTempData[b].getPolygon(), pTempData[a].getTemporaryPointVector(), pTempData[b].getTemporaryPointVector()); } } } } // consolidate the result for(a = 0L; a < nCount; a++) { aRetval.append(mergeTemporaryPointsAndPolygon(pTempData[a].getPolygon(), pTempData[a].getTemporaryPointVector())); } delete[] pTempData; } return aRetval; } else { return rCandidate; } } //////////////////////////////////////////////////////////////////////////////// B2DPolygon addPointsAtCuts(const B2DPolygon& rCandidate, const B2DPoint& rStart, const B2DPoint& rEnd) { const sal_uInt32 nCount(rCandidate.count()); if(nCount && !rStart.equal(rEnd)) { const B2DRange aPolygonRange(rCandidate.getB2DRange()); const B2DRange aEdgeRange(rStart, rEnd); if(aPolygonRange.overlaps(aEdgeRange)) { const sal_uInt32 nEdgeCount(rCandidate.isClosed() ? nCount : nCount - 1); temporaryPointVector aTempPoints; temporaryPointVector aUnusedTempPoints; B2DCubicBezier aCubic; for(sal_uInt32 a(0); a < nEdgeCount; a++) { rCandidate.getBezierSegment(a, aCubic); B2DRange aCubicRange(aCubic.getStartPoint(), aCubic.getEndPoint()); if(aCubic.isBezier()) { aCubicRange.expand(aCubic.getControlPointA()); aCubicRange.expand(aCubic.getControlPointB()); if(aCubicRange.overlaps(aEdgeRange)) { findEdgeCutsBezierAndEdge(aCubic, rStart, rEnd, a, 0, aTempPoints, aUnusedTempPoints); } } else { if(aCubicRange.overlaps(aEdgeRange)) { findEdgeCutsTwoEdges(aCubic.getStartPoint(), aCubic.getEndPoint(), rStart, rEnd, a, 0, aTempPoints, aUnusedTempPoints); } } } return mergeTemporaryPointsAndPolygon(rCandidate, aTempPoints); } } return rCandidate; } //////////////////////////////////////////////////////////////////////////////// B2DPolygon addPointsAtCuts(const B2DPolygon& rCandidate, const B2DPolyPolygon& rPolyMask) { const sal_uInt32 nCountA(rCandidate.count()); const sal_uInt32 nCountM(rPolyMask.count()); if(nCountA && nCountM) { const B2DRange aRangeA(rCandidate.getB2DRange()); const B2DRange aRangeM(rPolyMask.getB2DRange()); if(aRangeA.overlaps(aRangeM)) { const sal_uInt32 nEdgeCountA(rCandidate.isClosed() ? nCountA : nCountA - 1); temporaryPointVector aTempPointsA; temporaryPointVector aUnusedTempPointsB; for(sal_uInt32 m(0); m < nCountM; m++) { const B2DPolygon aMask(rPolyMask.getB2DPolygon(m)); const sal_uInt32 nCountB(aMask.count()); if(nCountB) { B2DCubicBezier aCubicA; B2DCubicBezier aCubicB; for(sal_uInt32 a(0); a < nEdgeCountA; a++) { rCandidate.getBezierSegment(a, aCubicA); const bool bCubicAIsCurve(aCubicA.isBezier()); B2DRange aCubicRangeA(aCubicA.getStartPoint(), aCubicA.getEndPoint()); if(bCubicAIsCurve) { aCubicRangeA.expand(aCubicA.getControlPointA()); aCubicRangeA.expand(aCubicA.getControlPointB()); } for(sal_uInt32 b(0); b < nCountB; b++) { aMask.getBezierSegment(b, aCubicB); const bool bCubicBIsCurve(aCubicB.isBezier()); B2DRange aCubicRangeB(aCubicB.getStartPoint(), aCubicB.getEndPoint()); if(bCubicBIsCurve) { aCubicRangeB.expand(aCubicB.getControlPointA()); aCubicRangeB.expand(aCubicB.getControlPointB()); } if(aCubicRangeA.overlaps(aCubicRangeB)) { if(bCubicAIsCurve && bCubicBIsCurve) { findEdgeCutsTwoBeziers(aCubicA, aCubicB, a, b, aTempPointsA, aUnusedTempPointsB); } else if(bCubicAIsCurve) { findEdgeCutsBezierAndEdge(aCubicA, aCubicB.getStartPoint(), aCubicB.getEndPoint(), a, b, aTempPointsA, aUnusedTempPointsB); } else if(bCubicBIsCurve) { findEdgeCutsBezierAndEdge(aCubicB, aCubicA.getStartPoint(), aCubicA.getEndPoint(), b, a, aUnusedTempPointsB, aTempPointsA); } else { findEdgeCutsTwoEdges(aCubicA.getStartPoint(), aCubicA.getEndPoint(), aCubicB.getStartPoint(), aCubicB.getEndPoint(), a, b, aTempPointsA, aUnusedTempPointsB); } } } } } } return mergeTemporaryPointsAndPolygon(rCandidate, aTempPointsA); } } return rCandidate; } //////////////////////////////////////////////////////////////////////////////// } // end of namespace tools } // end of namespace basegfx /* vim:set shiftwidth=4 softtabstop=4 expandtab: */