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-rw-r--r--src/quick/scenegraph/util/qquadpath.cpp950
1 files changed, 950 insertions, 0 deletions
diff --git a/src/quick/scenegraph/util/qquadpath.cpp b/src/quick/scenegraph/util/qquadpath.cpp
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index 0000000000..9b5cbcb0ae
--- /dev/null
+++ b/src/quick/scenegraph/util/qquadpath.cpp
@@ -0,0 +1,950 @@
+// 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 "qquadpath_p.h"
+#include <QtGui/private/qbezier_p.h>
+#include <QtMath>
+#include <QtCore/QLoggingCategory>
+#include <QtCore/QVarLengthArray>
+
+QT_BEGIN_NAMESPACE
+
+Q_DECLARE_LOGGING_CATEGORY(lcSGCurveProcessor);
+
+static qreal qt_scoreQuadratic(const QBezier &b, QPointF qcp)
+{
+ static bool init = false;
+ const int numSteps = 21;
+ Q_STATIC_ASSERT(numSteps % 2 == 1); // numTries must be odd
+ static qreal t2s[numSteps];
+ static qreal tmts[numSteps];
+ if (!init) {
+ // Precompute bezier factors
+ qreal t = 0.20;
+ const qreal step = (1 - (2 * t)) / (numSteps - 1);
+ for (int i = 0; i < numSteps; i++) {
+ t2s[i] = t * t;
+ tmts[i] = 2 * t * (1 - t);
+ t += step;
+ }
+ init = true;
+ }
+
+ const QPointF midPoint = b.midPoint();
+ auto distForIndex = [&](int i) -> qreal {
+ QPointF qp = (t2s[numSteps - 1 - i] * b.pt1()) + (tmts[i] * qcp) + (t2s[i] * b.pt4());
+ QPointF d = midPoint - qp;
+ return QPointF::dotProduct(d, d);
+ };
+
+ const int halfSteps = (numSteps - 1) / 2;
+ bool foundIt = false;
+ const qreal centerDist = distForIndex(halfSteps);
+ qreal minDist = centerDist;
+ // Search for the minimum in right half
+ for (int i = 0; i < halfSteps; i++) {
+ qreal tDist = distForIndex(halfSteps + 1 + i);
+ if (tDist < minDist) {
+ minDist = tDist;
+ } else {
+ foundIt = (i > 0);
+ break;
+ }
+ }
+ if (!foundIt) {
+ // Search in left half
+ minDist = centerDist;
+ for (int i = 0; i < halfSteps; i++) {
+ qreal tDist = distForIndex(halfSteps - 1 - i);
+ if (tDist < minDist) {
+ minDist = tDist;
+ } else {
+ foundIt = (i > 0);
+ break;
+ }
+ }
+ }
+ return foundIt ? minDist : centerDist;
+}
+
+static QPointF qt_quadraticForCubic(const QBezier &b)
+{
+ const QLineF st = b.startTangent();
+ const QLineF et = b.endTangent();
+ const QPointF midPoint = b.midPoint();
+ bool valid = true;
+ QPointF quadControlPoint;
+ if (st.intersects(et, &quadControlPoint) == QLineF::NoIntersection) {
+ valid = false;
+ } else {
+ // Check if intersection is on wrong side
+ const QPointF bl = b.pt4() - b.pt1();
+ const QPointF ml = midPoint - b.pt1();
+ const QPointF ql = quadControlPoint - b.pt1();
+ qreal cx1 = (ml.x() * bl.y()) - (ml.y() * bl.x());
+ qreal cx2 = (ql.x() * bl.y()) - (ql.y() * bl.x());
+ valid = (std::signbit(cx1) == std::signbit(cx2));
+ }
+ return valid ? quadControlPoint : midPoint;
+}
+
+static int qt_getInflectionPoints(const QBezier &orig, qreal *tpoints)
+{
+ auto isValidRoot = [](qreal r) {
+ return qIsFinite(r) && (r > 0) && (!qFuzzyIsNull(float(r))) && (r < 1)
+ && (!qFuzzyIsNull(float(r - 1)));
+ };
+
+ // normalize so pt1.x,pt1.y,pt4.y == 0
+ QTransform xf;
+ const QLineF l(orig.pt1(), orig.pt4());
+ xf.rotate(l.angle());
+ xf.translate(-orig.pt1().x(), -orig.pt1().y());
+ const QBezier n = orig.mapBy(xf);
+
+ const qreal x2 = n.pt2().x();
+ const qreal x3 = n.pt3().x();
+ const qreal x4 = n.pt4().x();
+ const qreal y2 = n.pt2().y();
+ const qreal y3 = n.pt3().y();
+
+ const qreal p = x3 * y2;
+ const qreal q = x4 * y2;
+ const qreal r = x2 * y3;
+ const qreal s = x4 * y3;
+
+ const qreal a = 18 * ((-3 * p) + (2 * q) + (3 * r) - s);
+ if (qFuzzyIsNull(float(a))) {
+ if (std::signbit(y2) != std::signbit(y3) && qFuzzyCompare(float(x4 - x3), float(x2))) {
