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Diffstat (limited to 'src/quick/scenegraph/qsgcurveprocessor.cpp')
-rw-r--r-- | src/quick/scenegraph/qsgcurveprocessor.cpp | 1887 |
1 files changed, 1887 insertions, 0 deletions
diff --git a/src/quick/scenegraph/qsgcurveprocessor.cpp b/src/quick/scenegraph/qsgcurveprocessor.cpp new file mode 100644 index 0000000000..f2e95d691c --- /dev/null +++ b/src/quick/scenegraph/qsgcurveprocessor.cpp @@ -0,0 +1,1887 @@ +// Copyright (C) 2023 The Qt Company Ltd. +// SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only + +#include "qsgcurveprocessor_p.h" + +#include <QtGui/private/qtriangulator_p.h> +#include <QtCore/qloggingcategory.h> +#include <QtCore/qhash.h> + +QT_BEGIN_NAMESPACE + +Q_LOGGING_CATEGORY(lcSGCurveProcessor, "qt.quick.curveprocessor"); +Q_LOGGING_CATEGORY(lcSGCurveIntersectionSolver, "qt.quick.curveprocessor.intersections"); + +namespace { +// Input coordinate space is pre-mapped so that (0, 0) maps to [0, 0] in uv space. +// v1 maps to [1,0], v2 maps to [0,1]. p is the point to be mapped to uv in this space (i.e. vector from p0) +static inline QVector2D uvForPoint(QVector2D v1, QVector2D v2, QVector2D p) +{ + double divisor = v1.x() * v2.y() - v2.x() * v1.y(); + + float u = (p.x() * v2.y() - p.y() * v2.x()) / divisor; + float v = (p.y() * v1.x() - p.x() * v1.y()) / divisor; + + return {u, v}; +} + +// Find uv coordinates for the point p, for a quadratic curve from p0 to p2 with control point p1 +// also works for a line from p0 to p2, where p1 is on the inside of the path relative to the line +static inline QVector2D curveUv(QVector2D p0, QVector2D p1, QVector2D p2, QVector2D p) +{ + QVector2D v1 = 2 * (p1 - p0); + QVector2D v2 = p2 - v1 - p0; + return uvForPoint(v1, v2, p - p0); +} + +static QVector3D elementUvForPoint(const QQuadPath::Element& e, QVector2D p) +{ + auto uv = curveUv(e.startPoint(), e.referencePoint(), e.endPoint(), p); + if (e.isLine()) + return { uv.x(), uv.y(), 0.0f }; + else + return { uv.x(), uv.y(), e.isConvex() ? -1.0f : 1.0f }; +} + +static inline QVector2D calcNormalVector(QVector2D a, QVector2D b) +{ + auto v = b - a; + return {v.y(), -v.x()}; +} + +// The sign of the return value indicates which side of the line defined by a and n the point p falls +static inline float testSideOfLineByNormal(QVector2D a, QVector2D n, QVector2D p) +{ + float dot = QVector2D::dotProduct(p - a, n); + return dot; +}; + +static inline float determinant(const QVector2D &p1, const QVector2D &p2, const QVector2D &p3) +{ + return p1.x() * (p2.y() - p3.y()) + + p2.x() * (p3.y() - p1.y()) + + p3.x() * (p1.y() - p2.y()); +} + +/* + Clever triangle overlap algorithm. Stack Overflow says: + + You can prove that the two triangles do not collide by finding an edge (out of the total 6 + edges that make up the two triangles) that acts as a separating line where all the vertices + of one triangle lie on one side and the vertices of the other triangle lie on the other side. + If you can find such an edge then it means that the triangles do not intersect otherwise the + triangles are colliding. +*/ +using TrianglePoints = std::array<QVector2D, 3>; +using LinePoints = std::array<QVector2D, 2>; + +// The sign of the determinant tells the winding order: positive means counter-clockwise + +static inline double determinant(const TrianglePoints &p) +{ + return determinant(p[0], p[1], p[2]); +} + +// Fix the triangle so that the determinant is positive +static void fixWinding(TrianglePoints &p) +{ + double det = determinant(p); + if (det < 0.0) { + qSwap(p[0], p[1]); + } +} + +// Return true if the determinant is negative, i.e. if the winding order is opposite of the triangle p1,p2,p3. +// This means that p is strictly on the other side of p1-p2 relative to p3 [where p1,p2,p3 is a triangle with +// a positive determinant]. +bool checkEdge(QVector2D &p1, QVector2D &p2, QVector2D &p, float epsilon) +{ + return determinant(p1, p2, p) <= epsilon; +} + +// Check if lines l1 and l2 are intersecting and return the respective value. Solutions are stored to +// the optional pointer solution. +bool lineIntersection(const LinePoints &l1, const LinePoints &l2, QList<QPair<float, float>> *solution = nullptr) +{ + constexpr double eps2 = 1e-5; // Epsilon for parameter space t1-t2 + + // see https://www.wolframalpha.com/input?i=solve%28A+%2B+t+*+B+%3D+C+%2B+s*D%3B+E+%2B+t+*+F+%3D+G+%2B+s+*+H+for+s+and+t%29 + const float A = l1[0].x(); + const float B = l1[1].x() - l1[0].x(); + const float C = l2[0].x(); + const float D = l2[1].x() - l2[0].x(); + const float E = l1[0].y(); + const float F = l1[1].y() - l1[0].y(); + const float G = l2[0].y(); + const float H = l2[1].y() - l2[0].y(); + + float det = D * F - B * H; + + if (det == 0) + return false; + + float s = (F * (A - C) - B * (E - G)) / det; + float t = (H * (A - C) - D * (E - G)) / det; + + // Intersections at 0 count. Intersections at 1 do not. + bool intersecting = (s >= 0 && s <= 1. - eps2 && t >= 0 && t <= 1. - eps2); + + if (solution && intersecting) + solution->append(QPair<float, float>(t, s)); + + return intersecting; +} + + +bool checkTriangleOverlap(TrianglePoints &triangle1, TrianglePoints &triangle2, float epsilon = 1.0/32) +{ + // See if there is an edge of triangle1 such that all vertices in triangle2 are on the opposite side + fixWinding(triangle1); + for (int i = 0; i < 3; i++) { + int ni = (i + 1) % 3; + if (checkEdge(triangle1[i], triangle1[ni], triangle2[0], epsilon) && + checkEdge(triangle1[i], triangle1[ni], triangle2[1], epsilon) && + checkEdge(triangle1[i], triangle1[ni], triangle2[2], epsilon)) + return false; + } + + // See if there is an edge of triangle2 such that all vertices in triangle1 are on the opposite side + fixWinding(triangle2); + for (int i = 0; i < 3; i++) { + int ni = (i + 1) % 3; + + if (checkEdge(triangle2[i], triangle2[ni], triangle1[0], epsilon) && + checkEdge(triangle2[i], triangle2[ni], triangle1[1], epsilon) && + checkEdge(triangle2[i], triangle2[ni], triangle1[2], epsilon)) + return false; + } + + return true; +} + +bool checkLineTriangleOverlap(TrianglePoints &triangle, LinePoints &line, float epsilon = 1.0/32) +{ + // See if all vertices of the triangle are on the same side of the line + bool s1 = determinant(line[0], line[1], triangle[0]) < 0; + auto s2 = determinant(line[0], line[1], triangle[1]) < 0; + auto s3 = determinant(line[0], line[1], triangle[2]) < 0; + // If all determinants have the same sign, then there is no overlap + if (s1 == s2 && s2 == s3) { + return false; + } + // See if there is an edge of triangle1 such that both vertices in line are on the opposite side + fixWinding(triangle); + for (int i = 0; i < 3; i++) { + int ni = (i + 1) % 3; + if (checkEdge(triangle[i], triangle[ni], line[0], epsilon) && + checkEdge(triangle[i], triangle[ni], line[1], epsilon)) + return false; + } + + return true; +} + +static bool isOverlap(const QQuadPath &path, int e1, int e2) +{ + const QQuadPath::Element &element1 = path.elementAt(e1); + const QQuadPath::Element &element2 = path.elementAt(e2); + + if (element1.isLine()) { + LinePoints line1{ element1.startPoint(), element1.endPoint() }; + if (element2.isLine()) { + LinePoints line2{ element2.startPoint(), element2.endPoint() }; + return lineIntersection(line1, line2); + } else { + TrianglePoints t2{ element2.startPoint(), element2.controlPoint(), element2.endPoint() }; + return checkLineTriangleOverlap(t2, line1); + } + } else { + TrianglePoints t1{ element1.startPoint(), element1.controlPoint(), element1.endPoint() }; + if (element2.isLine()) { + LinePoints line{ element2.startPoint(), element2.endPoint() }; + return checkLineTriangleOverlap(t1, line); + } else { + TrianglePoints t2{ element2.startPoint(), element2.controlPoint(), element2.endPoint() }; + return checkTriangleOverlap(t1, t2); + } + } + + return false; +} + +static float angleBetween(const QVector2D v1, const QVector2D v2) +{ + float dot = v1.x() * v2.x() + v1.y() * v2.y(); + float cross = v1.x() * v2.y() - v1.y() * v2.x(); + //TODO: Optimization: Maybe we don't need the atan2 here. + return atan2(cross, dot); +} + +static bool isIntersecting(const TrianglePoints &t1, const TrianglePoints &t2, QList<QPair<float, float>> *solutions = nullptr) +{ + constexpr double eps = 1e-5; // Epsilon for coordinate space x-y + constexpr double eps2 = 1e-5; // Epsilon for parameter space t1-t2 + constexpr int maxIterations = 7; // Maximum iterations allowed for Newton + + // Convert to double to get better accuracy. + QPointF