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Yajbir Singh f1b860b25c
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updated
2025-12-11 19:03:17 +05:30

646 lines
17 KiB
C++

//========================================================================
//
// SplashXPath.cc
//
// Copyright 2003-2013 Glyph & Cog, LLC
//
//========================================================================
#include <aconf.h>
#ifdef USE_GCC_PRAGMAS
#pragma implementation
#endif
#include <stdlib.h>
#include <string.h>
#if HAVE_STD_SORT
#include <algorithm>
#endif
#include "gmem.h"
#include "gmempp.h"
#include "SplashMath.h"
#include "SplashPath.h"
#include "SplashXPath.h"
//------------------------------------------------------------------------
#define minCosSquaredJoinAngle 0.75
#define maxPointToLineDistanceSquared 0.04
//------------------------------------------------------------------------
struct SplashXPathPoint {
SplashCoord x, y;
};
struct SplashXPathAdjust {
int firstPt, lastPt; // range of points
GBool vert; // vertical or horizontal hint
SplashCoord x0a, x0b, // hint boundaries
xma, xmb,
x1a, x1b;
SplashCoord x0, x1, xm; // adjusted coordinates
};
//------------------------------------------------------------------------
// Transform a point from user space to device space.
inline void SplashXPath::transform(SplashCoord *matrix,
SplashCoord xi, SplashCoord yi,
SplashCoord *xo, SplashCoord *yo) {
// [ m[0] m[1] 0 ]
// [xo yo 1] = [xi yi 1] * [ m[2] m[3] 0 ]
// [ m[4] m[5] 1 ]
*xo = xi * matrix[0] + yi * matrix[2] + matrix[4];
*yo = xi * matrix[1] + yi * matrix[3] + matrix[5];
}
//------------------------------------------------------------------------
// SplashXPath
//------------------------------------------------------------------------
// SplashXPath segment coords are clipped to +/-maxCoord to avoid
// problems. The xMin/yMin/xMax/yMax fields are 32-bit integers, so
// coords need to be < 2^31 / aa{Horiz,Vert}.
#define maxCoord 100000000.0
void SplashXPath::clampCoords(SplashCoord *x, SplashCoord *y) {
#if !USE_FIXEDPOINT
if (*x > maxCoord) {
*x = maxCoord;
} else if (*x < -maxCoord) {
*x = -maxCoord;
}
if (*y > maxCoord) {
*y = maxCoord;
} else if (*y < -maxCoord) {
*y = -maxCoord;
}
#endif
}
SplashXPath::SplashXPath(SplashPath *path, SplashCoord *matrix,
SplashCoord flatness, GBool closeSubpaths,
GBool simplify,
SplashStrokeAdjustMode strokeAdjMode) {
SplashXPathPoint *pts;
SplashCoord x0, y0, x1, y1, x2, y2, x3, y3, xsp, ysp, t;
int curSubpath, firstSegInSubpath, i;
GBool adjusted;
//--- transform the points
pts = (SplashXPathPoint *)gmallocn(path->length, sizeof(SplashXPathPoint));
for (i = 0; i < path->length; ++i) {
transform(matrix, path->pts[i].x, path->pts[i].y, &pts[i].x, &pts[i].y);
clampCoords(&pts[i].x, &pts[i].y);
}
//--- do stroke adjustment
if (path->hints) {
adjusted = strokeAdjust(pts, path->hints, path->hintsLength,
strokeAdjMode);
} else {
adjusted = gFalse;
}
//--- construct the segments
segs = NULL;
length = size = 0;
x0 = y0 = xsp = ysp = 0; // make gcc happy
curSubpath = 0;
firstSegInSubpath = 0;
i = 0;