+ tpoints[0] = 0.5; // approx
+ return 1;
+ } else if (!a) {
+ return 0;
+ }
+ }
+ const qreal b = 18 * (((3 * p) - q) - (3 * r));
+ const qreal c = 18 * (r - p);
+ const qreal rad = (b * b) - (4 * a * c);
+ if (rad < 0)
+ return 0;
+ const qreal sqr = qSqrt(rad);
+ const qreal root1 = (-b + sqr) / (2 * a);
+ const qreal root2 = (-b - sqr) / (2 * a);
+
+ int res = 0;
+ if (isValidRoot(root1))
+ tpoints[res++] = root1;
+ if (root2 != root1 && isValidRoot(root2))
+ tpoints[res++] = root2;
+
+ if (res == 2 && tpoints[0] > tpoints[1])
+ qSwap(tpoints[0], tpoints[1]);
+
+ return res;
+}
+
+static void qt_addToQuadratics(const QBezier &b, QPolygonF *p, int maxSplits, qreal maxDiff)
+{
+ QPointF qcp = qt_quadraticForCubic(b);
+ if (maxSplits <= 0 || qt_scoreQuadratic(b, qcp) < maxDiff) {
+ p->append(qcp);
+ p->append(b.pt4());
+ } else {
+ QBezier rhs = b;
+ QBezier lhs;
+ rhs.parameterSplitLeft(0.5, &lhs);
+ qt_addToQuadratics(lhs, p, maxSplits - 1, maxDiff);
+ qt_addToQuadratics(rhs, p, maxSplits - 1, maxDiff);
+ }
+}
+
+static void qt_toQuadratics(const QBezier &b, QPolygonF *out, qreal errorLimit = 0.01)
+{
+ out->resize(0);
+ out->append(b.pt1());
+
+ {
+ // Shortcut if the cubic is really a quadratic
+ const qreal f = 3.0 / 2.0;
+ const QPointF c1 = b.pt1() + f * (b.pt2() - b.pt1());
+ const QPointF c2 = b.pt4() + f * (b.pt3() - b.pt4());
+ if (c1 == c2) {
+ out->append(c1);
+ out->append(b.pt4());
+ return;
+ }
+ }
+
+ const QRectF cpr = b.bounds();
+ const QPointF dim = cpr.bottomRight() - cpr.topLeft();
+ qreal maxDiff = QPointF::dotProduct(dim, dim) * errorLimit * errorLimit; // maxdistance^2
+
+ qreal infPoints[2];
+ int numInfPoints = qt_getInflectionPoints(b, infPoints);
+ const int maxSubSplits = numInfPoints > 0 ? 2 : 3;
+ qreal t0 = 0;
+ // number of main segments == #inflectionpoints + 1
+ for (int i = 0; i < numInfPoints + 1; i++) {
+ qreal t1 = (i < numInfPoints) ? infPoints[i] : 1;
+ QBezier segment = b.bezierOnInterval(t0, t1);
+ qt_addToQuadratics(segment, out, maxSubSplits, maxDiff);
+ t0 = t1;
+ }
+}
+
+QVector2D QQuadPath::Element::pointAtFraction(float t) const
+{
+ if (isLine()) {
+ return sp + t * (ep - sp);
+ } else {
+ const float r = 1 - t;
+ return (r * r * sp) + (2 * t * r * cp) + (t * t * ep);
+ }
+}
+
+QQuadPath::Element QQuadPath::Element::segmentFromTo(float t0, float t1) const
+{
+ if (t0 <= 0 && t1 >= 1)
+ return *this;
+
+ Element part;
+ part.sp = pointAtFraction(t0);
+ part.ep = pointAtFraction(t1);
+
+ if (isLine()) {
+ part.cp = 0.5f * (part.sp + part.ep);
+ part.m_isLine = true;
+ } else {
+ // Split curve right at t0, yields { t0, rcp, endPoint } quad segment
+ const QVector2D rcp = (1 - t0) * controlPoint() + t0 * endPoint();
+ // Split that left at t1, yields { t0, lcp, t1 } quad segment
+ float segmentT = (t1 - t0) / (1 - t0);
+ part.cp = (1 - segmentT) * part.sp + segmentT * rcp;
+ }
+ return part;
+}
+
+QQuadPath::Element QQuadPath::Element::reversed() const {
+ Element swappedElement;
+ swappedElement.ep = sp;
+ swappedElement.cp = cp;
+ swappedElement.sp = ep;
+ swappedElement.m_isLine = m_isLine;
+ return swappedElement;
+}
+
+float QQuadPath::Element::extent() const
+{
+ // TBD: cache this value if we start using it a lot
+ QVector2D min(qMin(sp.x(), ep.x()), qMin(sp.y(), ep.y()));
+ QVector2D max(qMax(sp.x(), ep.x()), qMax(sp.y(), ep.y()));
+ if (!isLine()) {
+ min = QVector2D(qMin(min.x(), cp.x()), qMin(min.y(), cp.y()));
+ max = QVector2D(qMax(max.x(), cp.x()), qMax(max.y(), cp.y()));
+ }
+ return (max - min).length();
+}
+
+// Returns the number of intersections between element and a horizontal line at y.