td1[3] = { t1[0].toPointF(), t1[1].toPointF(), t1[2].toPointF() }; + QPointF td2[3] = { t2[0].toPointF(), t2[1].toPointF(), t2[2].toPointF() }; + + // F = P1(t1) - P2(t2) where P1 and P2 are bezier curve functions. + // F = (0, 0) at the intersection. + // t is the vector of bezier curve parameters for curves P1 and P2 + auto F = [=](QPointF t) { return + td1[0] * (1 - t.x()) * (1. - t.x()) + 2 * td1[1] * (1. - t.x()) * t.x() + td1[2] * t.x() * t.x() - + td2[0] * (1 - t.y()) * (1. - t.y()) - 2 * td2[1] * (1. - t.y()) * t.y() - td2[2] * t.y() * t.y();}; + + // J is the Jacobi Matrix dF/dt where F and t are both vectors of dimension 2. + // Storing in a QLineF for simplicity. + auto J = [=](QPointF t) { return QLineF( + td1[0].x() * (-2 * (1-t.x())) + 2 * td1[1].x() * (1 - 2 * t.x()) + td1[2].x() * 2 * t.x(), + -td2[0].x() * (-2 * (1-t.y())) - 2 * td2[1].x() * (1 - 2 * t.y()) - td2[2].x() * 2 * t.y(), + td1[0].y() * (-2 * (1-t.x())) + 2 * td1[1].y() * (1 - 2 * t.x()) + td1[2].y() * 2 * t.x(), + -td2[0].y() * (-2 * (1-t.y())) - 2 * td2[1].y() * (1 - 2 * t.y()) - td2[2].y() * 2 * t.y());}; + + // solve the equation A(as 2x2 matrix)*x = b. Returns x. + auto solve = [](QLineF A, QPointF b) { + // invert A + const double det = A.x1() * A.y2() - A.y1() * A.x2(); + QLineF Ainv(A.y2() / det, -A.y1() / det, -A.x2() / det, A.x1() / det); + // return A^-1 * b + return QPointF(Ainv.x1() * b.x() + Ainv.y1() * b.y(), + Ainv.x2() * b.x() + Ainv.y2() * b.y()); + }; + +#ifdef INTERSECTION_EXTRA_DEBUG + qCDebug(lcSGCurveIntersectionSolver) << "Checking" << t1[0] << t1[1] << t1[2]; + qCDebug(lcSGCurveIntersectionSolver) << " vs" << t2[0] << t2[1] << t2[2]; +#endif + + // TODO: Try to figure out reasonable starting points to reach all 4 possible intersections. + // This works but is kinda brute forcing it. + constexpr std::array tref = { QPointF{0.0, 0.0}, QPointF{0.5, 0.0}, QPointF{1.0, 0.0}, + QPointF{0.0, 0.5}, QPointF{0.5, 0.5}, QPointF{1.0, 0.5}, + QPointF{0.0, 1.0}, QPointF{0.5, 1.0}, QPointF{1.0, 1.0} }; + + for (auto t : tref) { + double err = 1; + QPointF fval = F(t); + int i = 0; + + // TODO: Try to abort sooner, e.g. when falling out of the interval [0-1]? + while (err > eps && i < maxIterations) { // && t.x() >= 0 && t.x() <= 1 && t.y() >= 0 && t.y() <= 1) { + t = t - solve(J(t), fval); + fval = F(t); + err = qAbs(fval.x()) + qAbs(fval.y()); // Using the Manhatten length as an error indicator. + i++; +#ifdef INTERSECTION_EXTRA_DEBUG + qCDebug(lcSGCurveIntersectionSolver) << " Newton iteration" << i << "t =" << t << "F =" << fval << "Error =" << err; +#endif + } + // Intersections at 0 count. Intersections at 1 do not. + if (err < eps && t.x() >=0 && t.x() <= 1. - 10 * eps2 && t.y() >= 0 && t.y() <= 1. - 10 * eps2) { +#ifdef INTERSECTION_EXTRA_DEBUG + qCDebug(lcSGCurveIntersectionSolver) << " Newton solution (after" << i << ")=" << t << "(" << F(t) << ")"; +#endif + if (solutions) { + bool append = true; + for (auto solution : *solutions) { + if (qAbs(solution.first - t.x()) < 10 * eps2 && qAbs(solution.second - t.y()) < 10 * eps2) { + append = false; + break; + } + } + if (append) + solutions->append({t.x(), t.y()}); + } + else + return true; + } + } + if (solutions) + return solutions->size() > 0; + else + return false; +} + +static bool isIntersecting(const QQuadPath &path, int e1, int e2, QList<QPair<float, float>> *solutions = nullptr) +{ + + const QQuadPath::Element &elem1 = path.elementAt(e1); + const QQuadPath::Element &elem2 = path.elementAt(e2); + + if (elem1.isLine() && elem2.isLine()) { + return lineIntersection(LinePoints {elem1.startPoint(), elem1.endPoint() }, + LinePoints {elem2.startPoint(), elem2.endPoint() }, + solutions); + } else { + return isIntersecting(TrianglePoints { elem1.startPoint(), elem1.controlPoint(), elem1.endPoint() }, + TrianglePoints { elem2.startPoint(), elem2.controlPoint(), elem2.endPoint() }, + solutions); + } +} + +struct TriangleData +{ + TrianglePoints points; + int pathElementIndex; + TrianglePoints normals; +}; + +// Returns a normalized vector that is perpendicular to baseLine, pointing to the right +inline QVector2D normalVector(QVector2D baseLine) +{ + QVector2D normal = QVector2D(-baseLine.y(), baseLine.x()).normalized(); + return normal; +} + +// Returns a vector that is normal to the path and pointing to the right. If endSide is false +// the vector is normal to the start point, otherwise to the end point +QVector2D normalVector(const QQuadPath::Element &element, bool endSide = false) +{ + if (element.isLine()) + return normalVector(element.endPoint() - element.startPoint()); + else if (!endSide) + return normalVector(element.controlPoint() - element.startPoint()); + else + return normalVector(element.endPoint() - element.controlPoint()); +} + +// Returns a vector that is parallel to the path. If endSide is false +// the vector starts at the start point and points forward, +// otherwise it starts at the end point and points backward +QVector2D tangentVector(const QQuadPath::Element &element, bool endSide = false) +{ + if (element.isLine()) { + if (!endSide) + return element.endPoint() - element.startPoint(); + else + return element.startPoint() - element.endPoint(); + } else { + if (!endSide) + return element.controlPoint() - element.startPoint(); + else + return element.controlPoint() - element.endPoint(); + } +} + +// Really simplistic O(n^2) triangulator - only intended for five points +QList<TriangleData> simplePointTriangulator(const QList<QVector2D> &pts, const QList<QVector2D> &normals, int elementIndex) +{ + int count = pts.size(); + Q_ASSERT(count >= 3); + Q_ASSERT(normals.size() == count); + + // First we find the convex hull: it's always in positive determinant winding order + QList<int> hull; + float det1 = determinant(pts[0], pts[1], pts[2]); + if (det1 > 0) + hull << 0 << 1 << 2; + else + hull << 2 << 1 << 0; + auto connectableInHull = [&](int idx) -> QList<int> { + QList<int> r; + const int n = hull.size(); + const auto &pt = pts[idx]; + for (int i = 0; i < n; ++i) { + const auto &i1 = hull.at(i); + const auto &i2 = hull.at((i+1) % n); + if (determinant(pts[i1], pts[i2], pt) < 0.0f) + r << i; + } + return r; + }; + for (int i = 3; i < count; ++i) { + auto visible = connectableInHull(i); + if (visible.isEmpty()) + continue; + int visCount = visible.count(); + int hullCount = hull.count(); + // Find where the visible part of the hull starts. (This is the part we need to triangulate to, + // and the part we're going to replace. "visible" contains the start point of the line segments that are visible from p. + int boundaryStart = visible[0]; + for (int j = 0; j < visCount - 1; ++j) { + if ((visible[j] + 1) % hullCount != visible[j+1]) { + boundaryStart = visible[j + 1]; + break; + } + } + // Finally replace the points that are now inside the hull + // We insert the new point after boundaryStart, and before boundaryStart + visCount (modulo...) + // and remove the points in between + int pointsToKeep = hullCount - visCount + 1; + QList<int> newHull; + newHull << i; + for (int j = 0; j < pointsToKeep; ++j) { + newHull << hull.at((j + boundaryStart + visCount) % hullCount); + } + hull = newHull; + } + + // Now that we have a convex hull, we can trivially triangulate it + QList<TriangleData> ret; + for (int i = 1; i < hull.size() - 1; ++i) { + int i0 = hull[0]; + int i1 = hull[i]; + int i2 = hull[i+1]; + ret.append({{pts[i0], pts[i1], pts[i2]}, elementIndex, {normals[i0], normals[i1], normals[i2]}}); + } + return ret; +} + + +inline bool needsSplit(const QQuadPath::Element &el) +{ + Q_ASSERT(!el.isLine()); + const auto v1 = el.controlPoint() - el.startPoint(); + const auto v2 = el.endPoint() - el.controlPoint(); + float cos = QVector2D::dotProduct(v1, v2) / (v1.length() * v2.length()); + return cos < 0.9; +} + + +inline void splitElementIfNecessary(QQuadPath *path, int index, int level) { + if (level > 0 && needsSplit(path->elementAt(index))) { + path->splitElementAt(index); + splitElementIfNecessary(path, path->indexOfChildAt(index, 0), level - 1); + splitElementIfNecessary(path, path->indexOfChildAt(index, 1), level - 1); + } +} + +static QQuadPath subdivide(const QQuadPath &path, int subdivisions) +{ + QQuadPath newPath = path; + newPath.iterateElements([&](QQuadPath::Element &e, int index) { + if (!e.isLine()) + splitElementIfNecessary(&newPath, index, subdivisions); + }); + + return newPath; +} + +static QList<TriangleData> customTriangulator2(const QQuadPath &path, float penWidth, Qt::PenJoinStyle joinStyle, Qt::PenCapStyle capStyle, float miterLimit) +{ + const bool bevelJoin = joinStyle == Qt::BevelJoin; + const bool roundJoin = joinStyle == Qt::RoundJoin; + const bool miterJoin = !bevelJoin && !roundJoin; + + const bool roundCap = capStyle == Qt::RoundCap; + const bool squareCap = capStyle == Qt::SquareCap; + // We can't use the simple miter for miter joins, since the shader currently only supports round joins + const bool simpleMiter = joinStyle == Qt::RoundJoin; + + Q_ASSERT(miterLimit > 0 || !miterJoin); + float inverseMiterLimit = miterJoin ? 