while (i < path->length) {
// first point in subpath - skip it
if (path->flags[i] & splashPathFirst) {
x0 = pts[i].x;
y0 = pts[i].y;
xsp = x0;
ysp = y0;
curSubpath = i;
++i;
} else {
// curve segment
if (path->flags[i] & splashPathCurve) {
x1 = pts[i].x;
y1 = pts[i].y;
x2 = pts[i+1].x;
y2 = pts[i+1].y;
x3 = pts[i+2].x;
y3 = pts[i+2].y;
addCurve(x0, y0, x1, y1, x2, y2, x3, y3,
flatness,
(path->flags[i-1] & splashPathFirst),
(path->flags[i+2] & splashPathLast),
!closeSubpaths &&
(path->flags[i-1] & splashPathFirst) &&
!(path->flags[i-1] & splashPathClosed),
!closeSubpaths &&
(path->flags[i+2] & splashPathLast) &&
!(path->flags[i+2] & splashPathClosed));
x0 = x3;
y0 = y3;
i += 3;
// line segment
} else {
x1 = pts[i].x;
y1 = pts[i].y;
addSegment(x0, y0, x1, y1);
x0 = x1;
y0 = y1;
++i;
}
// end a subpath
if (path->flags[i-1] & splashPathLast) {
if (closeSubpaths &&
(pts[i-1].x != pts[curSubpath].x ||
pts[i-1].y != pts[curSubpath].y)) {
addSegment(x0, y0, xsp, ysp);
}
if (simplify && !adjusted) {
mergeSegments(firstSegInSubpath);
}
firstSegInSubpath = length;
}
}
}
gfree(pts);
finishSegments();
//--- check for a rectangle
isRect = gFalse;
rectX0 = rectY0 = rectX1 = rectY1 = 0;
if (length == 4) {
#if HAVE_STD_SORT
std::sort(segs, segs + length, SplashXPathSeg::cmpY);
#else
qsort(segs, length, sizeof(SplashXPathSeg), &SplashXPathSeg::cmpY);
#endif
if (segs[0].y0 == segs[0].y1 &&
segs[1].x0 == segs[1].x1 &&
segs[2].x0 == segs[2].x1 &&
segs[3].y0 == segs[3].y1) {
isRect = gTrue;
rectX0 = segs[1].x0;
rectX1 = segs[2].x0;
rectY0 = segs[0].y0;
rectY1 = segs[3].y0;
} else if (segs[0].x0 == segs[0].x1 &&
segs[1].y0 == segs[1].y1 &&
segs[2].x0 == segs[2].x1 &&
segs[3].y0 == segs[3].y1) {
isRect = gTrue;
rectX0 = segs[0].x0;
rectX1 = segs[2].x0;
rectY0 = segs[1].y0;
rectY1 = segs[3].y0;
} else if (segs[0].x0 == segs[0].x1 &&
segs[1].x0 == segs[1].x1 &&
segs[2].y0 == segs[2].y1 &&
segs[3].y0 == segs[3].y1) {
isRect = gTrue;
rectX0 = segs[0].x0;
rectX1 = segs[1].x0;
rectY0 = segs[2].y0;
rectY1 = segs[3].y0;
}
if (isRect) {
if (rectX0 > rectX1) {
t = rectX0; rectX0 = rectX1; rectX1 = t;
}
if (rectY0 > rectY1) {
t = rectY0; rectY0 = rectY1; rectY1 = t;
}
}
}
}
GBool SplashXPath::strokeAdjust(SplashXPathPoint *pts,
SplashPathHint *hints, int nHints,
SplashStrokeAdjustMode strokeAdjMode) {
SplashXPathAdjust *adjusts, *adjust;
SplashPathHint *hint;
SplashCoord x0, y0, x1, y1, x2, y2, x3, y3;
SplashCoord adj0, adj1, w, d;
int xi0, xi1;
int i, j;
GBool adjusted;
adjusted = gFalse;
// set up the stroke adjustment hints
adjusts = (SplashXPathAdjust *)gmallocn(nHints, sizeof(SplashXPathAdjust));
for (i = 0; i < nHints; ++i) {
hint = &hints[i];
x0 = pts[hint->ctrl0 ].x; y0 = pts[hint->ctrl0 ].y;
x1 = pts[hint->ctrl0 + 1].x; y1 = pts[hint->ctrl0 + 1].y;
x2 = pts[hint->ctrl1 ].x; y2 = pts[hint->ctrl1 ].y;
x3 = pts[hint->ctrl1 + 1].x; y3 = pts[hint->ctrl1 + 1].y;
w = -1;
if (splashAbs(x0 - x1) < 0.01 && splashAbs(x2 - x3) < 0.01) {
adjusts[i].vert = gTrue;
adj0 = x0;
adj1 = x2;
if (hint->projectingCap) {
w = splashAbs(y1 - y0);
}
} else if (splashAbs(y0 - y1) < 0.01 && splashAbs(y2 - y3) < 0.01) {