+// The t values of max 2 intersection(s) are stored in the fractions array
+int QQuadPath::Element::intersectionsAtY(float y, float *fractions, bool swapXY) const
+{
+ Q_ASSERT(!isLine());
+
+ auto getY = [=](QVector2D p) -> float { return swapXY ? -p.x() : p.y(); };
+
+ const float y0 = getY(startPoint()) - y;
+ const float y1 = getY(controlPoint()) - y;
+ const float y2 = getY(endPoint()) - y;
+
+ int numRoots = 0;
+ const float a = y0 - (2 * y1) + y2;
+ if (a) {
+ const float b = (y1 * y1) - (y0 * y2);
+ if (b >= 0) {
+ const float sqr = qSqrt(b);
+ const float root1 = -(-y0 + y1 + sqr) / a;
+ if (qIsFinite(root1) && root1 >= 0 && root1 <= 1)
+ fractions[numRoots++] = root1;
+ const float root2 = (y0 - y1 + sqr) / a;
+ if (qIsFinite(root2) && root2 != root1 && root2 >= 0 && root2 <= 1)
+ fractions[numRoots++] = root2;
+ }
+ } else if (y1 != y2) {
+ const float root1 = (y2 - (2 * y1)) / (2 * (y2 - y1));
+ if (qIsFinite(root1) && root1 >= 0 && root1 <= 1)
+ fractions[numRoots++] = root1;
+ }
+
+ return numRoots;
+}
+
+static float crossProduct(const QVector2D &sp, const QVector2D &p, const QVector2D &ep)
+{
+ QVector2D v1 = ep - sp;
+ QVector2D v2 = p - sp;
+ return (v2.x() * v1.y()) - (v2.y() * v1.x());
+}
+
+bool QQuadPath::isPointOnLeft(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
+{
+ // Use cross product to compare directions of base vector and vector from start to p
+ return crossProduct(sp, p, ep) >= 0.0f;
+}
+
+bool QQuadPath::isPointOnLine(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
+{
+ return qFuzzyIsNull(crossProduct(sp, p, ep));
+}
+
+// Assumes sp != ep
+bool QQuadPath::isPointNearLine(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
+{
+ // epsilon is max length of p-to-baseline relative to length of baseline. So 0.01 means that
+ // the distance from p to the baseline must be less than 1% of the length of the baseline.
+ constexpr float epsilon = 0.01f;
+ QVector2D bv = ep - sp;
+ float bl2 = QVector2D::dotProduct(bv, bv);
+ float t = QVector2D::dotProduct(p - sp, bv) / bl2;
+ QVector2D pv = p - (sp + t * bv);
+ return (QVector2D::dotProduct(pv, pv) / bl2) < (epsilon * epsilon);
+}
+
+QVector2D QQuadPath::closestPointOnLine(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
+{
+ QVector2D line = ep - sp;
+ float t = QVector2D::dotProduct(p - sp, line) / QVector2D::dotProduct(line, line);
+ return sp + qBound(0.0f, t, 1.0f) * line;
+}
+
+// NOTE: it is assumed that subpaths are closed
+bool QQuadPath::contains(const QVector2D &point) const
+{
+ return contains(point, 0, elementCount() - 1);
+}
+
+bool QQuadPath::contains(const QVector2D &point, int fromIndex, int toIndex) const
+{
+ // if (!controlPointRect().contains(pt) : good opt when we add cpr caching
+ // return false;
+
+ int winding_number = 0;
+ for (int ei = fromIndex; ei <= toIndex; ei++) {
+ const Element &e = m_elements.at(ei);
+ int dir = 1;
+ float y1 = e.startPoint().y();
+ float y2 = e.endPoint().y();
+ if (y2 < y1) {
+ qSwap(y1, y2);
+ dir = -1;
+ }
+ if (e.m_isLine) {
+ if (point.y() < y1 || point.y() >= y2 || y1 == y2)
+ continue;
+ const float t = (point.y() - e.startPoint().y()) / (e.endPoint().y() - e.startPoint().y());
+ const float x = e.startPoint().x() + t * (e.endPoint().x() - e.startPoint().x());
+ if (x <= point.x())
+ winding_number += dir;
+ } else {
+ y1 = qMin(y1, e.controlPoint().y());
+ y2 = qMax(y2, e.controlPoint().y());
+ if (point.y() < y1 || point.y() >= y2)
+ continue;
+ float ts[2];
+ const int numRoots = e.intersectionsAtY(point.y(), ts);
+ // Count if there is exactly one intersection to the left
+ bool oneHit = false;
+ float tForHit = -1;
+ for (int i = 0; i < numRoots; i++) {
+ if (e.pointAtFraction(ts[i]).x() <= point.x()) {
+ oneHit = !oneHit;
+ tForHit = ts[i];
+ }
+ }
+ if (oneHit) {
+ dir = e.tangentAtFraction(tForHit).y() < 0 ? -1 : 1;
+ winding_number += dir;
+ }
+ }
+ };
+
+ return (fillRule() == Qt::WindingFill ? (winding_number != 0) : ((winding_number % 2) != 0));
+}
+
+// similar as contains. But we treat the element with the index elementIdx in a special way
+// that should be numerically more stable. The result is a contains for a point on the left
+// and for the right side of the element.