1.0f / miterLimit : 1.0; + + const float penFactor = penWidth / 2; + + // Returns {inner1, inner2, outer1, outer2, outerMiter} + // where foo1 is for the end of element1 and foo2 is for the start of element2 + // and inner1 == inner2 unless we had to give up finding a decent point + auto calculateJoin = [&](const QQuadPath::Element *element1, const QQuadPath::Element *element2, + bool &outerBisectorWithinMiterLimit, bool &innerIsRight, bool &giveUp) -> std::array<QVector2D, 5> + { + outerBisectorWithinMiterLimit = true; + innerIsRight = true; + giveUp = false; + if (!element1) { + Q_ASSERT(element2); + QVector2D n = normalVector(*element2); + return {n, n, -n, -n, -n}; + } + if (!element2) { + Q_ASSERT(element1); + QVector2D n = normalVector(*element1, true); + return {n, n, -n, -n, -n}; + } + + Q_ASSERT(element1->endPoint() == element2->startPoint()); + + const auto p1 = element1->isLine() ? element1->startPoint() : element1->controlPoint(); + const auto p2 = element1->endPoint(); + const auto p3 = element2->isLine() ? element2->endPoint() : element2->controlPoint(); + + const auto v1 = (p1 - p2).normalized(); + const auto v2 = (p3 - p2).normalized(); + const auto b = (v1 + v2); + + constexpr float epsilon = 1.0f / 32.0f; + bool smoothJoin = qAbs(b.x()) < epsilon && qAbs(b.y()) < epsilon; + + if (smoothJoin) { + // v1 and v2 are almost parallel and pointing in opposite directions + // angle bisector formula will give an almost null vector: use normal of bisector of normals instead + QVector2D n1(-v1.y(), v1.x()); + QVector2D n2(-v2.y(), v2.x()); + QVector2D n = (n2 - n1).normalized(); + return {n, n, -n, -n, -n}; + } + // Calculate the length of the bisector, so it will cover the entire miter. + // Using the identity sin(x/2) == sqrt((1 - cos(x)) / 2), and the fact that the + // dot product of two unit vectors is the cosine of the angle between them + // The length of the miter is w/sin(x/2) where x is the angle between the two elements + + const auto bisector = b.normalized(); + float cos2x = QVector2D::dotProduct(v1, v2); + cos2x = qMin(1.0f, cos2x); // Allow for float inaccuracy + float sine = sqrt((1.0f - cos2x) / 2); + innerIsRight = determinant(p1, p2, p3) > 0; + sine = qMax(sine, 0.01f); // Avoid divide by zero + float length = penFactor / sine; + + // Check if bisector is longer than one of the lines it's trying to bisect + + auto tooLong = [](QVector2D p1, QVector2D p2, QVector2D n, float length, float margin) -> bool { + auto v = p2 - p1; + // It's too long if the projection onto the bisector is longer than the bisector + // and the projection onto the normal to the bisector is shorter + // than the pen margin (that projection is just v - proj) + // (we're adding a 10% safety margin to make room for AA -- not exact) + auto projLen = QVector2D::dotProduct(v, n); + return projLen * 0.9f < length && (v - n * projLen).length() * 0.9 < margin; + }; + + + // The angle bisector of the tangent lines is not correct for curved lines. We could fix this by calculating + // the exact intersection point, but for now just give up and use the normals. + + giveUp = !element1->isLine() || !element2->isLine() + || tooLong(p1, p2, bisector, length, penFactor) + || tooLong(p3, p2, bisector, length, penFactor); + outerBisectorWithinMiterLimit = sine >= inverseMiterLimit / 2.0f; + bool simpleJoin = simpleMiter && outerBisectorWithinMiterLimit && !giveUp; + const QVector2D bn = bisector / sine; + + if (simpleJoin) + return {bn, bn, -bn, -bn, -bn}; // We only have one inner and one outer point TODO: change inner point when conflict/curve + const QVector2D n1 = normalVector(*element1, true); + const QVector2D n2 = normalVector(*element2); + if (giveUp) { + if (innerIsRight) + return {n1, n2, -n1, -n2, -bn}; + else + return {-n1, -n2, n1, n2, -bn}; + + } else { + if (innerIsRight) + return {bn, bn, -n1, -n2, -bn}; + else + return {bn, bn, n1, n2, -bn}; + } + }; + + QList<TriangleData> ret; + + auto triangulateCurve = [&](int idx, const QVector2D &p1, const QVector2D &p2, const QVector2D &p3, const QVector2D &p4, + const QVector2D &n1, const QVector2D &n2, const QVector2D &n3, const QVector2D &n4) + { + const auto &element = path.elementAt(idx); + Q_ASSERT(!element.isLine()); + const auto &s = element.startPoint(); + const auto &c = element.controlPoint(); + const auto &e = element.endPoint(); + // TODO: Don't flatten the path in addCurveStrokeNodes, but iterate over the children here instead + bool controlPointOnRight = determinant(s, c, e) > 0; + QVector2D startNormal = normalVector(element); + QVector2D endNormal = normalVector(element, true); + QVector2D controlPointNormal = (startNormal + endNormal).normalized(); + if (controlPointOnRight) + controlPointNormal = -controlPointNormal; + QVector2D p5 = c + controlPointNormal * penFactor; // This is too simplistic + TrianglePoints t1{p1, p2, p5}; + TrianglePoints t2{p3, p4, p5}; + bool simpleCase = !checkTriangleOverlap(t1, t2); + + if (simpleCase) { + ret.append({{p1, p2, p5}, idx, {n1, n2, controlPointNormal}}); + ret.append({{p3, p4, p5}, idx, {n3, n4, controlPointNormal}}); + if (controlPointOnRight) { + ret.append({{p1, p3, p5}, idx, {n1, n3, controlPointNormal}}); + } else { + ret.append({{p2, p4, p5}, idx, {n2, n4, controlPointNormal}}); + } + } else { + ret.append(simplePointTriangulator({p1, p2, p5, p3, p4}, {n1, n2, controlPointNormal, n3, n4}, idx)); + } + }; + + // Each element is calculated independently, so we don't have to special-case closed sub-paths. + // Take care so the end points of one element are precisely equal to the start points of the next. + // Any additional triangles needed for joining are added at the end of the current element. + + int count = path.elementCount(); + int subStart = 0; + while (subStart < count) { + int subEnd = subStart; + for (int i = subStart + 1; i < count; ++i) { + const auto &e = path.elementAt(i); + if (e.isSubpathStart()) { + subEnd = i - 1; + break; + } + if (i == count - 1) { + subEnd = i; + break; + } + } + bool closed = path.elementAt(subStart).startPoint() == path.elementAt(subEnd).endPoint(); + const int subCount = subEnd - subStart + 1; + + auto addIdx = [&](int idx, int delta) -> int { + int subIdx = idx - subStart; + if (closed) + subIdx = (subIdx + subCount + delta) % subCount; + else + subIdx += delta; + return subStart + subIdx; + }; + auto elementAt = [&](int idx, int delta) -> const QQuadPath::Element * { + int subIdx = idx - subStart; + if (closed) { + subIdx = (subIdx + subCount + delta) % subCount; + return &path.elementAt(subStart + subIdx); + } + subIdx += delta; + if (subIdx >= 0 && subIdx < subCount) + return &path.elementAt(subStart + subIdx); + return nullptr; + }; + + for (int i = subStart; i <= subEnd; ++i) { + const auto &element = path.elementAt(i); + const auto *nextElement = elementAt(i, +1); + const auto *prevElement = elementAt(i, -1); + + const auto &s = element.startPoint(); + const auto &e = element.endPoint(); + + bool startInnerIsRight; + bool startBisectorWithinMiterLimit; // Not used + bool giveUpOnStartJoin; // Not used + auto startJoin = calculateJoin(prevElement, &element, + startBisectorWithinMiterLimit, startInnerIsRight, + giveUpOnStartJoin); + const QVector2D &startInner = startJoin[1]; + const QVector2D &startOuter = startJoin[3]; + + bool endInnerIsRight; + bool endBisectorWithinMiterLimit; + bool giveUpOnEndJoin; + auto endJoin = calculateJoin(&element, nextElement, + endBisectorWithinMiterLimit, endInnerIsRight, + giveUpOnEndJoin); + QVector2D endInner = endJoin[0]; + QVector2D endOuter = endJoin[2]; + QVector2D nextOuter = endJoin[3]; + QVector2D outerB = endJoin[4]; + + QVector2D p1, p2, p3, p4; + QVector2D n1, n2, n3, n4; + + if (startInnerIsRight) { + n1 = startInner; + n2 = startOuter; + } else { + n1 = startOuter; + n2 = startInner; + } + + p1 = s + n1 * penFactor; + p2 = s + n2 * penFactor; + + // repeat logic above for the other end: + if (endInnerIsRight) { + n3 = endInner; + n4 = endOuter; + } else { + n3 = endOuter; + n4 = endInner; + } + + p3 = e + n3 * penFactor; + p4 = e + n4 * penFactor; + + // End caps + + if (!prevElement) { + QVector2D capSpace = tangentVector(element).normalized() * -penFactor; + if (roundCap) { + p1 += capSpace; + p2 += capSpace; + } else if (squareCap) { + QVector2D c1 = p1 + capSpace; + QVector2D c2 = p2 + capSpace; + ret.append({{p1, s, c1}, -1, {}}); + ret.append({{c1, s, c2}, -1, {}}); + ret.append({{p2, s, c2}, -1, {}}); + } + } + if (!nextElement) { + QVector2D capSpace = tangentVector(element, true).normalized() * -penFactor; + if (roundCap) { + p3 += capSpace; + p4 += capSpace; + } else if (squareCap) { + QVector2D c3 = p3 + capSpace; + QVector2D c4 = p4 + capSpace; + ret.append({{p3, e, c3}, -1, {}}); + ret.append({{c3, e, c4}, -1, {}}); + ret.append({{p4, e, c4}, -1, {}}); + } + } + + if (element.isLine()) { + ret.append({{p1, p2, p3}, i, {n1, n2, n3}}); + ret.append({{p2, p3, p4}, i, {n2, n3, n4}}); + } else { + triangulateCurve(i, p1, p2, p3, p4, n1, n2, n3, n4); + } + + bool trivialJoin = simpleMiter && endBisectorWithinMiterLimit && !giveUpOnEndJoin; + if (!trivialJoin && nextElement) { + // inside of join (opposite of bevel) is defined by + // triangle s, e, next.e + bool innerOnRight = endInnerIsRight; + + const auto outer1 = e + endOuter * penFactor; + const auto outer2 = e + nextOuter * penFactor; + //const auto inner = e + endInner * penFactor; + + if (bevelJoin || (miterJoin && !endBisectorWithinMiterLimit)) { + ret.append({{outer1, e, outer2}, -1, {}}); + } else if (roundJoin) { + ret.append({{outer1, e, outer2}, i, {}}); + QVector2D nn = calcNormalVector(outer1, outer2).normalized() * penFactor; + if (!innerOnRight) + nn = -nn; + ret.append({{outer1, outer1 + nn, outer2}, i, {}}); + ret.append({{outer1 + nn, outer2, outer2 + nn}, i, {}}); + + } else if (miterJoin) { + QVector2D outer = e + outerB * penFactor; + ret.append({{outer1, e, outer}, -2, {}}); + ret.append({{outer, e, outer2}, -2, {}}); + } + + if (!giveUpOnEndJoin) { + QVector2D inner = e + endInner * penFactor; + ret.append({{inner, e, outer1}, i, {endInner, {}, endOuter}}); + // The remaining triangle ought to be done by nextElement, but we don't have start join logic there (yet) + int nextIdx = addIdx(i, +1); + ret.append({{inner, e, outer2}, nextIdx, {endInner, {}, nextOuter}}); + } + } + } + subStart = subEnd + 1; + } + return ret; +} + +// TODO: we could optimize by preprocessing e1, since we call this function multiple times on the same +// elements +// Returns true if a change was made +static bool handleOverlap(QQuadPath &path, int e1, int e2, int recursionLevel = 0) +{ + // Splitting lines is not going to help with overlap, since we assume that lines don't intersect + if (path.elementAt(e1).isLine() && path.elementAt(e1).isLine()) + return false; + + if (!isOverlap(path, e1, e2)) { + return false; + } + + if (recursionLevel > 8) { + qCDebug(lcSGCurveProcessor) << "Triangle overlap: recursion level" << recursionLevel << "aborting!"; + return false; + } + + if (path.elementAt(e1).childCount() > 1) { + auto e11 = path.indexOfChildAt(e1, 0); + auto e12 = path.indexOfChildAt(e1, 1); + handleOverlap(path, e11, e2, recursionLevel + 1); + handleOverlap(path, e12, e2, recursionLevel + 1); + } else if (path.elementAt(e2).childCount() > 1) { + auto e21 = path.indexOfChildAt(e2, 0); + auto e22 = path.indexOfChildAt(e2, 1); + handleOverlap(path, e1, e21, recursionLevel + 1); + handleOverlap(path, e1, e22, recursionLevel + 1); + } else { + path.splitElementAt(e1); + auto e11 = path.indexOfChildAt(e1, 0); + auto e12 = path.indexOfChildAt(e1, 1); + bool overlap1 = isOverlap(path, e11, e2); + bool overlap2 = isOverlap(path, e12, e2); + if (!overlap1 && !overlap2) + return true; // no more overlap: success! + + // We need to split more: + if (path.elementAt(e2).isLine()) { + // Splitting a line won't help, so we just split e1 further + if (overlap1) + handleOverlap(path, e11, e2, recursionLevel + 1); + if (overlap2) + handleOverlap(path, e12, e2, recursionLevel + 1); + } else { + // See if splitting e2 works: + path.splitElementAt(e2); + auto e21 = path.indexOfChildAt(e2, 0); + auto e22 = path.indexOfChildAt(e2, 1); + if (overlap1) { + handleOverlap(path, e11, e21, recursionLevel + 1); + handleOverlap(path, e11, e22, recursionLevel + 1); + } + if (overlap2) { + handleOverlap(path, e12, e21, recursionLevel + 1); + handleOverlap(path, e12, e22, recursionLevel + 1); + } + } + } + return true; +} +} + +// Returns true if the path was changed +bool QSGCurveProcessor::solveOverlaps(QQuadPath &path) +{ + bool changed = false; + if (path.testHint(QQuadPath::PathNonOverlappingControlPointTriangles)) + return false; + + const auto candidates = findOverlappingCandidates(path); + for (auto candidate : candidates) + changed = handleOverlap(path, candidate.first, candidate.second) || changed; + + path.setHint(QQuadPath::PathNonOverlappingControlPointTriangles); + return changed; +} + +// A fast algorithm to find path elements that might overlap. We will only check the overlap of the +// triangles that define the elements. +// We will order the elements first and then pool them depending on their x-values. This should +// reduce the complexity to O(n log n), where n is the number of elements in the path. +QList<QPair<int, int>> QSGCurveProcessor::findOverlappingCandidates(const QQuadPath &path) +{ + struct BRect { float xmin; float xmax; float ymin; float ymax; }; + + // Calculate all bounding rectangles + QVarLengthArray<int, 64> elementStarts, elementEnds; + QVarLengthArray<BRect, 64> boundingRects; + elementStarts.reserve(path.elementCount()); + boundingRects.reserve(path.elementCount()); + for (int i = 0; i < path.elementCount(); i++) { + QQuadPath::Element e = path.elementAt(i); + + BRect bR{qMin(qMin(e.startPoint().x(), e.controlPoint().x()), e.endPoint().x()), + qMax(qMax(e.startPoint().x(), e.controlPoint().x()), e.endPoint().x()), + qMin(qMin(e.startPoint().y(), e.controlPoint().y()), e.endPoint().y()), + qMax(qMax(e.startPoint().y(), e.controlPoint().y()), e.endPoint().y())}; + boundingRects.append(bR); + elementStarts.append(i); + } + + // Sort the bounding rectangles by x-startpoint and x-endpoint + auto compareXmin = [&](int i, int j){return boundingRects.at(i).xmin < boundingRects.at(j).xmin;}; + auto compareXmax = [&](int i, int j){return boundingRects.at(i).xmax < boundingRects.at(j).xmax;}; + std::sort(elementStarts.begin(), elementStarts.end(), compareXmin); + elementEnds = elementStarts; + std::sort(elementEnds.begin(), elementEnds.end(), compareXmax); + + QList<int> bRpool; + QList<QPair<int, int>> overlappingBB; + + // Start from x = xmin and move towards xmax. Add a rectangle to the pool and check for + // intersections with all other rectangles in the pool. If a rectangles xmax is smaller + // than the new xmin, it can be removed from the pool. + int firstElementEnd = 0; + for (const int addIndex : std::as_const(elementStarts)) { + const BRect &newR = boundingRects.at(addIndex); + // First remove elements from the pool that cannot touch the new one + // because xmax is too small + while (bRpool.size() && firstElementEnd < elementEnds.size()) { + int removeIndex = elementEnds.at(firstElementEnd); + if (bRpool.contains(removeIndex) && newR.xmin > boundingRects.at(removeIndex).xmax) { + bRpool.removeOne(removeIndex); + firstElementEnd++; + } else { + break; + } + } + + // Now compare the new element with all elements in the pool. + for (int j = 0; j < bRpool.size(); j++) { + int i = bRpool.at(j); + const BRect &r1 = boundingRects.at(i); + // We don't have to check for x because the pooling takes care of it. + //if (r1.xmax <= newR.xmin || newR.xmax <= r1.xmin) + // continue; + + bool isNeighbor = false; + if (i - addIndex == 1) { + if (!path.elementAt(addIndex).isSubpathEnd()) + isNeighbor = true; + } else if (addIndex - i == 1) { + if (!path.elementAt(i).isSubpathEnd()) + isNeighbor = true; + } + // Neighbors need to be completely different (otherwise they just share a point) + if (isNeighbor && (r1.ymax <= newR.ymin || newR.ymax <= r1.ymin)) + continue; + // Non-neighbors can also just touch + if (!isNeighbor && (r1.ymax < newR.ymin || newR.ymax < r1.ymin)) + continue; + // If the bounding boxes are overlapping it is a candidate for an intersection. + overlappingBB.append(QPair<int, int>(i, addIndex)); + } + bRpool.append(addIndex); //Add the new element to the pool. + } + return overlappingBB; +} + +// Remove paths that are nested inside another path and not required to fill the path correctly +bool