1 /*
2 * Copyright 2017 Google Inc.
3 *
4 * Use of this source code is governed by a BSD-style license that can be
5 * found in the LICENSE file.
6 */
7
8 #include "src/utils/SkPolyUtils.h"
9
10 #include <limits>
11
12 #include "include/private/SkNx.h"
13 #include "include/private/SkTArray.h"
14 #include "include/private/SkTemplates.h"
15 #include "src/core/SkPointPriv.h"
16 #include "src/core/SkTDPQueue.h"
17 #include "src/core/SkTInternalLList.h"
18
19 //////////////////////////////////////////////////////////////////////////////////
20 // Helper data structures and functions
21
22 struct OffsetSegment {
23 SkPoint fP0;
24 SkVector fV;
25 };
26
27 constexpr SkScalar kCrossTolerance = SK_ScalarNearlyZero * SK_ScalarNearlyZero;
28
29 // Computes perpDot for point p compared to segment defined by origin p0 and vector v.
30 // A positive value means the point is to the left of the segment,
31 // negative is to the right, 0 is collinear.
compute_side(const SkPoint & p0,const SkVector & v,const SkPoint & p)32 static int compute_side(const SkPoint& p0, const SkVector& v, const SkPoint& p) {
33 SkVector w = p - p0;
34 SkScalar perpDot = v.cross(w);
35 if (!SkScalarNearlyZero(perpDot, kCrossTolerance)) {
36 return ((perpDot > 0) ? 1 : -1);
37 }
38
39 return 0;
40 }
41
42 // Returns 1 for cw, -1 for ccw and 0 if zero signed area (either degenerate or self-intersecting)
SkGetPolygonWinding(const SkPoint * polygonVerts,int polygonSize)43 int SkGetPolygonWinding(const SkPoint* polygonVerts, int polygonSize) {
44 if (polygonSize < 3) {
45 return 0;
46 }
47
48 // compute area and use sign to determine winding
49 SkScalar quadArea = 0;
50 SkVector v0 = polygonVerts[1] - polygonVerts[0];
51 for (int curr = 2; curr < polygonSize; ++curr) {
52 SkVector v1 = polygonVerts[curr] - polygonVerts[0];
53 quadArea += v0.cross(v1);
54 v0 = v1;
55 }
56 if (SkScalarNearlyZero(quadArea, kCrossTolerance)) {
57 return 0;
58 }
59 // 1 == ccw, -1 == cw
60 return (quadArea > 0) ? 1 : -1;
61 }
62
63 // Compute difference vector to offset p0-p1 'offset' units in direction specified by 'side'
compute_offset_vector(const SkPoint & p0,const SkPoint & p1,SkScalar offset,int side,SkPoint * vector)64 bool compute_offset_vector(const SkPoint& p0, const SkPoint& p1, SkScalar offset, int side,
65 SkPoint* vector) {
66 SkASSERT(side == -1 || side == 1);
67 // if distances are equal, can just outset by the perpendicular
68 SkVector perp = SkVector::Make(p0.fY - p1.fY, p1.fX - p0.fX);
69 if (!perp.setLength(offset*side)) {
70 return false;
71 }
72 *vector = perp;
73 return true;
74 }
75
76 // check interval to see if intersection is in segment
outside_interval(SkScalar numer,SkScalar denom,bool denomPositive)77 static inline bool outside_interval(SkScalar numer, SkScalar denom, bool denomPositive) {
78 return (denomPositive && (numer < 0 || numer > denom)) ||
79 (!denomPositive && (numer > 0 || numer < denom));
80 }
81
82 // special zero-length test when we're using vdotv as a denominator
zero_length(const SkPoint & v,SkScalar vdotv)83 static inline bool zero_length(const SkPoint& v, SkScalar vdotv) {
84 return !(SkScalarsAreFinite(v.fX, v.fY) && vdotv);
85 }
86
87 // Compute the intersection 'p' between segments s0 and s1, if any.
88 // 's' is the parametric value for the intersection along 's0' & 't' is the same for 's1'.
89 // Returns false if there is no intersection.