+QQuadPath::Element::FillSide QQuadPath::fillSideOf(int elementIdx, float elementT) const
+{
+ constexpr float toleranceT = 1e-3f;
+ const QVector2D point = m_elements.at(elementIdx).pointAtFraction(elementT);
+ const QVector2D tangent = m_elements.at(elementIdx).tangentAtFraction(elementT);
+
+ const bool swapXY = qAbs(tangent.x()) > qAbs(tangent.y());
+ auto getX = [=](QVector2D p) -> float { return swapXY ? p.y() : p.x(); };
+ auto getY = [=](QVector2D p) -> float { return swapXY ? -p.x() : p.y(); };
+
+ int winding_number = 0;
+ for (int i = 0; i < elementCount(); i++) {
+ const Element &e = m_elements.at(i);
+ int dir = 1;
+ float y1 = getY(e.startPoint());
+ float y2 = getY(e.endPoint());
+ if (y2 < y1) {
+ qSwap(y1, y2);
+ dir = -1;
+ }
+ if (e.m_isLine) {
+ if (getY(point) < y1 || getY(point) >= y2 || y1 == y2)
+ continue;
+ const float t = (getY(point) - getY(e.startPoint())) / (getY(e.endPoint()) - getY(e.startPoint()));
+ const float x = getX(e.startPoint()) + t * (getX(e.endPoint()) - getX(e.startPoint()));
+ if (x <= getX(point) && (i != elementIdx || qAbs(t - elementT) > toleranceT))
+ winding_number += dir;
+ } else {
+ y1 = qMin(y1, getY(e.controlPoint()));
+ y2 = qMax(y2, getY(e.controlPoint()));
+ if (getY(point) < y1 || getY(point) >= y2)
+ continue;
+ float ts[2];
+ const int numRoots = e.intersectionsAtY(getY(point), ts, swapXY);
+ // Count if there is exactly one intersection to the left
+ bool oneHit = false;
+ float tForHit = -1;
+ for (int j = 0; j < numRoots; j++) {
+ const float x = getX(e.pointAtFraction(ts[j]));
+ if (x <= getX(point) && (i != elementIdx || qAbs(ts[j] - elementT) > toleranceT)) {
+ oneHit = !oneHit;
+ tForHit = ts[j];
+ }
+ }
+ if (oneHit) {
+ dir = getY(e.tangentAtFraction(tForHit)) < 0 ? -1 : 1;
+ winding_number += dir;
+ }
+ }
+ };
+
+ int left_winding_number = winding_number;
+ int right_winding_number = winding_number;
+
+ int dir = getY(tangent) < 0 ? -1 : 1;
+
+ if (dir > 0)
+ left_winding_number += dir;
+ else
+ right_winding_number += dir;
+
+ bool leftInside = (fillRule() == Qt::WindingFill ? (left_winding_number != 0) : ((left_winding_number % 2) != 0));
+ bool rightInside = (fillRule() == Qt::WindingFill ? (right_winding_number != 0) : ((right_winding_number % 2) != 0));
+
+ if (leftInside && rightInside)
+ return QQuadPath::Element::FillSideBoth;
+ else if (leftInside)
+ return QQuadPath::Element::FillSideLeft;
+ else if (rightInside)
+ return QQuadPath::Element::FillSideRight;
+ else
+ return QQuadPath::Element::FillSideUndetermined; //should not happen except for numerical error.