QSGCurveProcessor::removeNestedSubpaths(QQuadPath &path) +{ + // Ensure that the path is not intersecting first + Q_ASSERT(path.testHint(QQuadPath::PathNonIntersecting)); + + if (path.fillRule() != Qt::WindingFill) { + // If the fillingRule is odd-even, all internal subpaths matter + return false; + } + + // Store the starting and end elements of the subpaths to be able + // to jump quickly between them. + QList<int> subPathStartPoints; + QList<int> subPathEndPoints; + for (int i = 0; i < path.elementCount(); i++) { + if (path.elementAt(i).isSubpathStart()) + subPathStartPoints.append(i); + if (path.elementAt(i).isSubpathEnd()) { + subPathEndPoints.append(i); + } + } + const int subPathCount = subPathStartPoints.size(); + + // If there is only one subpath, none have to be removed + if (subPathStartPoints.size() < 2) + return false; + + // We set up a matrix that tells us which path is nested in which other path. + QList<bool> isInside; + bool isAnyInside = false; + isInside.reserve(subPathStartPoints.size() * subPathStartPoints.size()); + for (int i = 0; i < subPathCount; i++) { + for (int j = 0; j < subPathCount; j++) { + if (i == j) { + isInside.append(false); + } else { + isInside.append(path.contains(path.elementAt(subPathStartPoints.at(i)).startPoint(), + subPathStartPoints.at(j), subPathEndPoints.at(j))); + if (isInside.last()) + isAnyInside = true; + } + } + } + + // If no nested subpaths are present we can return early. + if (!isAnyInside) + return false; + + // To find out which paths are filled and which not, we first calculate the + // rotation direction (clockwise - counterclockwise). + QList<bool> clockwise; + clockwise.reserve(subPathCount); + for (int i = 0; i < subPathCount; i++) { + float sumProduct = 0; + for (int j = subPathStartPoints.at(i); j <= subPathEndPoints.at(i); j++) { + const QVector2D startPoint = path.elementAt(j).startPoint(); + const QVector2D endPoint = path.elementAt(j).endPoint(); + sumProduct += (endPoint.x() - startPoint.x()) * (endPoint.y() + startPoint.y()); + } + clockwise.append(sumProduct > 0); + } + + // Set up a list that tells us which paths create filling and which path create holes. + // Holes in Holes and fillings in fillings can then be removed. + QList<bool> isFilled; + isFilled.reserve(subPathStartPoints.size() ); + for (int i = 0; i < subPathCount; i++) { + int crossings = clockwise.at(i) ? 1 : -1; + for (int j = 0; j < subPathStartPoints.size(); j++) { + if (isInside.at(i * subPathCount + j)) + crossings += clockwise.at(j) ? 1 : -1; + } + isFilled.append(crossings != 0); + } + + // A helper function to find the most inner subpath that is around a subpath. + // Returns -1 if the subpath is a toplevel subpath. + auto findClosestOuterSubpath = [&](int subPath) { + // All paths that contain the current subPath are candidates. + QList<int> candidates; + for (int i = 0; i < subPathStartPoints.size(); i++) { + if (isInside.at(subPath * subPathCount + i)) + candidates.append(i); + } + int maxNestingLevel = -1; + int maxNestingLevelIndex = -1; + for (int i = 0; i < candidates.size(); i++) { + int nestingLevel = 0; + for (int j = 0; j < candidates.size(); j++) { + if (isInside.at(candidates.at(i) * subPathCount + candidates.at(j))) { + nestingLevel++; + } + } + if (nestingLevel > maxNestingLevel) { + maxNestingLevel = nestingLevel; + maxNestingLevelIndex = candidates.at(i); + } + } + return maxNestingLevelIndex; + }; + + bool pathChanged = false; + QQuadPath fixedPath; + fixedPath.setPathHints(path.pathHints()); + + // Go through all subpaths and find the closest surrounding subpath. + // If it is doing the same (create filling or create hole) we can remove it. + for (int i = 0; i < subPathCount; i++) { + int j = findClosestOuterSubpath(i); + if (j >= 0 && isFilled.at(i) == isFilled.at(j)) { + pathChanged = true; + } else { + for (int k = subPathStartPoints.at(i); k <= subPathEndPoints.at(i); k++) + fixedPath.addElement(path.elementAt(k)); + } + } + + if (pathChanged) + path = fixedPath; + return pathChanged; +} + +// Returns true if the path was changed +bool QSGCurveProcessor::solveIntersections(QQuadPath &path, bool removeNestedPaths) +{ + if (path.testHint(QQuadPath::PathNonIntersecting)) { + if (removeNestedPaths) + return removeNestedSubpaths(path); + else + return false; + } + + if (path.elementCount() < 2) { + path.setHint(QQuadPath::PathNonIntersecting); + return false; + } + + struct IntersectionData { int e1; int e2; float t1; float t2; bool in1 = false, in2 = false, out1 = false, out2 = false; }; + QList<IntersectionData> intersections; + + // Helper function to mark an intersection as handled when the + // path i is processed moving forward/backward + auto markIntersectionAsHandled = [=](IntersectionData *data, int i, bool forward) { + if (data->e1 == i) { + if (forward) + data->out1 = true; + else + data->in1 = true; + } else if (data->e2 == i){ + if (forward) + data->out2 = true; + else + data->in2 = true; + } else { + Q_UNREACHABLE(); + } + }; + + // First make a O(n log n) search for candidates. + const QList<QPair<int, int>> candidates = findOverlappingCandidates(path); + // Then check the candidates for actual intersections. + for (const auto &candidate : candidates) { + QList<QPair<float,float>> res; + int e1 = candidate.first; + int e2 = candidate.second; + if (isIntersecting(path, e1, e2, &res)) { + for (const auto &r : res) + intersections.append({e1, e2, r.first, r.second}); + } + } + + qCDebug(lcSGCurveIntersectionSolver) << "----- Checking for Intersections -----"; + qCDebug(lcSGCurveIntersectionSolver) << "Found" << intersections.length() << "intersections"; + if (lcSGCurveIntersectionSolver().isDebugEnabled()) { + for (const auto &i : intersections) { + auto p1 = path.elementAt(i.e1).pointAtFraction(i.t1); + auto p2 = path.elementAt(i.e2).pointAtFraction(i.t2); + qCDebug(lcSGCurveIntersectionSolver) << " between" << i.e1 << "and" << i.e2 << "at" << i.t1 << "/" << i.t2 << "->" << p1 << "/" << p2; + } + } + + if (intersections.isEmpty()) { + path.setHint(QQuadPath::PathNonIntersecting); + if (removeNestedPaths) { + qCDebug(lcSGCurveIntersectionSolver) << "No Intersections found. Looking for enclosed subpaths."; + return removeNestedSubpaths(path); + } else { + qCDebug(lcSGCurveIntersectionSolver) << "Returning the path unchanged."; + return false; + } + } + + + // Store the starting and end elements of the subpaths to be able + // to jump quickly between them. Also keep a list of handled paths, + // so we know if we need to come back to a subpath or if it + // was already united with another subpath due to an intersection. + QList<int> subPathStartPoints; + QList<int> subPathEndPoints; + QList<bool> subPathHandled; + for (int i = 0; i < path.elementCount(); i++) { + if (path.elementAt(i).isSubpathStart()) + subPathStartPoints.append(i); + if (path.elementAt(i).isSubpathEnd()) { + subPathEndPoints.append(i); + subPathHandled.append(false); + } + } + + // A small helper to find the subPath of an element with index + auto subPathIndex = [&](int index) { + for (int i = 0; i < subPathStartPoints.size(); i++) { + if (index >= subPathStartPoints.at(i) && index <= subPathEndPoints.at(i)) + return i; + } + return -1; + }; + + // Helper to ensure that index i and position t are valid: + auto ensureInBounds = [&](int *i, float *t, float deltaT) { + if (*t <= 0.f) { + if (path.elementAt(*i).isSubpathStart()) + *i = subPathEndPoints.at(subPathIndex(*i)); + else + *i = *i - 1; + *t = 1.f - deltaT; + } else if (*t >= 1.f) { + if (path.elementAt(*i).isSubpathEnd()) + *i = subPathStartPoints.at(subPathIndex(*i)); + else + *i = *i + 1; + *t = deltaT; + } + }; + + // Helper function to find a siutable starting point between start and end. + // A suitable starting point is where right is inside and left is outside + // If left is inside and right is outside it works too, just move in the + // other direction (forward = false). + auto findStart = [=](QQuadPath &path, int start, int end, int *result, bool *forward) { + for (int i = start; i < end; i++) { + int adjecent; + if (subPathStartPoints.contains(i)) + adjecent = subPathEndPoints.at(subPathStartPoints.indexOf(i)); + else + adjecent = i - 1; + + QQuadPath::Element::FillSide fillSide = path.fillSideOf(i, 1e-4f); + const bool leftInside = fillSide == QQuadPath::Element::FillSideLeft; + const bool rightInside = fillSide == QQuadPath::Element::FillSideRight; + qCDebug(lcSGCurveIntersectionSolver) << "Element" << i << "/" << adjecent << "meeting point is left/right inside:" << leftInside << "/" << rightInside; + if (rightInside) { + *result = i; + *forward = true; + return true; + } else if (leftInside) { + *result = adjecent; + *forward = false; + return true; + } + } + return false; + }; + + // Also store handledElements (handled is when we touch the start point). + // This is used to identify and abort on errors. + QVarLengthArray<bool> handledElements(path.elementCount(), false); + // Only store handledElements when it is not touched due to an intersection. + bool regularVisit = true; + + QQuadPath fixedPath; + fixedPath.setFillRule(path.fillRule()); + + int i1 = 0; + float t1 = 0; + + int i2 = 0; + float t2 = 0; + + float t = 0; + bool forward = true; + + int startedAtIndex = -1; + float startedAtT = -1; + + if (!findStart(path, 0, path.elementCount(), &i1, &forward)) { + qCDebug(lcSGCurveIntersectionSolver) << "No suitable start found. This should not happen. Returning the path unchanged."; + return false; + } + + // Helper function to start a new subpath and update temporary variables. + auto startNewSubPath = [&](int i, bool forward) { + if (forward) { + fixedPath.moveTo(path.elementAt(i).startPoint()); + t = startedAtT = 0; + } else { + fixedPath.moveTo(path.elementAt(i).endPoint()); + t = startedAtT = 1; + } + startedAtIndex = i; + subPathHandled[subPathIndex(i)] = true; + }; + startNewSubPath(i1, forward); + + // If not all interactions where found correctly, we might end up in an infinite loop. + // Therefore we count the total number of iterations and bail out at some point. + int totalIterations = 0; + + // We need to store the last intersection so we don't jump back and forward immediately. + int prevIntersection = -1; + + do { + // Sanity check: Make sure that we do not process the same corner point more than once. + if (regularVisit && (t == 0 || t == 1)) { + int nextIndex = i1; + if (t == 1 && path.elementAt(i1).isSubpathEnd()) { + nextIndex = subPathStartPoints.at(subPathIndex(i1)); + } else if (t == 1) { + nextIndex = nextIndex + 1; + } + if (handledElements[nextIndex]) { + qCDebug(lcSGCurveIntersectionSolver) << "Revisiting an element when trying to solve intersections. This should not happen. Returning the path unchanged."; + return false; + } + handledElements[nextIndex] = true; + } + // Sanity check: Keep an eye on total iterations + totalIterations++; + + qCDebug(lcSGCurveIntersectionSolver) << "Checking section" << i1 << "from" << t << "going" << (forward ? "forward" : "backward"); + + // Find the next intersection that is as close as possible to t but in direction of processing (forward or !forward). + int iC = -1; //intersection candidate + t1 = forward? 1 : -1; //intersection candidate t-value + for (int j = 0; j < intersections.size(); j++) { + if (j == prevIntersection) + continue; + if (i1 == intersections[j].e1 && + intersections[j].t1 * (forward ? 1 : -1) >= t * (forward ? 1 : -1) && + intersections[j].t1 * (forward ? 1 : -1) < t1 * (forward ? 1 : -1)) { + iC = j; + t1 = intersections[j].t1; + i2 = intersections[j].e2; + t2 = intersections[j].t2; + } + if (i1 == intersections[j].e2 && + intersections[j].t2 * (forward ? 1 : -1) >= t * (forward ? 1 : -1) && + intersections[j].t2 * (forward ? 1 : -1) < t1 * (forward ? 1 : -1)) { + iC = j; + t1 = intersections[j].t2; + i2 = intersections[j].e1; + t2 = intersections[j].t1; + } + } + prevIntersection = iC; + + if (iC < 0) { + qCDebug(lcSGCurveIntersectionSolver) << " No intersection found on my way. Adding the rest of the segment " << i1; + regularVisit = true; + // If no intersection with the current element was found, just add the rest of the element + // to the fixed path and go on. + // If we reached the end (going forward) or start (going backward) of a subpath, we have + // to wrap aroud. Abort condition for the loop comes separately later. + if (forward) { + if (path.elementAt(i1).isLine()) { + fixedPath.lineTo(path.elementAt(i1).endPoint()); + } else { + const QQuadPath::Element rest = path.elementAt(i1).segmentFromTo(t, 1); + fixedPath.quadTo(rest.controlPoint(), rest.endPoint()); + } + if (path.elementAt(i1).isSubpathEnd()) { + int index = subPathEndPoints.indexOf(i1); + qCDebug(lcSGCurveIntersectionSolver) << " Going back to the start of subPath" << index; + i1 = subPathStartPoints.at(index); + } else { + i1++; + } + t = 0; + } else { + if (path.elementAt(i1).isLine()) { + fixedPath.lineTo(path.elementAt(i1).startPoint()); + } else { + const QQuadPath::Element rest = path.elementAt(i1).segmentFromTo(0, t).reversed(); + fixedPath.quadTo(rest.controlPoint(), rest.endPoint()); + } + if (path.elementAt(i1).isSubpathStart()) { + int index = subPathStartPoints.indexOf(i1); + qCDebug(lcSGCurveIntersectionSolver) << " Going back to the end of subPath" << index; + i1 = subPathEndPoints.at(index); + } else { + i1--; + } + t = 1; + } + } else { // Here comes the part where we actually handle intersections. + qCDebug(lcSGCurveIntersectionSolver) << " Found an intersection at" << t1 << "with" << i2 << "at" << t2; + + // Mark the subpath we intersected with as visisted. We do not have to come here explicitly again. + subPathHandled[subPathIndex(i2)] = true; + + // Mark the path that lead us to this intersection as handled on the intersection level. + // Note the ! in front of forward. This is required because we move towards the intersection. + markIntersectionAsHandled(&intersections[iC], i1, !forward); + + // Split the path from the last point to the newly found intersection. + // Add the part of the current segment to the fixedPath. + const QQuadPath::Element &elem1 = path.elementAt(i1); + if (elem1.isLine()) { + fixedPath.lineTo(elem1.pointAtFraction(t1)); + } else { + QQuadPath::Element partUntilIntersection; + if (forward) { + partUntilIntersection = elem1.segmentFromTo(t, t1); + } else { + partUntilIntersection = elem1.segmentFromTo(t1, t).reversed(); + } + fixedPath.quadTo(partUntilIntersection.controlPoint(), partUntilIntersection.endPoint()); + } + + // If only one unhandled path is left the decision how to proceed is trivial + if (intersections[iC].in1 && intersections[iC].in2 && intersections[iC].out1 && !intersections[iC].out2) { + i1 = intersections[iC].e2; + t = intersections[iC].t2; + forward = true; + } else if (intersections[iC].in1 && intersections[iC].in2 && !intersections[iC].out1 && intersections[iC].out2) { + i1 = intersections[iC].e1; + t = intersections[iC].t1; + forward = true; + } else if (intersections[iC].in1 && !intersections[iC].in2 && intersections[iC].out1 && intersections[iC].out2) { + i1 = intersections[iC].e2; + t = intersections[iC].t2; + forward = false; + } else if (!intersections[iC].in1 && intersections[iC].in2 && intersections[iC].out1 && intersections[iC].out2) { + i1 = intersections[iC].e1; + t = intersections[iC].t1; + forward = false; + } else { + // If no trivial path is left, calculate the intersection angle to decide which path to move forward. + // For winding fill we take the left most path forward, so the inside stays on the right side + // For odd even fill we take the right most path forward so we cut of the smallest area. + // We come back at the intersection and add the missing pieces as subpaths later on. + if (t2 != 0 && t2 != 1) { + QVector2D tangent1 = elem1.tangentAtFraction(t1); + if (!forward) + tangent1 = -tangent1; + const QQuadPath::Element &elem2 = path.elementAt(i2); + const QVector2D tangent2 = elem2.tangentAtFraction(t2); + const float angle = angleBetween(-tangent1, tangent2); + qCDebug(lcSGCurveIntersectionSolver) << " Angle at intersection is" << angle; + // A small angle. Everything smaller is interpreted as tangent + constexpr float deltaAngle = 1e-3f; + if ((angle > deltaAngle && path.fillRule() == Qt::WindingFill) || (angle < -deltaAngle && path.fillRule() == Qt::OddEvenFill)) { + forward = true; + i1 = i2; + t = t2; + qCDebug(lcSGCurveIntersectionSolver) << " Next going forward from" << t << "on" << i1; + } else if ((angle < -deltaAngle && path.fillRule() == Qt::WindingFill) || (angle > deltaAngle && path.fillRule() == Qt::OddEvenFill)) { + forward = false; + i1 = i2; + t = t2; + qCDebug(lcSGCurveIntersectionSolver) << " Next going backward from" << t << "on" << i1; + } else { // this is basically a tangential touch and and no crossing. So stay on the current path, keep direction + qCDebug(lcSGCurveIntersectionSolver) << " Found tangent. Staying on element"; + } + } else { + // If we are intersecting exactly at a corner, the trick with the angle does not help. + // Therefore we have to rely on finding the next path by looking forward and see if the + // path there is valid. This is more expensive than the method above and is therefore + // just used as a fallback for corner cases. + constexpr float deltaT = 1e-4f; + int i2after = i2; + float t2after = t2 + deltaT; + ensureInBounds(&i2after, &t2after, deltaT); + QQuadPath::Element::FillSide fillSideForwardNew = path.fillSideOf(i2after, t2after); + if (fillSideForwardNew == QQuadPath::Element::FillSideRight) { + forward = true; + i1 = i2; + t = t2; + qCDebug(lcSGCurveIntersectionSolver) << " Next going forward from" << t << "on" << i1; + } else { + int i2before = i2; + float t2before = t2 - deltaT; + ensureInBounds(&i2before, &t2before, deltaT); + QQuadPath::Element::FillSide fillSideBackwardNew = path.fillSideOf(i2before, t2before); + if (fillSideBackwardNew == QQuadPath::Element::FillSideLeft) { + forward = false; + i1 = i2; + t = t2; + qCDebug(lcSGCurveIntersectionSolver) << " Next going backward from" << t << "on" << i1; + } else { + qCDebug(lcSGCurveIntersectionSolver) << " Staying on element."; + } + } + } + } + + // Mark the path that takes us away from this intersection as handled on the intersection level. + if (!