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Diffstat (limited to 'gfx/wr/webrender/src/ellipse.rs')
-rw-r--r-- | gfx/wr/webrender/src/ellipse.rs | 187 |
1 files changed, 187 insertions, 0 deletions
diff --git a/gfx/wr/webrender/src/ellipse.rs b/gfx/wr/webrender/src/ellipse.rs new file mode 100644 index 0000000000..fac6765984 --- /dev/null +++ b/gfx/wr/webrender/src/ellipse.rs @@ -0,0 +1,187 @@ +/* This Source Code Form is subject to the terms of the Mozilla Public + * License, v. 2.0. If a copy of the MPL was not distributed with this + * file, You can obtain one at http://mozilla.org/MPL/2.0/. */ + +use api::units::*; +use euclid::Size2D; +use std::f32::consts::FRAC_PI_2; + + +/// Number of steps to integrate arc length over. +const STEP_COUNT: usize = 20; + +/// Represents an ellipse centred at a local space origin. +#[derive(Debug, Clone)] +pub struct Ellipse<U> { + pub radius: Size2D<f32, U>, + pub total_arc_length: f32, +} + +impl<U> Ellipse<U> { + pub fn new(radius: Size2D<f32, U>) -> Ellipse<U> { + // Approximate the total length of the first quadrant of this ellipse. + let total_arc_length = get_simpson_length(FRAC_PI_2, radius.width, radius.height); + + Ellipse { + radius, + total_arc_length, + } + } + + /// Binary search to estimate the angle of an ellipse + /// for a given arc length. This only searches over the + /// first quadrant of an ellipse. + pub fn find_angle_for_arc_length(&self, arc_length: f32) -> f32 { + // Clamp arc length to [0, pi]. + let arc_length = arc_length.max(0.0).min(self.total_arc_length); + + let epsilon = 0.01; + let mut low = 0.0; + let mut high = FRAC_PI_2; + let mut theta = 0.0; + let mut new_low = 0.0; + let mut new_high = FRAC_PI_2; + + while low <= high { + theta = 0.5 * (low + high); + let length = get_simpson_length(theta, self.radius.width, self.radius.height); + + if (length - arc_length).abs() < epsilon { + break; + } else if length < arc_length { + new_low = theta; + } else { + new_high = theta; + } + + // If we have stopped moving down the arc, the answer that we have is as good as + // it is going to get. We break to avoid going into an infinite loop. + if new_low == low && new_high == high { + break; + } + + high = new_high; + low = new_low; + } + + theta + } + + /// Get a point and tangent on this ellipse from a given angle. + /// This only works for the first quadrant of the ellipse. + pub fn get_point_and_tangent(&self, theta: f32) -> (LayoutPoint, LayoutPoint) { + let (sin_theta, cos_theta) = theta.sin_cos(); + let point = LayoutPoint::new( + self.radius.width * cos_theta, + self.radius.height * sin_theta, + ); + let tangent = LayoutPoint::new( + -self.radius.width * sin_theta, + self.radius.height * cos_theta, + ); + (point, tangent) + } + + pub fn contains(&self, point: LayoutPoint) -> bool { + self.signed_distance(point.to_vector()) <= 0.0 + } + + /// Find the signed distance from this ellipse given a point. + /// Taken from http://www.iquilezles.org/www/articles/ellipsedist/ellipsedist.htm + fn signed_distance(&self, point: LayoutVector2D) -> f32 { + // This algorithm fails for circles, so we handle them here. + if self.radius.width == self.radius.height { + return point.length() - self.radius.width; + } + + let mut p = LayoutVector2D::new(point.x.abs(), point.y.abs()); + let mut ab = self.radius.to_vector(); + if p.x > p.y { + p = p.yx(); + ab = ab.yx(); + } + + let l = ab.y * ab.y - ab.x * ab.x; + + let m = ab.x * p.x / l; + let n = ab.y * p.y / l; + let m2 = m * m; + let n2 = n * n; + + let c = (m2 + n2 - 1.0) / 3.0; + let c3 = c * c * c; + + let q = c3 + m2 * n2 * 2.0; + let d = c3 + m2 * n2; + let g = m + m * n2; + + let co = if d < 0.0 { + let p = (q / c3).acos() / 3.0; + let s = p.cos(); + let t = p.sin() * (3.0_f32).sqrt(); + let rx = (-c * (s + t + 2.0) + m2).sqrt(); + let ry = (-c * (s - t + 2.0) + m2).sqrt(); + (ry + l.signum() * rx + g.abs() / (rx * ry) - m) / 2.0 + } else { + let h = 2.0 * m * n * d.sqrt(); + let s = (q + h).signum() * (q + h).abs().powf(1.0 / 3.0); + let u = (q - h).signum() * (q - h).abs().powf(1.0 / 3.0); + let rx = -s - u - c * 4.0 + 2.0 * m2; + let ry = (s - u) * (3.0_f32).sqrt(); + let rm = (rx * rx + ry * ry).sqrt(); + let p = ry / (rm - rx).sqrt(); + (p + 2.0 * g / rm - m) / 2.0 + }; + + let si = (1.0 - co * co).sqrt(); + let r = LayoutVector2D::new(ab.x * co, ab.y * si); + (r - p).length() * (p.y - r.y).signum() + } +} + +/// Use Simpsons rule to approximate the arc length of +/// part of an ellipse. Note that this only works over +/// the range of [0, pi/2]. +// TODO(gw): This is a simplistic way to estimate the +// arc length of an ellipse segment. We can probably use +// a faster / more accurate method! +fn get_simpson_length(theta: f32, rx: f32, ry: f32) -> f32 { + let df = theta / STEP_COUNT as f32; + let mut sum = 0.0; + + for i in 0 .. (STEP_COUNT + 1) { + let (sin_theta, cos_theta) = (i as f32 * df).sin_cos(); + let a = rx * sin_theta; + let b = ry * cos_theta; + let y = (a * a + b * b).sqrt(); + let q = if i == 0 || i == STEP_COUNT { + 1.0 + } else if i % 2 == 0 { + 2.0 + } else { + 4.0 + }; + + sum += q * y; + } + + (df / 3.0) * sum +} + +#[cfg(test)] +pub mod test { + use super::*; + + #[test] + fn find_angle_for_arc_length_for_long_eclipse() { + // Ensure that finding the angle on giant ellipses produces and answer and + // doesn't send us into an infinite loop. + let ellipse = Ellipse::new(LayoutSize::new(57500.0, 25.0)); + let _ = ellipse.find_angle_for_arc_length(55674.53); + assert!(true); + + let ellipse = Ellipse::new(LayoutSize::new(25.0, 57500.0)); + let _ = ellipse.find_angle_for_arc_length(55674.53); + assert!(true); + } +} |