adjusts[i].vert = gFalse;
adj0 = y0;
adj1 = y2;
if (hint->projectingCap) {
w = splashAbs(x1 - x0);
}
} else {
goto done;
}
if (adj0 > adj1) {
x0 = adj0;
adj0 = adj1;
adj1 = x0;
}
d = adj1 - adj0;
if (d > 0.04) {
d = 0.01;
} else {
d *= 0.25;
}
adjusts[i].x0a = adj0 - d;
adjusts[i].x0b = adj0 + d;
adjusts[i].xma = (SplashCoord)0.5 * (adj0 + adj1) - d;
adjusts[i].xmb = (SplashCoord)0.5 * (adj0 + adj1) + d;
adjusts[i].x1a = adj1 - d;
adjusts[i].x1b = adj1 + d;
splashStrokeAdjust(adj0, adj1, &xi0, &xi1, strokeAdjMode, w);
adjusts[i].x0 = (SplashCoord)xi0;
// the "minus epsilon" thing here is needed when vector
// antialiasing is turned off -- otherwise stroke adjusted lines
// will touch an extra pixel on one edge
adjusts[i].x1 = (SplashCoord)xi1 - 0.001;
adjusts[i].xm = (SplashCoord)0.5 * (adjusts[i].x0 + adjusts[i].x1);
adjusts[i].firstPt = hint->firstPt;
adjusts[i].lastPt = hint->lastPt;
}
// perform stroke adjustment
for (i = 0, adjust = adjusts; i < nHints; ++i, ++adjust) {
for (j = adjust->firstPt; j <= adjust->lastPt; ++j) {
if (adjust->vert) {
x0 = pts[j].x;
if (x0 > adjust->x0a && x0 < adjust->x0b) {
pts[j].x = adjust->x0;
} else if (x0 > adjust->xma && x0 < adjust->xmb) {
pts[j].x = adjust->xm;
} else if (x0 > adjust->x1a && x0 < adjust->x1b) {
pts[j].x = adjust->x1;
}
} else {
y0 = pts[j].y;
if (y0 > adjust->x0a && y0 < adjust->x0b) {
pts[j].y = adjust->x0;
} else if (y0 > adjust->xma && y0 < adjust->xmb) {
pts[j].y = adjust->xm;
} else if (y0 > adjust->x1a && y0 < adjust->x1b) {
pts[j].y = adjust->x1;
}
}
}
}
adjusted = gTrue;
done:
gfree(adjusts);
return adjusted;
}
SplashXPath::SplashXPath(SplashXPath *xPath) {
length = xPath->length;
size = xPath->size;
segs = (SplashXPathSeg *)gmallocn(size, sizeof(SplashXPathSeg));
memcpy(segs, xPath->segs, length * sizeof(SplashXPathSeg));
xMin = xPath->xMin;
yMin = xPath->yMin;
xMax = xPath->xMax;
yMax = xPath->yMax;
}
SplashXPath::~SplashXPath() {
gfree(segs);
}
// Add space for <nSegs> more segments
void SplashXPath::grow(int nSegs) {
if (length + nSegs > size) {
if (size == 0) {
size = 32;
}
while (size < length + nSegs) {
size *= 2;
}
segs = (SplashXPathSeg *)greallocn(segs, size, sizeof(SplashXPathSeg));
}
}
void SplashXPath::addCurve(SplashCoord x0, SplashCoord y0,
SplashCoord x1, SplashCoord y1,
SplashCoord x2, SplashCoord y2,
SplashCoord x3, SplashCoord y3,
SplashCoord flatness,
GBool first, GBool last, GBool end0, GBool end1) {
SplashCoord cx[splashMaxCurveSplits + 1][3];
SplashCoord cy[splashMaxCurveSplits + 1][3];
int cNext[splashMaxCurveSplits + 1];
SplashCoord xl0, xl1, xl2, xr0, xr1, xr2, xr3, xx1, xx2, xh;
SplashCoord yl0, yl1, yl2, yr0, yr1, yr2, yr3, yy1, yy2, yh;
SplashCoord dx, dy, mx, my, d1, d2, flatness2;
int p1, p2, p3;
#if USE_FIXEDPOINT
flatness2 = flatness;
#else
flatness2 = flatness * flatness;
#endif
// initial segment
p1 = 0;
p2 = splashMaxCurveSplits;
cx[p1][0] = x0; cy[p1][0] = y0;
cx[p1][1] = x1; cy[p1][1] = y1;
cx[p1][2] = x2; cy[p1][2] = y2;
cx[p2][0] = x3; cy[p2][0] = y3;
cNext[p1] = p2;
while (p1 < splashMaxCurveSplits) {
// get the next segment