90 // If the length squared of a segment is 0, then we treat the segment as degenerate
91 // and use only the first endpoint for tests.
compute_intersection(const OffsetSegment & s0,const OffsetSegment & s1,SkPoint * p,SkScalar * s,SkScalar * t)92 static bool compute_intersection(const OffsetSegment& s0, const OffsetSegment& s1,
93 SkPoint* p, SkScalar* s, SkScalar* t) {
94 const SkVector& v0 = s0.fV;
95 const SkVector& v1 = s1.fV;
96 SkVector w = s1.fP0 - s0.fP0;
97 SkScalar denom = v0.cross(v1);
98 bool denomPositive = (denom > 0);
99 SkScalar sNumer, tNumer;
100 if (SkScalarNearlyZero(denom, kCrossTolerance)) {
101 // segments are parallel, but not collinear
102 if (!SkScalarNearlyZero(w.cross(v0), kCrossTolerance) ||
103 !SkScalarNearlyZero(w.cross(v1), kCrossTolerance)) {
104 return false;
105 }
106
107 // Check for zero-length segments
108 SkScalar v0dotv0 = v0.dot(v0);
109 if (zero_length(v0, v0dotv0)) {
110 // Both are zero-length
111 SkScalar v1dotv1 = v1.dot(v1);
112 if (zero_length(v1, v1dotv1)) {
113 // Check if they're the same point
114 if (!SkPointPriv::CanNormalize(w.fX, w.fY)) {
115 *p = s0.fP0;
116 *s = 0;
117 *t = 0;
118 return true;
119 } else {
120 // Intersection is indeterminate
121 return false;
122 }
123 }
124 // Otherwise project segment0's origin onto segment1
125 tNumer = v1.dot(-w);
126 denom = v1dotv1;
127 if (outside_interval(tNumer, denom, true)) {
128 return false;
129 }
130 sNumer = 0;
131 } else {
132 // Project segment1's endpoints onto segment0
133 sNumer = v0.dot(w);
134 denom = v0dotv0;
135 tNumer = 0;
136 if (outside_interval(sNumer, denom, true)) {
137 // The first endpoint doesn't lie on segment0
138 // If segment1 is degenerate, then there's no collision
139 SkScalar v1dotv1 = v1.dot(v1);
140 if (zero_length(v1, v1dotv1)) {
141 return false;
142 }
143
144 // Otherwise try the other one
145 SkScalar oldSNumer = sNumer;
146 sNumer = v0.dot(w + v1);
147 tNumer = denom;
148 if (outside_interval(sNumer, denom, true)) {
149 // it's possible that segment1's interval surrounds segment0
150 // this is false if params have the same signs, and in that case no collision
151 if (sNumer*oldSNumer > 0) {
152 return false;
153 }
154 // otherwise project segment0's endpoint onto segment1 instead
155 sNumer = 0;
156 tNumer = v1.dot(-w);
157 denom = v1dotv1;
158 }
159 }
160 }
161 } else {
162 sNumer = w.cross(v1);
163 if (outside_interval(sNumer, denom, denomPositive)) {
164 return false;
165 }
166 tNumer = w.cross(v0);
167 if (outside_interval(tNumer, denom, denomPositive)) {
168 return false;
169 }
170 }
171
172 SkScalar localS = sNumer/denom;
173 SkScalar localT = tNumer/denom;
174
175 *p = s0.fP0 + v0*localS;
176 *s = localS;
177 *t = localT;
178
179 return true;
180 }
181
SkIsConvexPolygon(const SkPoint * polygonVerts,int polygonSize)182 bool SkIsConvexPolygon(const SkPoint* polygonVerts, int polygonSize) {
183 if (polygonSize < 3) {
184 return false;
185 }
186
187 SkScalar lastArea = 0;
188 SkScalar lastPerpDot = 0;
189
190 int prevIndex = polygonSize - 1;
191 int currIndex = 0;
192 int nextIndex = 1;
193 SkPoint origin = polygonVerts[0];
194 SkVector v0 = polygonVerts[currIndex] - polygonVerts[prevIndex];
195 SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
196 SkVector w0 = polygonVerts[currIndex] - origin;
197 SkVector w1 = polygonVerts[nextIndex] - origin;
198 for (int i = 0; i < polygonSize; ++i) {
199 if (!polygonVerts[i].isFinite()) {
200 return false;
201 }
202
203 // Check that winding direction is always the same (otherwise we have a reflex vertex)
204 SkScalar perpDot = v0.cross(v1);
