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authorDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
committerDaniel Baumann <daniel.baumann@progress-linux.org>2024-04-19 00:47:55 +0000
commit26a029d407be480d791972afb5975cf62c9360a6 (patch)
treef435a8308119effd964b339f76abb83a57c29483 /third_party/rust/plane-split/src/lib.rs
parentInitial commit. (diff)
downloadfirefox-26a029d407be480d791972afb5975cf62c9360a6.tar.xz
firefox-26a029d407be480d791972afb5975cf62c9360a6.zip
Adding upstream version 124.0.1.upstream/124.0.1
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
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+/*!
+Plane splitting.
+
+Uses [euclid](https://crates.io/crates/euclid) for the math basis.
+Introduces new geometrical primitives and associated logic.
+
+Automatically splits a given set of 4-point polygons into sub-polygons
+that don't intersect each other. This is useful for WebRender, to sort
+the resulting sub-polygons by depth and avoid transparency blending issues.
+*/
+#![warn(missing_docs)]
+
+mod bsp;
+mod clip;
+mod polygon;
+
+pub use polygon::PlaneCut;
+
+use euclid::{
+ approxeq::ApproxEq,
+ default::{Point3D, Scale, Vector3D},
+};
+
+use std::ops;
+
+pub use self::bsp::BspSplitter;
+pub use self::clip::Clipper;
+pub use self::polygon::{Intersection, LineProjection, Polygon};
+
+fn is_zero(value: f64) -> bool {
+ //HACK: this is rough, but the original Epsilon is too strict
+ (value * value).approx_eq(&0.0)
+}
+
+fn is_zero_vec(vec: Vector3D<f64>) -> bool {
+ vec.dot(vec).approx_eq(&0.0)
+}
+
+/// A generic line.
+#[derive(Debug)]
+pub struct Line {
+ /// Arbitrary point on the line.
+ pub origin: Point3D<f64>,
+ /// Normalized direction of the line.
+ pub dir: Vector3D<f64>,
+}
+
+impl Line {
+ /// Check if the line has consistent parameters.
+ pub fn is_valid(&self) -> bool {
+ is_zero(self.dir.dot(self.dir) - 1.0)
+ }
+ /// Check if two lines match each other.
+ pub fn matches(&self, other: &Self) -> bool {
+ let diff = self.origin - other.origin;
+ is_zero_vec(self.dir.cross(other.dir)) && is_zero_vec(self.dir.cross(diff))
+ }
+
+ /// Intersect an edge given by the end points.
+ /// Returns the fraction of the edge where the intersection occurs.
+ fn intersect_edge(&self, edge: ops::Range<Point3D<f64>>) -> Option<f64> {
+ let edge_vec = edge.end - edge.start;
+ let origin_vec = self.origin - edge.start;
+ // edge.start + edge_vec * t = r + k * d
+ // (edge.start, d) + t * (edge_vec, d) - (r, d) = k
+ // edge.start + t * edge_vec = r + t * (edge_vec, d) * d + (start-r, d) * d
+ // t * (edge_vec - (edge_vec, d)*d) = origin_vec - (origin_vec, d) * d
+ let pr = origin_vec - self.dir * self.dir.dot(origin_vec);
+ let pb = edge_vec - self.dir * self.dir.dot(edge_vec);
+ let denom = pb.dot(pb);
+ if denom.approx_eq(&0.0) {
+ None
+ } else {
+ Some(pr.dot(pb) / denom)
+ }
+ }
+}
+
+/// An infinite plane in 3D space, defined by equation:
+/// dot(v, normal) + offset = 0
+/// When used for plane splitting, it's defining a hemisphere
+/// with equation "dot(v, normal) + offset > 0".
+#[derive(Debug, PartialEq)]
+pub struct Plane {
+ /// Normalized vector perpendicular to the plane.
+ pub normal: Vector3D<f64>,
+ /// Constant offset from the normal plane, specified in the
+ /// direction opposite to the normal.
+ pub offset: f64,
+}
+
+impl Clone for Plane {
+ fn clone(&self) -> Self {
+ Plane {
+ normal: self.normal.clone(),
+ offset: self.offset.clone(),
+ }
+ }
+}
+
+/// An error returned when everything would end up projected
+/// to the negative hemisphere (W <= 0.0);
+#[derive(Clone, Debug, Hash, PartialEq, PartialOrd)]
+pub struct NegativeHemisphereError;
+
+impl Plane {
+ /// Construct a new plane from unnormalized equation.
+ pub fn from_unnormalized(
+ normal: Vector3D<f64>,
+ offset: f64,
+ ) -> Result<Option<Self>, NegativeHemisphereError> {
+ let square_len = normal.square_length();
+ if square_len < f64::approx_epsilon() * f64::approx_epsilon() {
+ if offset > 0.0 {
+ Ok(None)
+ } else {
+ Err(NegativeHemisphereError)
+ }
+ } else {
+ let kf = 1.0 / square_len.sqrt();
+ Ok(Some(Plane {
+ normal: normal * Scale::new(kf),
+ offset: offset * kf,
+ }))
+ }
+ }
+
+ /// Check if this plane contains another one.