xl0 = cx[p1][0]; yl0 = cy[p1][0];
xx1 = cx[p1][1]; yy1 = cy[p1][1];
xx2 = cx[p1][2]; yy2 = cy[p1][2];
p2 = cNext[p1];
xr3 = cx[p2][0]; yr3 = cy[p2][0];
// compute the distances from the control points to the
// midpoint of the straight line (this is a bit of a hack, but
// it's much faster than computing the actual distances to the
// line)
mx = (xl0 + xr3) * 0.5;
my = (yl0 + yr3) * 0.5;
#if USE_FIXEDPOINT
d1 = splashDist(xx1, yy1, mx, my);
d2 = splashDist(xx2, yy2, mx, my);
#else
dx = xx1 - mx;
dy = yy1 - my;
d1 = dx*dx + dy*dy;
dx = xx2 - mx;
dy = yy2 - my;
d2 = dx*dx + dy*dy;
#endif
// if the curve is flat enough, or no more subdivisions are
// allowed, add the straight line segment
if (p2 - p1 == 1 || (d1 <= flatness2 && d2 <= flatness2)) {
addSegment(xl0, yl0, xr3, yr3);
p1 = p2;
// otherwise, subdivide the curve
} else {
xl1 = (xl0 + xx1) * 0.5;
yl1 = (yl0 + yy1) * 0.5;
xh = (xx1 + xx2) * 0.5;
yh = (yy1 + yy2) * 0.5;
xl2 = (xl1 + xh) * 0.5;
yl2 = (yl1 + yh) * 0.5;
xr2 = (xx2 + xr3) * 0.5;
yr2 = (yy2 + yr3) * 0.5;
xr1 = (xh + xr2) * 0.5;
yr1 = (yh + yr2) * 0.5;
xr0 = (xl2 + xr1) * 0.5;
yr0 = (yl2 + yr1) * 0.5;
// add the new subdivision points
p3 = (p1 + p2) / 2;
cx[p1][1] = xl1; cy[p1][1] = yl1;
cx[p1][2] = xl2; cy[p1][2] = yl2;
cNext[p1] = p3;
cx[p3][0] = xr0; cy[p3][0] = yr0;
cx[p3][1] = xr1; cy[p3][1] = yr1;
cx[p3][2] = xr2; cy[p3][2] = yr2;
cNext[p3] = p2;
}
}
}
void SplashXPath::addSegment(SplashCoord x0, SplashCoord y0,
SplashCoord x1, SplashCoord y1) {
grow(1);
segs[length].x0 = x0;
segs[length].y0 = y0;
segs[length].x1 = x1;
segs[length].y1 = y1;
++length;
}
// Returns true if the angle between (x0,y0)-(x1,y1) and
// (x1,y1)-(x2,y2) is close to 180 degrees.
static GBool joinAngleIsFlat(SplashCoord x0, SplashCoord y0,
SplashCoord x1, SplashCoord y1,
SplashCoord x2, SplashCoord y2) {
SplashCoord dx1, dy1, dx2, dy2, d, len1, len2;
dx1 = x1 - x0;
dy1 = y1 - y0;
dx2 = x2 - x1;
dy2 = y2 - y1;
d = dx1 * dx2 + dy1 * dy2;
len1 = dx1 * dx1 + dy1 * dy1;
len2 = dx2 * dx2 + dy2 * dy2;
return d > 0 && d * d > len1 * len2 * minCosSquaredJoinAngle;
}
// Returns true if (x1,y1) is sufficiently close to the segment
// (x0,y0)-(x2,y2), looking at the perpendicular point-to-line
// distance.
static GBool pointCloseToSegment(SplashCoord x0, SplashCoord y0,
SplashCoord x1, SplashCoord y1,
SplashCoord x2, SplashCoord y2) {
SplashCoord t1, t2, dx, dy;
// compute the perpendicular distance from the point to the segment,
// i.e., the projection of (x0,y0)-(x1,y1) onto a unit normal to the
// segment (this actually computes the square of the distance)
dx = x2 - x0;
dy = y2 - y0;
t1 = dx*dx + dy*dy;
if (t1 < 0.0001) {
// degenerate case: (x0,y0) and (x2,y2) are (nearly) identical --
// just compute the distance to (x1,y1)
dx = x0 - x1;
dy = y0 - y1;
t2 = dx*dx + dy*dy;
return t2 < maxPointToLineDistanceSquared;
}
t2 = x1 * dy - dx * y1 - x0 * y2 + x2 * y0;
// actual distance = t2 / sqrt(t1)
return t2 * t2 < t1 * maxPointToLineDistanceSquared;
}
// Attempt to simplify the path by merging sequences of consecutive
// segments in [first] .. [length]-1.