205 if (lastPerpDot*perpDot < 0) {
206 return false;
207 }
208 if (0 != perpDot) {
209 lastPerpDot = perpDot;
210 }
211
212 // If the signed area ever flips it's concave
213 // TODO: see if we can verify convexity only with signed area
214 SkScalar quadArea = w0.cross(w1);
215 if (quadArea*lastArea < 0) {
216 return false;
217 }
218 if (0 != quadArea) {
219 lastArea = quadArea;
220 }
221
222 prevIndex = currIndex;
223 currIndex = nextIndex;
224 nextIndex = (currIndex + 1) % polygonSize;
225 v0 = v1;
226 v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
227 w0 = w1;
228 w1 = polygonVerts[nextIndex] - origin;
229 }
230
231 return true;
232 }
233
234 struct OffsetEdge {
235 OffsetEdge* fPrev;
236 OffsetEdge* fNext;
237 OffsetSegment fOffset;
238 SkPoint fIntersection;
239 SkScalar fTValue;
240 uint16_t fIndex;
241 uint16_t fEnd;
242
initOffsetEdge243 void init(uint16_t start = 0, uint16_t end = 0) {
244 fIntersection = fOffset.fP0;
245 fTValue = SK_ScalarMin;
246 fIndex = start;
247 fEnd = end;
248 }
249
250 // special intersection check that looks for endpoint intersection
checkIntersectionOffsetEdge251 bool checkIntersection(const OffsetEdge* that,
252 SkPoint* p, SkScalar* s, SkScalar* t) {
253 if (this->fEnd == that->fIndex) {
254 SkPoint p1 = this->fOffset.fP0 + this->fOffset.fV;
255 if (SkPointPriv::EqualsWithinTolerance(p1, that->fOffset.fP0)) {
256 *p = p1;
257 *s = SK_Scalar1;
258 *t = 0;
259 return true;
260 }
261 }
262
263 return compute_intersection(this->fOffset, that->fOffset, p, s, t);
264 }
265
266 // computes the line intersection and then the "distance" from that to this
267 // this is really a signed squared distance, where negative means that
268 // the intersection lies inside this->fOffset
computeCrossingDistanceOffsetEdge269 SkScalar computeCrossingDistance(const OffsetEdge* that) {
270 const OffsetSegment& s0 = this->fOffset;
271 const OffsetSegment& s1 = that->fOffset;
272 const SkVector& v0 = s0.fV;
273 const SkVector& v1 = s1.fV;
274
275 SkScalar denom = v0.cross(v1);
276 if (SkScalarNearlyZero(denom, kCrossTolerance)) {
277 // segments are parallel
278 return SK_ScalarMax;
279 }
280
281 SkVector w = s1.fP0 - s0.fP0;
282 SkScalar localS = w.cross(v1) / denom;
283 if (localS < 0) {
284 localS = -localS;
285 } else {
286 localS -= SK_Scalar1;
287 }
288
289 localS *= SkScalarAbs(localS);
290 localS *= v0.dot(v0);
291
292 return localS;
293 }
294
295 };
296
remove_node(const OffsetEdge * node,OffsetEdge ** head)297 static void remove_node(const OffsetEdge* node, OffsetEdge** head) {
298 // remove from linked list
299 node->fPrev->fNext = node->fNext;
300 node->fNext->fPrev = node->fPrev;
301 if (node == *head) {
302 *head = (node->fNext == node) ? nullptr : node->fNext;
303 }
304 }
305
306 //////////////////////////////////////////////////////////////////////////////////
307
308 // The objective here is to inset all of the edges by the given distance, and then
309 // remove any invalid inset edges by detecting right-hand turns. In a ccw polygon,
310 // we should only be making left-hand turns (for cw polygons, we use the winding
311 // parameter to reverse this). We detect this by checking whether the second intersection
312 // on an edge is closer to its tail than the first one.
313 //
314 // We might also have the case that there is no intersection between two neighboring inset edges.
315 // In this case, one edge will lie to the right of the other and should be discarded along with
316 // its previous intersection (if any).
317 //
318 // Note: the assumption is that inputPolygon is convex and has no coincident points.