(i1 == startedAtIndex && t == startedAtT)) + markIntersectionAsHandled(&intersections[iC], i1, forward); + + // If we took all paths from an intersection it can be deleted. + if (intersections[iC].in1 && intersections[iC].in2 && intersections[iC].out1 && intersections[iC].out2) { + qCDebug(lcSGCurveIntersectionSolver) << " This intersection was processed completely and will be removed"; + intersections.removeAt(iC); + prevIntersection = -1; + } + regularVisit = false; + } + + if (i1 == startedAtIndex && t == startedAtT) { + // We reached the point on the subpath where we started. This subpath is done. + // We have to find an unhandled subpath or a new subpath that was generated by cuts/intersections. + qCDebug(lcSGCurveIntersectionSolver) << "Reached my starting point and try to find a new subpath."; + + // Search for the next subpath to handle. + int nextUnhandled = -1; + for (int i = 0; i < subPathHandled.size(); i++) { + if (!subPathHandled.at(i)) { + + // Not nesesarrily handled (if findStart return false) but if we find no starting + // point, we cannot/don't need to handle it anyway. So just mark it as handled. + subPathHandled[i] = true; + + if (findStart(path, subPathStartPoints.at(i), subPathEndPoints.at(i), &i1, &forward)) { + nextUnhandled = i; + qCDebug(lcSGCurveIntersectionSolver) << "Found a new subpath" << i << "to be processed."; + startNewSubPath(i1, forward); + regularVisit = true; + break; + } + } + } + + // If no valid subpath is left, we have to go back to the unhandled intersections. + while (nextUnhandled < 0) { + qCDebug(lcSGCurveIntersectionSolver) << "All subpaths handled. Looking for unhandled intersections."; + if (intersections.isEmpty()) { + qCDebug(lcSGCurveIntersectionSolver) << "All intersections handled. I am done."; + fixedPath.setHint(QQuadPath::PathNonIntersecting); + path = fixedPath; + return true; + } + + IntersectionData &unhandledIntersec = intersections[0]; + prevIntersection = 0; + regularVisit = false; + qCDebug(lcSGCurveIntersectionSolver) << "Revisiting intersection of" << unhandledIntersec.e1 << "with" << unhandledIntersec.e2; + qCDebug(lcSGCurveIntersectionSolver) << "Handled are" << unhandledIntersec.e1 << "in:" << unhandledIntersec.in1 << "out:" << unhandledIntersec.out1 + << "/" << unhandledIntersec.e2 << "in:" << unhandledIntersec.in2 << "out:" << unhandledIntersec.out2; + + // Searching for the correct direction to go forward. + // That requires that the intersection + small delta (here 1e-4) + // is a valid starting point (filling only on one side) + auto lookForwardOnIntersection = [&](bool *handledPath, int nextE, float nextT, bool nextForward) { + if (*handledPath) + return false; + constexpr float deltaT = 1e-4f; + int eForward = nextE; + float tForward = nextT + (nextForward ? deltaT : -deltaT); + ensureInBounds(&eForward, &tForward, deltaT); + QQuadPath::Element::FillSide fillSide = path.fillSideOf(eForward, tForward); + if ((nextForward && fillSide == QQuadPath::Element::FillSideRight) || + (!nextForward && fillSide == QQuadPath::Element::FillSideLeft)) { + fixedPath.moveTo(path.elementAt(nextE).pointAtFraction(nextT)); + i1 = startedAtIndex = nextE; + t = startedAtT = nextT; + forward = nextForward; + *handledPath = true; + return true; + } + return false; + }; + + if (lookForwardOnIntersection(&unhandledIntersec.in1, unhandledIntersec.e1, unhandledIntersec.t1, false)) + break; + if (lookForwardOnIntersection(&unhandledIntersec.in2, unhandledIntersec.e2, unhandledIntersec.t2, false)) + break; + if (lookForwardOnIntersection(&unhandledIntersec.out1, unhandledIntersec.e1, unhandledIntersec.t1, true)) + break; + if (lookForwardOnIntersection(&unhandledIntersec.out2, unhandledIntersec.e2, unhandledIntersec.t2, true)) + break; + + intersections.removeFirst(); + qCDebug(lcSGCurveIntersectionSolver) << "Found no way to move forward at this intersection and removed it."; + } + } + + } while (totalIterations < path.elementCount() * 50); + // Check the totalIterations as a sanity check. Should never be triggered. + + qCDebug(lcSGCurveIntersectionSolver) << "Could not solve intersections of path. This should not happen. Returning the path unchanged."; + + return false; +} + + +void QSGCurveProcessor::processStroke(const QQuadPath &strokePath, + float miterLimit, + float penWidth, + Qt::PenJoinStyle joinStyle, + Qt::PenCapStyle capStyle, + addStrokeTriangleCallback addTriangle, + int subdivisions) +{ + auto thePath = subdivide(strokePath, subdivisions).flattened(); // TODO: don't flatten, but handle it in the triangulator + auto triangles = customTriangulator2(thePath, penWidth, joinStyle, capStyle, miterLimit); + + auto addCurveTriangle = [&](const QQuadPath::Element &element, const TriangleData &t) { + addTriangle(t.points, + { element.startPoint(), element.controlPoint(), element.endPoint() }, + t.normals, + element.isLine()); + }; + + auto addBevelTriangle = [&](const TrianglePoints &p) + { + QVector2D fp1 = p[0]; + QVector2D fp2 = p[2]; + + // That describes a path that passes through those points. We want the stroke + // edge, so we need to shift everything down by the stroke offset + + QVector2D nn = calcNormalVector(p[0], p[2]); + if (determinant(p) < 0) + nn = -nn; + float delta = penWidth / 2; + + QVector2D offset = nn.normalized() * delta; + fp1 += offset; + fp2 += offset; + + TrianglePoints n; + // p1 is inside, so n[1] is {0,0} + n[0] = (p[0] - p[1]).normalized(); + n[2] = (p[2] - p[1]).normalized(); + + addTriangle(p, { fp1, QVector2D(0.0f, 0.0f), fp2 }, n, true); + }; + + for (const auto &triangle : triangles) { + if (triangle.pathElementIndex < 0) { + addBevelTriangle(triangle.points); + continue; + } + const auto &element = thePath.elementAt(triangle.pathElementIndex); + addCurveTriangle(element, triangle); + } +} + +// 2x variant of qHash(float) +inline size_t qHash(QVector2D key, size_t seed = 0) noexcept +{ + Q_STATIC_ASSERT(sizeof(QVector2D) == sizeof(quint64)); + // ensure -0 gets mapped to 0 + key[0] += 0.0f; + key[1] += 0.0f; + quint64 k; + memcpy(&k, &key, sizeof(QVector2D)); + return QHashPrivate::hash(k, seed); +} + +void QSGCurveProcessor::processFill(const QQuadPath &fillPath, + Qt::FillRule fillRule, + addTriangleCallback addTriangle) +{ + QPainterPath internalHull; + internalHull.setFillRule(fillRule); + + QMultiHash<QVector2D, int> pointHash; + + auto roundVec2D = [](const QVector2D &p) -> QVector2D { + return { qRound64(p.x() * 32.0f) / 32.0f, qRound64(p.y() * 32.0f) / 32.0f }; + }; + + auto addCurveTriangle = [&](const QQuadPath::Element &element, + const QVector2D &sp, + const QVector2D &ep, + const QVector2D &cp) { + addTriangle({ sp, cp, ep }, + {}, + [&element](QVector2D v) { return elementUvForPoint(element, v); }); + }; + + auto addCurveTriangleWithNormals = [&](const QQuadPath::Element &element, + const std::array<QVector2D, 3> &v, + const std::array<QVector2D, 3> &n) { + addTriangle(v, n, [&element](QVector2D v) { return elementUvForPoint(element, v); }); + }; + + auto outsideNormal = [](const QVector2D &startPoint, + const QVector2D &endPoint, + const QVector2D &insidePoint) { + + QVector2D baseLine = endPoint - startPoint; + QVector2D insideVector = insidePoint - startPoint; + QVector2D normal = normalVector(baseLine); + + bool swap = QVector2D::dotProduct(insideVector, normal) < 0; + + return swap ? normal : -normal; + }; + + auto