void SplashXPath::mergeSegments(int first) {
GBool horiz, vert;
int in, out, prev, i, j;
in = out = first;
while (in < length) {
// skip zero-length segments
if (segs[in].x0 == segs[in].x1 && segs[in].y0 == segs[in].y1) {
++in;
continue;
}
horiz = segs[in].y0 == segs[in].y1;
vert = segs[in].x0 == segs[in].x1;
// check for a sequence of mergeable segments: in .. i
prev = in;
for (i = in + 1; i < length; ++i) {
// skip zero-length segments
if (segs[i].x0 == segs[i].x1 && segs[i].y0 == segs[i].y1) {
continue;
}
// check for a horizontal or vertical segment
if ((horiz && segs[in].y0 != segs[in].y1) ||
(vert && segs[in].x0 != segs[in].x1)) {
break;
}
// check the angle between segs i-1 and i
// (actually, we compare seg i to the previous non-zero-length
// segment, which may not be i-1)
if (!joinAngleIsFlat(segs[prev].x0, segs[prev].y0,
segs[i].x0, segs[i].y0,
segs[i].x1, segs[i].y1)) {
break;
}
// check the distances from the ends of segs in .. i-1 to the
// proposed new segment
for (j = in; j < i; ++j) {
if (!pointCloseToSegment(segs[in].x0, segs[in].y0,
segs[j].x1, segs[j].y1,
segs[i].x1, segs[i].y1)) {
break;
}
}
if (j < i) {
break;
}
prev = i;
}
// we can merge segs: in .. i-1
// (this may be the single segment: in)
segs[out].x0 = segs[in].x0;
segs[out].y0 = segs[in].y0;
segs[out].x1 = segs[i-1].x1;
segs[out].y1 = segs[i-1].y1;
in = i;
++out;
}
length = out;
}
void SplashXPath::finishSegments() {
SplashXPathSeg *seg;
SplashCoord xMinFP, xMaxFP, yMinFP, yMaxFP, t;
int i;
xMinFP = yMinFP = xMaxFP = yMaxFP = 0;
for (i = 0; i < length; ++i) {
seg = &segs[i];
//--- compute the slopes
if (seg->y0 <= seg->y1) {
seg->count = 1;
} else {
t = seg->x0; seg->x0 = seg->x1; seg->x1 = t;
t = seg->y0; seg->y0 = seg->y1; seg->y1 = t;
seg->count = -1;
}
#if USE_FIXEDPOINT
if (seg->y0 == seg->y1 || seg->x0 == seg->x1 ||
!FixedPoint::divCheck(seg->x1 - seg->x0, seg->y1 - seg->y0,
&seg->dxdy) ||
!FixedPoint::divCheck(seg->y1 - seg->y0, seg->x1 - seg->x0,
&seg->dydx)) {
seg->dxdy = 0;
seg->dydx = 0;
}
#else
if (splashAbs(seg->y1 - seg->y0) < 1e-200 ||
splashAbs(seg->x1 - seg->x0) < 1e-200) {
seg->dxdy = 0;
seg->dydx = 0;
} else {
seg->dxdy = (seg->x1 - seg->x0) / (seg->y1 - seg->y0);
if (seg->dxdy == 0) {
seg->dydx = 0;
} else {
seg->dydx = 1 / seg->dxdy;
}
}
#endif
//--- update bbox
if (i == 0) {
if (seg->x0 <= seg->x1) {
xMinFP = seg->x0;
xMaxFP = seg->x1;
} else {
xMinFP = seg->x1;
xMaxFP = seg->x0;
}
yMinFP = seg->y0;
yMaxFP = seg->y1;
} else {
if (seg->x0 < xMinFP) {
xMinFP = seg->x0;
} else if (seg->x0 > xMaxFP) {
xMaxFP = seg->x0;
}
if (seg->x1 < xMinFP) {
xMinFP = seg->x1;
} else if (seg->x1 > xMaxFP) {
xMaxFP = seg->x1;
}
if (seg->y0 < yMinFP) {
yMinFP = seg->y0;
}
if (seg->y1 > yMaxFP) {
yMaxFP = seg->y1;
}
}
}
xMin = splashFloor(xMinFP);
yMin = splashFloor(yMinFP);
xMax = splashFloor(xMaxFP);
yMax = splashFloor(yMaxFP);
}