319 //
SkInsetConvexPolygon(const SkPoint * inputPolygonVerts,int inputPolygonSize,SkScalar inset,SkTDArray<SkPoint> * insetPolygon)320 bool SkInsetConvexPolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
321 SkScalar inset, SkTDArray<SkPoint>* insetPolygon) {
322 if (inputPolygonSize < 3) {
323 return false;
324 }
325
326 // restrict this to match other routines
327 // practically we don't want anything bigger than this anyway
328 if (inputPolygonSize > std::numeric_limits<uint16_t>::max()) {
329 return false;
330 }
331
332 // can't inset by a negative or non-finite amount
333 if (inset < -SK_ScalarNearlyZero || !SkScalarIsFinite(inset)) {
334 return false;
335 }
336
337 // insetting close to zero just returns the original poly
338 if (inset <= SK_ScalarNearlyZero) {
339 for (int i = 0; i < inputPolygonSize; ++i) {
340 *insetPolygon->push() = inputPolygonVerts[i];
341 }
342 return true;
343 }
344
345 // get winding direction
346 int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
347 if (0 == winding) {
348 return false;
349 }
350
351 // set up
352 SkAutoSTMalloc<64, OffsetEdge> edgeData(inputPolygonSize);
353 int prev = inputPolygonSize - 1;
354 for (int curr = 0; curr < inputPolygonSize; prev = curr, ++curr) {
355 int next = (curr + 1) % inputPolygonSize;
356 if (!inputPolygonVerts[curr].isFinite()) {
357 return false;
358 }
359 // check for convexity just to be sure
360 if (compute_side(inputPolygonVerts[prev], inputPolygonVerts[curr] - inputPolygonVerts[prev],
361 inputPolygonVerts[next])*winding < 0) {
362 return false;
363 }
364 SkVector v = inputPolygonVerts[next] - inputPolygonVerts[curr];
365 SkVector perp = SkVector::Make(-v.fY, v.fX);
366 perp.setLength(inset*winding);
367 edgeData[curr].fPrev = &edgeData[prev];
368 edgeData[curr].fNext = &edgeData[next];
369 edgeData[curr].fOffset.fP0 = inputPolygonVerts[curr] + perp;
370 edgeData[curr].fOffset.fV = v;
371 edgeData[curr].init();
372 }
373
374 OffsetEdge* head = &edgeData[0];
375 OffsetEdge* currEdge = head;
376 OffsetEdge* prevEdge = currEdge->fPrev;
377 int insetVertexCount = inputPolygonSize;
378 unsigned int iterations = 0;
379 unsigned int maxIterations = inputPolygonSize * inputPolygonSize;
380 while (head && prevEdge != currEdge) {
381 ++iterations;
382 // we should check each edge against each other edge at most once
383 if (iterations > maxIterations) {
384 return false;
385 }
386
387 SkScalar s, t;
388 SkPoint intersection;
389 if (compute_intersection(prevEdge->fOffset, currEdge->fOffset,
390 &intersection, &s, &t)) {
391 // if new intersection is further back on previous inset from the prior intersection
392 if (s < prevEdge->fTValue) {
393 // no point in considering this one again
394 remove_node(prevEdge, &head);
395 --insetVertexCount;
396 // go back one segment
397 prevEdge = prevEdge->fPrev;
398 // we've already considered this intersection, we're done
399 } else if (currEdge->fTValue > SK_ScalarMin &&
400 SkPointPriv::EqualsWithinTolerance(intersection,
401 currEdge->fIntersection,
402 1.0e-6f)) {
403 break;
404 } else {
405 // add intersection
406 currEdge->fIntersection = intersection;
407 currEdge->fTValue = t;
408
409 // go to next segment
410 prevEdge = currEdge;
411 currEdge = currEdge->fNext;
412 }
413 } else {
414 // if prev to right side of curr
415 int side = winding*compute_side(currEdge->fOffset.fP0,
416 currEdge->fOffset.fV,
417 prevEdge->fOffset.fP0);
418 if (side < 0 &&
419 side == winding*compute_side(currEdge->fOffset.fP0,
420 currEdge->fOffset.fV,
421 prevEdge->fOffset.fP0 + prevEdge->fOffset.fV)) {
422 // no point in considering this one again
423 remove_node(prevEdge, &head);
424 --insetVertexCount;
425 // go back one segment
426 prevEdge = prevEdge->fPrev;
427 } else {
428 // move to next segment
429 remove_node(currEdge, &head);
430 --insetVertexCount;
431 currEdge = currEdge->fNext;
432 }
433 }
434 }
435
436 // store all the valid intersections that aren't nearly coincident
437 // TODO: look at the main algorithm and see if we can detect these better
438 insetPolygon->reset();
439 if (!head) {
440 return false;
441 }
442
443 static constexpr SkScalar kCleanupTolerance = 0.01f;
444 if (insetVertexCount >= 0) {
445 insetPolygon->setReserve(insetVertexCount);
446 }
447 int currIndex = 0;
448 *insetPolygon->push() = head->fIntersection;
449 currEdge = head->fNext;
450 while (currEdge != head) {
451 if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
