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author | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
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committer | Daniel Baumann <daniel.baumann@progress-linux.org> | 2024-04-07 19:33:14 +0000 |
commit | 36d22d82aa202bb199967e9512281e9a53db42c9 (patch) | |
tree | 105e8c98ddea1c1e4784a60a5a6410fa416be2de /third_party/rust/plane-split/src/lib.rs | |
parent | Initial commit. (diff) | |
download | firefox-esr-upstream.tar.xz firefox-esr-upstream.zip |
Adding upstream version 115.7.0esr.upstream/115.7.0esrupstream
Signed-off-by: Daniel Baumann <daniel.baumann@progress-linux.org>
Diffstat (limited to 'third_party/rust/plane-split/src/lib.rs')
-rw-r--r-- | third_party/rust/plane-split/src/lib.rs | 239 |
1 files changed, 239 insertions, 0 deletions
diff --git a/third_party/rust/plane-split/src/lib.rs b/third_party/rust/plane-split/src/lib.rs new file mode 100644 index 0000000000..4d3936b137 --- /dev/null +++ b/third_party/rust/plane-split/src/lib.rs @@ -0,0 +1,239 @@ +/*! +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 +} |