+}
+
+void QQuadPath::addElement(const QVector2D &control, const QVector2D &endPoint, bool isLine)
+{
+ if (qFuzzyCompare(m_currentPoint, endPoint))
+ return; // 0 length element, skip
+
+ isLine = isLine || isPointNearLine(control, m_currentPoint, endPoint); // Turn flat quad into line
+
+ m_elements.resize(m_elements.size() + 1);
+ Element &elem = m_elements.last();
+ elem.sp = m_currentPoint;
+ elem.cp = isLine ? (0.5f * (m_currentPoint + endPoint)) : control;
+ elem.ep = endPoint;
+ elem.m_isLine = isLine;
+ elem.m_isSubpathStart = m_subPathToStart;
+ m_subPathToStart = false;
+ m_currentPoint = endPoint;
+}
+
+void QQuadPath::addElement(const Element &e)
+{
+ m_subPathToStart = false;
+ m_currentPoint = e.endPoint();
+ m_elements.append(e);
+}
+
+#if !defined(QQUADPATH_CONVEX_CHECK_ERROR_MARGIN)
+# define QQUICKSHAPECURVERENDERER_CONVEX_CHECK_ERROR_MARGIN (1.0f / 32.0f)
+#endif
+
+QQuadPath::Element::CurvatureFlags QQuadPath::coordinateOrderOfElement(const QQuadPath::Element &element) const
+{
+ QVector2D baseLine = element.endPoint() - element.startPoint();
+ QVector2D midPoint = element.midPoint();
+ // At the midpoint, the tangent of a quad is parallel to the baseline
+ QVector2D normal = QVector2D(-baseLine.y(), baseLine.x()).normalized();
+ float delta = qMin(element.extent() / 100, QQUICKSHAPECURVERENDERER_CONVEX_CHECK_ERROR_MARGIN);
+ QVector2D justRightOfMid = midPoint + (normal * delta);
+ bool pathContainsPoint = contains(justRightOfMid);
+ return pathContainsPoint ? Element::FillOnRight : Element::CurvatureFlags(0);
+}
+
+QQuadPath QQuadPath::fromPainterPath(const QPainterPath &path, PathHints hints)
+{
+ QQuadPath res;
+ res.reserve(path.elementCount());
+ res.setFillRule(path.fillRule());
+
+ const bool isQuadratic = hints & PathQuadratic;
+
+ QPolygonF quads;
+ QPointF sp;
+ for (int i = 0; i < path.elementCount(); ++i) {
+ QPainterPath::Element element = path.elementAt(i);
+
+ QPointF ep(element);
+ switch (element.type) {
+ case QPainterPath::MoveToElement:
+ res.moveTo(QVector2D(ep));
+ break;
+ case QPainterPath::LineToElement:
+ res.lineTo(QVector2D(ep));
+ break;
+ case QPainterPath::CurveToElement: {
+ QPointF cp1 = ep;
+ QPointF cp2(path.elementAt(++i));
+ ep = path.elementAt(++i);
+ if (isQuadratic) {
+ const qreal f = 3.0 / 2.0;
+ const QPointF cp = sp + f * (cp1 - sp);
+ res.quadTo(QVector2D(cp), QVector2D(ep));
+ } else {
+ QBezier b = QBezier::fromPoints(sp, cp1, cp2, ep);
+ qt_toQuadratics(b, &quads);
+ for (int i = 1; i < quads.size(); i += 2) {
+ QVector2D cp(quads[i]);
+ QVector2D ep(quads[i + 1]);
+ res.quadTo(cp, ep);
+ }
+ }
+ break;
+ }
+ default:
+ Q_UNREACHABLE();
+ break;
+ }
+ sp = ep;
+ }
+
+ res.setPathHints(hints | PathQuadratic);
+ return res;
+}
+
+void QQuadPath::addCurvatureData()
+{
+ // We use the convention that the inside of a curve is on the *right* side of the
+ // direction of the baseline.Thus, as long as this is true: if the control point is
+ // on the left side of the baseline, the curve is convex and otherwise it is
+ // concave. The paths we get can be arbitrary order, but each subpath will have a
+ // consistent order. Therefore, for the first curve element in a subpath, we can
+ // determine if the direction already follows the convention or not, and then we
+ // can easily detect curvature of all subsequent elements in the subpath.