452 (*insetPolygon)[currIndex],
453 kCleanupTolerance)) {
454 *insetPolygon->push() = currEdge->fIntersection;
455 currIndex++;
456 }
457 currEdge = currEdge->fNext;
458 }
459 // make sure the first and last points aren't coincident
460 if (currIndex >= 1 &&
461 SkPointPriv::EqualsWithinTolerance((*insetPolygon)[0], (*insetPolygon)[currIndex],
462 kCleanupTolerance)) {
463 insetPolygon->pop();
464 }
465
466 return SkIsConvexPolygon(insetPolygon->begin(), insetPolygon->count());
467 }
468
469 ///////////////////////////////////////////////////////////////////////////////////////////
470
471 // compute the number of points needed for a circular join when offsetting a reflex vertex
SkComputeRadialSteps(const SkVector & v1,const SkVector & v2,SkScalar offset,SkScalar * rotSin,SkScalar * rotCos,int * n)472 bool SkComputeRadialSteps(const SkVector& v1, const SkVector& v2, SkScalar offset,
473 SkScalar* rotSin, SkScalar* rotCos, int* n) {
474 const SkScalar kRecipPixelsPerArcSegment = 0.25f;
475
476 SkScalar rCos = v1.dot(v2);
477 if (!SkScalarIsFinite(rCos)) {
478 return false;
479 }
480 SkScalar rSin = v1.cross(v2);
481 if (!SkScalarIsFinite(rSin)) {
482 return false;
483 }
484 SkScalar theta = SkScalarATan2(rSin, rCos);
485
486 SkScalar floatSteps = SkScalarAbs(offset*theta*kRecipPixelsPerArcSegment);
487 // limit the number of steps to at most max uint16_t (that's all we can index)
488 // knock one value off the top to account for rounding
489 if (floatSteps >= std::numeric_limits<uint16_t>::max()) {
490 return false;
491 }
492 int steps = SkScalarRoundToInt(floatSteps);
493
494 SkScalar dTheta = steps > 0 ? theta / steps : 0;
495 *rotSin = SkScalarSin(dTheta);
496 *rotCos = SkScalarCos(dTheta);
497 // Our offset may be so large that we end up with a tiny dTheta, in which case we
498 // lose precision when computing rotSin and rotCos.
499 if (steps > 0 && (*rotSin == 0 || *rotCos == 1)) {
500 return false;
501 }
502 *n = steps;
503 return true;
504 }
505
506 ///////////////////////////////////////////////////////////////////////////////////////////
507
508 // a point is "left" to another if its x-coord is less, or if equal, its y-coord is greater
left(const SkPoint & p0,const SkPoint & p1)509 static bool left(const SkPoint& p0, const SkPoint& p1) {
510 return p0.fX < p1.fX || (!(p0.fX > p1.fX) && p0.fY > p1.fY);
511 }
512
513 // a point is "right" to another if its x-coord is greater, or if equal, its y-coord is less
right(const SkPoint & p0,const SkPoint & p1)514 static bool right(const SkPoint& p0, const SkPoint& p1) {
515 return p0.fX > p1.fX || (!(p0.fX < p1.fX) && p0.fY < p1.fY);
516 }
517
518 struct Vertex {
LeftVertex519 static bool Left(const Vertex& qv0, const Vertex& qv1) {
520 return left(qv0.fPosition, qv1.fPosition);
521 }
522
523 // packed to fit into 16 bytes (one cache line)
524 SkPoint fPosition;
525 uint16_t fIndex; // index in unsorted polygon
526 uint16_t fPrevIndex; // indices for previous and next vertex in unsorted polygon
527 uint16_t fNextIndex;
528 uint16_t fFlags;
529 };
530
531 enum VertexFlags {
532 kPrevLeft_VertexFlag = 0x1,
533 kNextLeft_VertexFlag = 0x2,
534 };
535
536 struct ActiveEdge {
ActiveEdgeActiveEdge537 ActiveEdge() : fChild{ nullptr, nullptr }, fAbove(nullptr), fBelow(nullptr), fRed(false) {}
ActiveEdgeActiveEdge538 ActiveEdge(const SkPoint& p0, const SkVector& v, uint16_t index0, uint16_t index1)
539 : fSegment({ p0, v })
540 , fIndex0(index0)
541 , fIndex1(index1)
542 , fAbove(nullptr)
543 , fBelow(nullptr)
544 , fRed(true) {
545 fChild[0] = nullptr;
546 fChild[1] = nullptr;
547 }
548
549 // Returns true if "this" is above "that", assuming this->p0 is to the left of that->p0
550 // This is only used to verify the edgelist -- the actual test for insertion/deletion is much
551 // simpler because we can make certain assumptions then.
aboveIfLeftActiveEdge552 bool aboveIfLeft(const ActiveEdge* that) const {
553 const SkPoint& p0 = this->fSegment.fP0;
554 const SkPoint& q0 = that->fSegment.fP0;
555 SkASSERT(p0.fX <= q0.fX);
556 SkVector d = q0 - p0;
557 const SkVector& v = this->fSegment.fV;
558 const SkVector& w = that->fSegment.fV;
559 // The idea here is that if the vector between the origins of the two segments (d)
560 // rotates counterclockwise up to the vector representing the "this" segment (v),
561 // then we know that "this" is above "that". If the result is clockwise we say it's below.