+ pub fn contains(&self, other: &Self) -> bool {
+ //TODO: actually check for inside/outside
+ self.normal == other.normal && self.offset == other.offset
+ }
+
+ /// Return the signed distance from this plane to a point.
+ /// The distance is negative if the point is on the other side of the plane
+ /// from the direction of the normal.
+ pub fn signed_distance_to(&self, point: &Point3D<f64>) -> f64 {
+ point.to_vector().dot(self.normal) + self.offset
+ }
+
+ /// Compute the distance across the line to the plane plane,
+ /// starting from the line origin.
+ pub fn distance_to_line(&self, line: &Line) -> f64 {
+ self.signed_distance_to(&line.origin) / -self.normal.dot(line.dir)
+ }
+
+ /// Compute the sum of signed distances to each of the points
+ /// of another plane. Useful to know the relation of a plane that
+ /// is a product of a split, and we know it doesn't intersect `self`.
+ pub fn signed_distance_sum_to<A>(&self, poly: &Polygon<A>) -> f64 {
+ poly.points
+ .iter()
+ .fold(0.0, |u, p| u + self.signed_distance_to(p))
+ }
+
+ /// Check if a convex shape defined by a set of points is completely
+ /// outside of this plane. Merely touching the surface is not
+ /// considered an intersection.
+ pub fn are_outside(&self, points: &[Point3D<f64>]) -> bool {
+ let d0 = self.signed_distance_to(&points[0]);
+ points[1..]
+ .iter()
+ .all(|p| self.signed_distance_to(p) * d0 > 0.0)
+ }
+
+ //TODO(breaking): turn this into Result<Line, DotProduct>
+ /// Compute the line of intersection with another plane.
+ pub fn intersect(&self, other: &Self) -> Option<Line> {
+ // compute any point on the intersection between planes
+ // (n1, v) + d1 = 0
+ // (n2, v) + d2 = 0
+ // v = a*n1/w + b*n2/w; w = (n1, n2)
+ // v = (d2*w - d1) / (1 - w*w) * n1 - (d2 - d1*w) / (1 - w*w) * n2
+ let w = self.normal.dot(other.normal);
+ let divisor = 1.0 - w * w;
+ if divisor < f64::approx_epsilon() * f64::approx_epsilon() {
+ return None;
+ }
+ let origin = Point3D::origin() + self.normal * ((other.offset * w - self.offset) / divisor)
+ - other.normal * ((other.offset - self.offset * w) / divisor);
+
+ let cross_dir = self.normal.cross(other.normal);
+ // note: the cross product isn't too close to zero
+ // due to the previous check
+
+ Some(Line {
+ origin,
+ dir: cross_dir.normalize(),
+ })
+ }
+}
+
+/// Helper method used for benchmarks and tests.
+/// Constructs a 3D grid of polygons.
+#[doc(hidden)]
+pub fn make_grid(count: usize) -> Vec<Polygon<usize>> {
+ let mut polys: Vec<Polygon<usize>> = Vec::with_capacity(count * 3);
+ let len = count as f64;
+ polys.extend((0..count).map(|i| Polygon {
+ points: [
+ Point3D::new(0.0, i as f64, 0.0),
+ Point3D::new(len, i as f64, 0.0),
+ Point3D::new(len, i as f64, len),
+ Point3D::new(0.0, i as f64, len),
+ ],
+ plane: Plane {
+ normal: Vector3D::new(0.0, 1.0, 0.0),
+ offset: -(i as f64),
+ },
+ anchor: 0,
+ }));
+ polys.extend((0..count).map(|i| Polygon {
+ points: [
+ Point3D::new(i as f64, 0.0, 0.0),
+ Point3D::new(i as f64, len, 0.0),
+ Point3D::new(i as f64, len, len),
+ Point3D::new(i as f64, 0.0, len),
+ ],
+ plane: Plane {
+ normal: Vector3D::new(1.0, 0.0, 0.0),
+ offset: -(i as f64),
+ },
+ anchor: 0,
+ }));
+ polys.extend((0..count).map(|i| Polygon {
+ points: [
+ Point3D::new(0.0, 0.0, i as f64),
+ Point3D::new(len, 0.0, i as f64),
+ Point3D::new(len, len, i as f64),
+ Point3D::new(0.0, len, i as f64),
+ ],
+ plane: Plane {
+ normal: Vector3D::new(0.0, 0.0, 1.0),
+ offset: -(i as f64),
+ },
+ anchor: 0,
+ }));
+ polys
+}