+
+ static bool checkAnomaly = qEnvironmentVariableIntValue("QT_QUICKSHAPES_CHECK_ALL_CURVATURE") != 0;
+ const bool pathHasFillOnRight = testHint(PathFillOnRight);
+
+ Element::CurvatureFlags flags = Element::CurvatureUndetermined;
+ for (QQuadPath::Element &element : m_elements) {
+ Q_ASSERT(element.childCount() == 0);
+ if (element.isSubpathStart()) {
+ if (pathHasFillOnRight && !checkAnomaly)
+ flags = Element::FillOnRight;
+ else
+ flags = coordinateOrderOfElement(element);
+ } else if (checkAnomaly) {
+ Element::CurvatureFlags newFlags = coordinateOrderOfElement(element);
+ if (flags != newFlags) {
+ qDebug() << "Curvature anomaly detected:" << element
+ << "Subpath fill on right:" << (flags & Element::FillOnRight)
+ << "Element fill on right:" << (newFlags & Element::FillOnRight);
+ flags = newFlags;
+ }
+ }
+
+ if (element.isLine()) {
+ element.m_curvatureFlags = flags;
+ } else {
+ bool controlPointOnLeft = element.isControlPointOnLeft();
+ bool isFillOnRight = flags & Element::FillOnRight;
+ bool isConvex = controlPointOnLeft == isFillOnRight;
+
+ if (isConvex)
+ element.m_curvatureFlags = Element::CurvatureFlags(flags | Element::Convex);
+ else
+ element.m_curvatureFlags = flags;
+ }
+ }
+}
+
+QRectF QQuadPath::controlPointRect() const
+{
+ QRectF res;
+ if (elementCount()) {
+ QVector2D min, max;
+ min = max = m_elements.constFirst().sp;
+ // No need to recurse, as split curve's controlpoints are within the parent curve's
+ for (const QQuadPath::Element &e : std::as_const(m_elements)) {
+ min.setX(std::min({ min.x(), e.sp.x(), e.cp.x(), e.ep.x() }));
+ min.setY(std::min({ min.y(), e.sp.y(), e.cp.y(), e.ep.y() }));
+ max.setX(std::max({ max.x(), e.sp.x(), e.cp.x(), e.ep.x() }));
+ max.setY(std::max({ max.y(), e.sp.y(), e.cp.y(), e.ep.y() }));
+ }
+ res = QRectF(min.toPointF(), max.toPointF());
+ }
+ return res;
+}
+
+// Count leaf elements
+int QQuadPath::elementCountRecursive() const
+{
+ int count = 0;
+ iterateElements([&](const QQuadPath::Element &, int) { count++; });
+ return count;
+}
+
+QPainterPath QQuadPath::toPainterPath() const
+{
+ // Currently only converts the main, unsplit path; no need for the split path identified
+ QPainterPath res;
+ res.reserve(elementCount());
+ res.setFillRule(fillRule());
+ for (const Element &element : m_elements) {
+ if (element.m_isSubpathStart)
+ res.moveTo(element.startPoint().toPointF());
+ if (element.m_isLine)
+ res.lineTo(element.endPoint().toPointF());
+ else
+ res.quadTo(element.controlPoint().toPointF(), element.endPoint().toPointF());
+ };
+ return res;
+}
+
+QString QQuadPath::asSvgString() const
+{
+ QString res;
+ QTextStream str(&res);
+ for (const Element &element : m_elements) {
+ if (element.isSubpathStart())
+ str << "M " << element.startPoint().x() << " " << element.startPoint().y() << " ";
+ if (element.isLine())
+ str << "L " << element.endPoint().x() << " " << element.endPoint().y() << " ";
+ else
+ str << "Q " << element.controlPoint().x() << " " << element.controlPoint().y() << " "
+ << element.endPoint().x() << " " << element.endPoint().y() << " ";
+ }
+ return res;
+}
+
+// Returns a new path since doing it inline would probably be less efficient
+// (technically changing it from O(n) to O(n^2))
+// Note that this function should be called before splitting any elements,
+// so we can assume that the structure is a list and not a tree
+QQuadPath QQuadPath::subPathsClosed(bool *didClose) const
+{
+ Q_ASSERT(m_childElements.isEmpty());
+ bool closed = false;
+ QQuadPath res = *this;
+ res.m_subPathToStart = false;
+ res.m_elements = {};
+ res.m_elements.reserve(elementCount());
+ int subStart = -1;
+ int prevElement = -1;
+ for (int i = 0; i < elementCount(); i++) {
+ const auto &element = m_elements.at(i);
+ if (element.m_isSubpathStart) {
+ if (subStart >= 0 && m_elements[i - 1].ep != m_elements[subStart].sp) {
+ res.m_currentPoint = m_elements[i - 1].ep;
+ res.lineTo(m_elements[subStart].sp);
+ closed = true;
+ auto &endElement = res.m_elements.last();
+ endElement.m_isSubpathEnd = true;
+ // lineTo() can bail out if the points are too close.
+ // In that case, just change the end point to be equal to the start
+ // (No need to test because the assignment is a no-op otherwise).