562 if (this->fIndex0 != that->fIndex0) {
563 SkScalar cross = d.cross(v);
564 if (cross > kCrossTolerance) {
565 return true;
566 } else if (cross < -kCrossTolerance) {
567 return false;
568 }
569 } else if (this->fIndex1 == that->fIndex1) {
570 return false;
571 }
572 // At this point either the two origins are nearly equal or the origin of "that"
573 // lies on dv. So then we try the same for the vector from the tail of "this"
574 // to the head of "that". Again, ccw means "this" is above "that".
575 // d = that.P1 - this.P0
576 // = that.fP0 + that.fV - this.fP0
577 // = that.fP0 - this.fP0 + that.fV
578 // = old_d + that.fV
579 d += w;
580 SkScalar cross = d.cross(v);
581 if (cross > kCrossTolerance) {
582 return true;
583 } else if (cross < -kCrossTolerance) {
584 return false;
585 }
586 // If the previous check fails, the two segments are nearly collinear
587 // First check y-coord of first endpoints
588 if (p0.fX < q0.fX) {
589 return (p0.fY >= q0.fY);
590 } else if (p0.fY > q0.fY) {
591 return true;
592 } else if (p0.fY < q0.fY) {
593 return false;
594 }
595 // The first endpoints are the same, so check the other endpoint
596 SkPoint p1 = p0 + v;
597 SkPoint q1 = q0 + w;
598 if (p1.fX < q1.fX) {
599 return (p1.fY >= q1.fY);
600 } else {
601 return (p1.fY > q1.fY);
602 }
603 }
604
605 // same as leftAndAbove(), but generalized
aboveActiveEdge606 bool above(const ActiveEdge* that) const {
607 const SkPoint& p0 = this->fSegment.fP0;
608 const SkPoint& q0 = that->fSegment.fP0;
609 if (right(p0, q0)) {
610 return !that->aboveIfLeft(this);
611 } else {
612 return this->aboveIfLeft(that);
613 }
614 }
615
intersectActiveEdge616 bool intersect(const SkPoint& q0, const SkVector& w, uint16_t index0, uint16_t index1) const {
617 // check first to see if these edges are neighbors in the polygon
618 if (this->fIndex0 == index0 || this->fIndex1 == index0 ||
619 this->fIndex0 == index1 || this->fIndex1 == index1) {
620 return false;
621 }
622
623 // We don't need the exact intersection point so we can do a simpler test here.
624 const SkPoint& p0 = this->fSegment.fP0;
625 const SkVector& v = this->fSegment.fV;
626 SkPoint p1 = p0 + v;
627 SkPoint q1 = q0 + w;
628
629 // We assume some x-overlap due to how the edgelist works
630 // This allows us to simplify our test
631 // We need some slop here because storing the vector and recomputing the second endpoint
632 // doesn't necessary give us the original result in floating point.
633 // TODO: Store vector as double? Store endpoint as well?
634 SkASSERT(q0.fX <= p1.fX + SK_ScalarNearlyZero);
635
636 // if each segment straddles the other (i.e., the endpoints have different sides)
637 // then they intersect
638 bool result;
639 if (p0.fX < q0.fX) {
640 if (q1.fX < p1.fX) {
641 result = (compute_side(p0, v, q0)*compute_side(p0, v, q1) < 0);
642 } else {
643 result = (compute_side(p0, v, q0)*compute_side(q0, w, p1) > 0);
644 }
645 } else {
646 if (p1.fX < q1.fX) {
647 result = (compute_side(q0, w, p0)*compute_side(q0, w, p1) < 0);
648 } else {
649 result = (compute_side(q0, w, p0)*compute_side(p0, v, q1) > 0);
650 }
651 }
652 return result;
653 }
654
intersectActiveEdge655 bool intersect(const ActiveEdge* edge) {
656 return this->intersect(edge->fSegment.fP0, edge->fSegment.fV, edge->fIndex0, edge->fIndex1);
657 }
658
lessThanActiveEdge659 bool lessThan(const ActiveEdge* that) const {
660 SkASSERT(!this->above(this));
661 SkASSERT(!that->above(that));
662 SkASSERT(!(this->above(that) && that->above(this)));
663 return this->above(that);
664 }
665
equalsActiveEdge666 bool equals(uint16_t index0, uint16_t index1) const {
667 return (this->fIndex0 == index0 && this->fIndex1 == index1);
668 }
669
670 OffsetSegment fSegment;
671 uint16_t fIndex0; // indices for previous and next vertex in polygon
672 uint16_t fIndex1;
673 ActiveEdge* fChild[2];
674 ActiveEdge* fAbove;
675 ActiveEdge* fBelow;
676 int32_t fRed;
677 };
678
679 class ActiveEdgeList {
680 public:
ActiveEdgeList(int maxEdges)681 ActiveEdgeList(int maxEdges) {
682 fAllocation = (char*) sk_malloc_throw(sizeof(ActiveEdge)*maxEdges);
683 fCurrFree = 0;
684 fMaxFree = maxEdges;
685 }
~ActiveEdgeList()686 ~ActiveEdgeList() {
687 fTreeHead.fChild[1] = nullptr;
688 sk_free(fAllocation);
689 }
690
insert(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)691 bool insert(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
692 SkVector v = p1 - p0;
693 if (!v.isFinite()) {
694 return false;
695 }
696 // empty tree case -- easy
697 if (!fTreeHead.fChild[1]) {
698 ActiveEdge* root = fTreeHead.fChild[1] = this->allocate(p0, v, index0, index1);
699 SkASSERT(root);
700 if (!root) {
701 return false;
702 }
703 root->fRed = false;
704 return true;
705 }
706
707 // set up helpers
708 ActiveEdge* top = &fTreeHead;
709 ActiveEdge *grandparent = nullptr;
710 ActiveEdge *parent = nullptr;
711 ActiveEdge *curr = top->fChild[1];
712 int dir = 0;
713 int last = 0; // ?