addTriangleForLine = [&](const QQuadPath::Element &element, + const QVector2D &sp, + const QVector2D &ep, + const QVector2D &cp) { + addCurveTriangle(element, sp, ep, cp); + + // Add triangles on the outer side to make room for AA + const QVector2D normal = outsideNormal(sp, ep, cp); + constexpr QVector2D null; + addCurveTriangleWithNormals(element, {sp, sp, ep}, {null, normal, null}); + addCurveTriangleWithNormals(element, {sp, ep, ep}, {normal, normal, null}); + }; + + auto addTriangleForConcave = [&](const QQuadPath::Element &element, + const QVector2D &sp, + const QVector2D &ep, + const QVector2D &cp) { + addTriangleForLine(element, sp, ep, cp); + }; + + auto addTriangleForConvex = [&](const QQuadPath::Element &element, + const QVector2D &sp, + const QVector2D &ep, + const QVector2D &cp) { + addCurveTriangle(element, sp, ep, cp); + // Add two triangles on the outer side to get some more AA + + constexpr QVector2D null; + // First triangle on the line sp-cp, replacing ep + { + const QVector2D normal = outsideNormal(sp, cp, ep); + addCurveTriangleWithNormals(element, {sp, sp, cp}, {null, normal, null}); + } + + // Second triangle on the line ep-cp, replacing sp + { + const QVector2D normal = outsideNormal(ep, cp, sp); + addCurveTriangleWithNormals(element, {ep, ep, cp}, {null, normal, null}); + } + }; + + auto addFillTriangle = [&](const QVector2D &p1, const QVector2D &p2, const QVector2D &p3) { + constexpr QVector3D uv(0.0, 1.0, -1.0); + addTriangle({ p1, p2, p3 }, + {}, + [&uv](QVector2D) { return uv; }); + }; + + fillPath.iterateElements([&](const QQuadPath::Element &element, int index) { + QVector2D sp(element.startPoint()); + QVector2D cp(element.controlPoint()); + QVector2D ep(element.endPoint()); + QVector2D rsp = roundVec2D(sp); + + if (element.isSubpathStart()) + internalHull.moveTo(sp.toPointF()); + if (element.isLine()) { + internalHull.lineTo(ep.toPointF()); + pointHash.insert(rsp, index); + } else { + QVector2D rep = roundVec2D(ep); + QVector2D rcp = roundVec2D(cp); + if (element.isConvex()) { + internalHull.lineTo(ep.toPointF()); + addTriangleForConvex(element, rsp, rep, rcp); + pointHash.insert(rsp, index); + } else { + internalHull.lineTo(cp.toPointF()); + internalHull.lineTo(ep.toPointF()); + addTriangleForConcave(element, rsp, rep, rcp); + pointHash.insert(rcp, index); + } + } + }); + + // Points in p are already rounded do 1/32 + // Returns false if the triangle needs to be split. Adds the triangle to the graphics buffers and returns true otherwise. + // (Does not handle ambiguous vertices that are on multiple unrelated lines/curves) + auto onSameSideOfLine = [](const QVector2D &p1, + const QVector2D &p2, + const QVector2D &linePoint, + const QVector2D &lineNormal) { + float side1 = testSideOfLineByNormal(linePoint, lineNormal, p1); + float side2 = testSideOfLineByNormal(linePoint, lineNormal, p2); + return side1 * side2 >= 0; + }; + + auto pointInSafeSpace = [&](const QVector2D &p, const QQuadPath::Element &element) -> bool { + const QVector2D a = element.startPoint(); + const QVector2D b = element.endPoint(); + const QVector2D c = element.controlPoint(); + // There are "safe" areas of the curve also across the baseline: the curve can never cross: + // line1: the line through A and B' + // line2: the line through B and A' + // Where A' = A "mirrored" through C and B' = B "mirrored" through C + const QVector2D n1 = calcNormalVector(a, c + (c - b)); + const QVector2D n2 = calcNormalVector(b, c + (c - a)); + bool safeSideOf1 = onSameSideOfLine(p, c, a, n1); + bool safeSideOf2 = onSameSideOfLine(p, c, b, n2); + return safeSideOf1 && safeSideOf2; + }; + + // Returns false if the triangle belongs to multiple elements and need to be split. + // Otherwise adds the triangle, optionally splitting it to avoid "unsafe space" + auto handleTriangle = [&](const QVector2D (&p)[3]) -> bool { + bool isLine = false; + bool isConcave = false; + bool isConvex = false; + int elementIndex = -1; + + bool foundElement = false; + int si = -1; + int ei = -1; + + for (int i = 0; i < 3; ++i) { + auto pointFoundRange = std::as_const(pointHash).equal_range(roundVec2D(p[i])); + + if (pointFoundRange.first == pointHash.constEnd()) + continue; + + // This point is on some element, now find the element + int testIndex = *pointFoundRange.first; + bool ambiguous = std::next(pointFoundRange.first) != pointFoundRange.second; + if (ambiguous) { + // The triangle should be on the inside of exactly one of the elements + // We're doing the test for each of the points, which maybe duplicates some effort, + // but optimize for simplicity for now. + for (auto it = pointFoundRange.first; it != pointFoundRange.second; ++it) { + auto &el = fillPath.elementAt(*it); + bool fillOnLeft = !el.isFillOnRight(); + auto sp = roundVec2D(el.startPoint()); + auto ep = roundVec2D(el.endPoint()); + // Check if the triangle is on the inside of el; i.e. each point is either sp, ep, or on the inside. + auto pointInside = [&](const QVector2D &p) { + return p == sp || p == ep + || QQuadPath::isPointOnLeft(p, el.startPoint(), el.endPoint()) == fillOnLeft; + }; + if (pointInside(p[0]) && pointInside(p[1]) && pointInside(p[2])) { + testIndex = *it; + break; + } + } + } + + const auto &element = fillPath.elementAt(testIndex); + // Now we check if p[i] -> p[j] is on the element for some j + // For a line, the relevant line is sp-ep + // For concave it's cp-sp/ep + // For convex it's sp-ep again + bool onElement = false; + for (int j = 0; j < 3; ++j) { + if (i == j) + continue; + if (element.isConvex() || element.isLine()) + onElement = roundVec2D(element.endPoint()) == p[j]; + else // concave + onElement = roundVec2D(element.startPoint()) == p[j] || roundVec2D(element.endPoint()) == p[j]; + if (onElement) { + if (foundElement) + return false; // Triangle already on some other element: must split + si = i; + ei = j; + foundElement = true; + elementIndex = testIndex; + isConvex = element.isConvex(); + isLine = element.isLine(); + isConcave = !isLine && !isConvex; + break; + } + } + } + + if (isLine) { + int ci = (6 - si - ei) % 3; // 1+2+3 is 6, so missing number is 6-n1-n2 + addTriangleForLine(fillPath.elementAt(elementIndex), p[si], p[ei], p[ci]); + } else if (isConcave) { + addCurveTriangle(fillPath.elementAt(elementIndex), p[0], p[1], p[2]); + } else if (isConvex) { + int oi = (6 - si - ei) % 3; + const auto &otherPoint = p[oi]; + const auto &element = fillPath.elementAt(elementIndex); + // We have to test whether the triangle can cross the line + // TODO: use the toplevel element's safe space + bool safeSpace = pointInSafeSpace(otherPoint, element); + if (safeSpace) { + addCurveTriangle(element, p[0], p[1], p[2]); + } else { + // Find a point inside the triangle that's also in the safe space + QVector2D newPoint = (p[0] + p[1] + p[2]) / 3; + // We should calculate the point directly, but just do a lazy implementation for now: + for (int i = 0; i < 7; ++i) { + safeSpace = pointInSafeSpace(newPoint, element); + if (safeSpace) + break; + newPoint = (p[si] + p[ei] + newPoint) / 3; + } + if (safeSpace) { + // Split triangle. We know the original triangle is only on one path element, so the other triangles are both fill. + // Curve triangle is (sp, ep, np) + addCurveTriangle(element, p[si], p[ei], newPoint); + // The other two are (sp, op, np) and (ep, op, np) + addFillTriangle(p[si], p[oi], newPoint); + addFillTriangle(p[ei], p[oi], newPoint); + } else { + // fallback to fill if we can't find a point in safe space + addFillTriangle(p[0], p[1], p[2]); + } + } + + } else { + addFillTriangle(p[0], p[1], p[2]); + } + return true; + }; + + QTriangleSet triangles = qTriangulate(internalHull); + // Workaround issue in qTriangulate() for single-triangle path + if (triangles.indices.size() == 3) + triangles.indices.setDataUint({ 0, 1, 2 }); + + const quint32 *idxTable = static_cast<const quint32 *>(triangles.indices.data()); + for (int triangle = 0; triangle < triangles.indices.size() / 3; ++triangle) { + const quint32 *idx = &idxTable[triangle * 3]; + + QVector2D p[3]; + for (int i = 0; i < 3; ++i) { + p[i] = roundVec2D(QVector2D(float(triangles.vertices.at(idx[i] * 2)), + float(triangles.vertices.at(idx[i] * 2 + 1)))); + } + if (qFuzzyIsNull(determinant(p[0], p[1], p[2]))) + continue; // Skip degenerate triangles + bool needsSplit = !handleTriangle(p); + if (needsSplit) { + QVector2D c = (p[0] + p[1] + p[2]) / 3; + for (int i = 0; i < 3; ++i) { + qSwap(c, p[i]); + handleTriangle(p); + qSwap(c, p[i]); + } + } + } +} + + +QT_END_NAMESPACE |