+ endElement.ep = m_elements[subStart].sp;
+ } else if (prevElement >= 0) {
+ res.m_elements[prevElement].m_isSubpathEnd = true;
+ }
+ subStart = i;
+ }
+ res.m_elements.append(element);
+ prevElement = res.m_elements.size() - 1;
+ }
+
+ if (subStart >= 0 && m_elements.last().ep != m_elements[subStart].sp) {
+ res.m_currentPoint = m_elements.last().ep;
+ res.lineTo(m_elements[subStart].sp);
+ closed = true;
+ }
+ if (!res.m_elements.isEmpty()) {
+ auto &endElement = res.m_elements.last();
+ endElement.m_isSubpathEnd = true;
+ endElement.ep = m_elements[subStart].sp;
+ }
+
+ if (didClose)
+ *didClose = closed;
+ return res;
+}
+
+QQuadPath QQuadPath::flattened() const
+{
+ QQuadPath res;
+ res.reserve(elementCountRecursive());
+ iterateElements([&](const QQuadPath::Element &elem, int) { res.m_elements.append(elem); });
+ res.setPathHints(pathHints());
+ res.setFillRule(fillRule());
+ return res;
+}
+
+class ElementCutter
+{
+public:
+ ElementCutter(const QQuadPath::Element &element)
+ : m_element(element)
+ {
+ m_currentPoint = m_element.startPoint();
+ if (m_element.isLine())
+ m_lineLength = (m_element.endPoint() - m_element.startPoint()).length();
+ else
+ fillLUT();
+ }
+
+ bool consume(float length)
+ {
+ m_lastT = m_currentT;
+ m_lastPoint = m_currentPoint;
+ float nextCut = m_consumed + length;
+ float cutT = m_element.isLine() ? nextCut / m_lineLength : tForLength(nextCut);
+ if (cutT < 1) {
+ m_currentT = cutT;
+ m_currentPoint = m_element.pointAtFraction(m_currentT);
+ m_consumed = nextCut;
+ return true;
+ } else {
+ m_currentT = 1;
+ m_currentPoint = m_element.endPoint();
+ return false;
+ }
+ }
+
+ QVector2D currentCutPoint()
+ {
+ return m_currentPoint;
+ }
+
+ QVector2D currentControlPoint()
+ {
+ Q_ASSERT(!m_element.isLine());
+ // Split curve right at lastT, yields { lastPoint, rcp, endPoint } quad segment
+ QVector2D rcp = (1 - m_lastT) * m_element.controlPoint() + m_lastT * m_element.endPoint();
+ // Split that left at currentT, yields { lastPoint, lcp, currentPoint } quad segment
+ float segmentT = (m_currentT - m_lastT) / (1 - m_lastT);
+ QVector2D lcp = (1 - segmentT) * m_lastPoint + segmentT * rcp;
+ return lcp;
+ }
+
+ float lastLength()
+ {
+ float elemLength = m_element.isLine() ? m_lineLength : m_lut.last();
+ return elemLength - m_consumed;
+ }
+
+private:
+ void fillLUT()
+ {
+ Q_ASSERT(!m_element.isLine());
+ QVector2D ap = m_element.startPoint() - 2 * m_element.controlPoint() + m_element.endPoint();
+ QVector2D bp = 2 * m_element.controlPoint() - 2 * m_element.startPoint();
+ float A = 4 * QVector2D::dotProduct(ap, ap);
+ float B = 4 * QVector2D::dotProduct(ap, bp);
+ float C = QVector2D::dotProduct(bp, bp);
+ float b = B / (2 * A);
+ float c = C / A;
+ float k = c - (b * b);
+ float l2 = b * std::sqrt(b * b + k);
+ float lnom = b + std::sqrt(b * b + k);
+ float l0 = 0.5f * std::sqrt(A);
+
+ m_lut.resize(LUTSize, 0);
+ for (int i = 1; i < LUTSize; i++) {
+ float t = float(i) / (LUTSize - 1);
+ float u = t + b;
+ float w = std::sqrt(u * u + k);
+ float l1 = u * w;
+ float lden = u + w;
+ float l3 = k * std::log(std::fabs(lden / lnom));
+ float res = l0 * (l1 - l2 + l3);
+ m_lut[i] = res;
+ }
+ }
+
+ float tForLength(float length)
+ {
+ Q_ASSERT(!m_element.isLine());
+ Q_ASSERT(!m_lut.isEmpty());
+
+ float res = 2; // I.e. invalid, outside [0, 1] range
+ auto it = std::upper_bound(m_lut.cbegin(), m_lut.cend(), length);
+ if (it != m_lut.cend()) {
+ float nextLength = *it--;
+ float prevLength = *it;
+ int prevIndex = std::distance(m_lut.cbegin(), it);
+ float fraction = (length - prevLength) / (nextLength - prevLength);
+ res = (prevIndex + fraction) / (LUTSize - 1);
+ }
+ return res;
+ }
+
+ const QQuadPath::Element &m_element;
+ float m_lastT = 0;
+ float m_currentT = 0;
+ QVector2D m_lastPoint;
+ QVector2D m_currentPoint;
+ float m_consumed = 0;
+ // For line elements:
+ float m_lineLength;
+ // For quadratic curve elements:
+ static constexpr int LUTSize = 21;
+ QVarLengthArray<float, LUTSize> m_lut;
+};
+
+QQuadPath QQuadPath::dashed(qreal lineWidth, const QList<qreal> &dashPattern, qreal dashOffset) const