714 // predecessor and successor, for intersection check
715 ActiveEdge* pred = nullptr;
716 ActiveEdge* succ = nullptr;
717
718 // search down the tree
719 while (true) {
720 if (!curr) {
721 // check for intersection with predecessor and successor
722 if ((pred && pred->intersect(p0, v, index0, index1)) ||
723 (succ && succ->intersect(p0, v, index0, index1))) {
724 return false;
725 }
726 // insert new node at bottom
727 parent->fChild[dir] = curr = this->allocate(p0, v, index0, index1);
728 SkASSERT(curr);
729 if (!curr) {
730 return false;
731 }
732 curr->fAbove = pred;
733 curr->fBelow = succ;
734 if (pred) {
735 pred->fBelow = curr;
736 }
737 if (succ) {
738 succ->fAbove = curr;
739 }
740 if (IsRed(parent)) {
741 int dir2 = (top->fChild[1] == grandparent);
742 if (curr == parent->fChild[last]) {
743 top->fChild[dir2] = SingleRotation(grandparent, !last);
744 } else {
745 top->fChild[dir2] = DoubleRotation(grandparent, !last);
746 }
747 }
748 break;
749 } else if (IsRed(curr->fChild[0]) && IsRed(curr->fChild[1])) {
750 // color flip
751 curr->fRed = true;
752 curr->fChild[0]->fRed = false;
753 curr->fChild[1]->fRed = false;
754 if (IsRed(parent)) {
755 int dir2 = (top->fChild[1] == grandparent);
756 if (curr == parent->fChild[last]) {
757 top->fChild[dir2] = SingleRotation(grandparent, !last);
758 } else {
759 top->fChild[dir2] = DoubleRotation(grandparent, !last);
760 }
761 }
762 }
763
764 last = dir;
765 int side;
766 // check to see if segment is above or below
767 if (curr->fIndex0 == index0) {
768 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
769 } else {
770 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
771 }
772 if (0 == side) {
773 return false;
774 }
775 dir = (side < 0);
776
777 if (0 == dir) {
778 succ = curr;
779 } else {
780 pred = curr;
781 }
782
783 // update helpers
784 if (grandparent) {
785 top = grandparent;
786 }
787 grandparent = parent;
788 parent = curr;
789 curr = curr->fChild[dir];
790 }
791
792 // update root and make it black
793 fTreeHead.fChild[1]->fRed = false;
794
795 SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
796
797 return true;
798 }
799
800 // replaces edge p0p1 with p1p2
replace(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,uint16_t index0,uint16_t index1,uint16_t index2)801 bool replace(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
802 uint16_t index0, uint16_t index1, uint16_t index2) {
803 if (!fTreeHead.fChild[1]) {
804 return false;
805 }
806
807 SkVector v = p2 - p1;
808 ActiveEdge* curr = &fTreeHead;
809 ActiveEdge* found = nullptr;
810 int dir = 1;
811
812 // search
813 while (curr->fChild[dir] != nullptr) {
814 // update helpers
815 curr = curr->fChild[dir];
816 // save found node
817 if (curr->equals(index0, index1)) {
818 found = curr;
819 break;
820 } else {
821 // check to see if segment is above or below
822 int side;
823 if (curr->fIndex1 == index1) {
824 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
825 } else {
826 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
827 }
828 if (0 == side) {
829 return false;
830 }
831 dir = (side < 0);
832 }
833 }
834
835 if (!found) {
836 return false;
837 }
838
839 // replace if found
840 ActiveEdge* pred = found->fAbove;
841 ActiveEdge* succ = found->fBelow;
842 // check deletion and insert intersection cases
843 if (pred && (pred->intersect(found) || pred->intersect(p1, v, index1, index2))) {
844 return false;
845 }
846 if (succ && (succ->intersect(found) || succ->intersect(p1, v, index1, index2))) {
847 return false;
848 }
849 found->fSegment.fP0 = p1;
850 found->fSegment.fV = v;
851 found->fIndex0 = index1;
852 found->fIndex1 = index2;