+{
+ QVarLengthArray<float, 16> pattern;
+ float patternLength = 0;
+ for (int i = 0; i < 2 * (dashPattern.length() / 2); i++) {
+ float dashLength = qMax(lineWidth * dashPattern[i], qreal(0));
+ pattern.append(dashLength);
+ patternLength += dashLength;
+ }
+ if (patternLength == 0)
+ return {};
+
+ int startIndex = 0;
+ float startOffset = std::fmod(lineWidth * dashOffset, patternLength);
+ if (startOffset < 0)
+ startOffset += patternLength;
+ for (float dashLength : pattern) {
+ if (dashLength > startOffset)
+ break;
+ startIndex = (startIndex + 1) % pattern.size(); // The % guards against accuracy issues
+ startOffset -= dashLength;
+ }
+
+ int dashIndex = startIndex;
+ float offset = startOffset;
+ QQuadPath res;
+ for (int i = 0; i < elementCount(); i++) {
+ const Element &element = elementAt(i);
+ if (element.isSubpathStart()) {
+ res.moveTo(element.startPoint());
+ dashIndex = startIndex;
+ offset = startOffset;
+ }
+ ElementCutter cutter(element);
+ while (true) {
+ bool gotAll = cutter.consume(pattern.at(dashIndex) - offset);
+ QVector2D nextPoint = cutter.currentCutPoint();
+ if (dashIndex & 1)
+ res.moveTo(nextPoint); // gap
+ else if (element.isLine())
+ res.lineTo(nextPoint); // dash in line
+ else
+ res.quadTo(cutter.currentControlPoint(), nextPoint); // dash in curve
+ if (gotAll) {
+ offset = 0;
+ dashIndex = (dashIndex + 1) % pattern.size();
+ } else {
+ offset += cutter.lastLength();
+ break;
+ }
+ }
+ }
+ res.setFillRule(fillRule());
+ res.setPathHints(pathHints());
+ return res;
+}
+
+void QQuadPath::splitElementAt(int index)
+{
+ const int newChildIndex = m_childElements.size();
+ m_childElements.resize(newChildIndex + 2);
+ Element &parent = elementAt(index);
+ parent.m_numChildren = 2;
+ parent.m_firstChildIndex = newChildIndex;
+
+ Element &quad1 = m_childElements[newChildIndex];
+ const QVector2D mp = parent.midPoint();
+ quad1.sp = parent.sp;
+ quad1.cp = 0.5f * (parent.sp + parent.cp);
+ quad1.ep = mp;
+ quad1.m_isSubpathStart = parent.m_isSubpathStart;
+ quad1.m_isSubpathEnd = false;
+ quad1.m_curvatureFlags = parent.m_curvatureFlags;
+ quad1.m_isLine = parent.m_isLine; //### || isPointNearLine(quad1.cp, quad1.sp, quad1.ep);
+
+ Element &quad2 = m_childElements[newChildIndex + 1];
+ quad2.sp = mp;
+ quad2.cp = 0.5f * (parent.ep + parent.cp);
+ quad2.ep = parent.ep;
+ quad2.m_isSubpathStart = false;
+ quad2.m_isSubpathEnd = parent.m_isSubpathEnd;
+ quad2.m_curvatureFlags = parent.m_curvatureFlags;
+ quad2.m_isLine = parent.m_isLine; //### || isPointNearLine(quad2.cp, quad2.sp, quad2.ep);
+
+#ifndef QT_NO_DEBUG
+ if (qFuzzyCompare(quad1.sp, quad1.ep) || qFuzzyCompare(quad2.sp, quad2.ep))
+ qCDebug(lcSGCurveProcessor) << "Splitting has resulted in ~null quad";
+#endif
+}
+
+static void printElement(QDebug stream, const QQuadPath::Element &element)
+{
+ auto printPoint = [&](QVector2D p) { stream << "(" << p.x() << ", " << p.y() << ") "; };
+ stream << "{ ";
+ printPoint(element.startPoint());
+ printPoint(element.controlPoint());
+ printPoint(element.endPoint());
+ stream << "} " << (element.isLine() ? "L " : "C ") << (element.isConvex() ? "X " : "O ")
+ << (element.isSubpathStart() ? "S" : element.isSubpathEnd() ? "E" : "");
+}
+
+QDebug operator<<(QDebug stream, const QQuadPath::Element &element)
+{
+ QDebugStateSaver saver(stream);
+ stream.nospace();
+ stream << "QuadPath::Element( ";
+ printElement(stream, element);
+ stream << " )";
+ return stream;
+}
+
+QDebug operator<<(QDebug stream, const QQuadPath &path)
+{
+ QDebugStateSaver saver(stream);
+ stream.nospace();
+ stream << "QuadPath(" << path.elementCount() << " main elements, "
+ << path.elementCountRecursive() << " leaf elements, "
+ << (path.fillRule() == Qt::OddEvenFill ? "OddEven" : "Winding") << Qt::endl;
+ int count = 0;
+ path.iterateElements([&](const QQuadPath::Element &e, int) {
+ stream << " " << count++ << (e.isSubpathStart() ? " >" : " ");
+ printElement(stream, e);
+ stream << Qt::endl;
+ });
+ stream << ")";
+ return stream;
+}
+
+QT_END_NAMESPACE