853 // above and below should stay the same
854
855 SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
856
857 return true;
858 }
859
remove(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)860 bool remove(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
861 if (!fTreeHead.fChild[1]) {
862 return false;
863 }
864
865 ActiveEdge* curr = &fTreeHead;
866 ActiveEdge* parent = nullptr;
867 ActiveEdge* grandparent = nullptr;
868 ActiveEdge* found = nullptr;
869 int dir = 1;
870
871 // search and push a red node down
872 while (curr->fChild[dir] != nullptr) {
873 int last = dir;
874
875 // update helpers
876 grandparent = parent;
877 parent = curr;
878 curr = curr->fChild[dir];
879 // save found node
880 if (curr->equals(index0, index1)) {
881 found = curr;
882 dir = 0;
883 } else {
884 // check to see if segment is above or below
885 int side;
886 if (curr->fIndex1 == index1) {
887 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
888 } else {
889 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
890 }
891 if (0 == side) {
892 return false;
893 }
894 dir = (side < 0);
895 }
896
897 // push the red node down
898 if (!IsRed(curr) && !IsRed(curr->fChild[dir])) {
899 if (IsRed(curr->fChild[!dir])) {
900 parent = parent->fChild[last] = SingleRotation(curr, dir);
901 } else {
902 ActiveEdge *s = parent->fChild[!last];
903
904 if (s != nullptr) {
905 if (!IsRed(s->fChild[!last]) && !IsRed(s->fChild[last])) {
906 // color flip
907 parent->fRed = false;
908 s->fRed = true;
909 curr->fRed = true;
910 } else {
911 int dir2 = (grandparent->fChild[1] == parent);
912
913 if (IsRed(s->fChild[last])) {
914 grandparent->fChild[dir2] = DoubleRotation(parent, last);
915 } else if (IsRed(s->fChild[!last])) {
916 grandparent->fChild[dir2] = SingleRotation(parent, last);
917 }
918
919 // ensure correct coloring
920 curr->fRed = grandparent->fChild[dir2]->fRed = true;
921 grandparent->fChild[dir2]->fChild[0]->fRed = false;
922 grandparent->fChild[dir2]->fChild[1]->fRed = false;
923 }
924 }
925 }
926 }
927 }
928
929 // replace and remove if found
930 if (found) {
931 ActiveEdge* pred = found->fAbove;
932 ActiveEdge* succ = found->fBelow;
933 if ((pred && pred->intersect(found)) || (succ && succ->intersect(found))) {
934 return false;
935 }
936 if (found != curr) {
937 found->fSegment = curr->fSegment;
938 found->fIndex0 = curr->fIndex0;
939 found->fIndex1 = curr->fIndex1;
940 found->fAbove = curr->fAbove;
941 pred = found->fAbove;
942 // we don't need to set found->fBelow here
943 } else {
944 if (succ) {
945 succ->fAbove = pred;
946 }
947 }
948 if (pred) {
949 pred->fBelow = curr->fBelow;
950 }
951 parent->fChild[parent->fChild[1] == curr] = curr->fChild[!curr->fChild[0]];
952
953 // no need to delete
954 curr->fAbove = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
955 curr->fBelow = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
956 if (fTreeHead.fChild[1]) {
957 fTreeHead.fChild[1]->fRed = false;
958 }
959 }
960
961 // update root and make it black
962 if (fTreeHead.fChild[1]) {
963 fTreeHead.fChild[1]->fRed = false;
964 }
965
966 SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
967
968 return true;
969 }
970
971 private:
972 // allocator
allocate(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)973 ActiveEdge * allocate(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
974 if (fCurrFree >= fMaxFree) {
975 return nullptr;
976 }
977 char* bytes = fAllocation + sizeof(ActiveEdge)*fCurrFree;
978 ++fCurrFree;
979 return new(bytes) ActiveEdge(p0, p1, index0, index1);
980 }
981
982 ///////////////////////////////////////////////////////////////////////////////////
983 // Red-black tree methods
984 ///////////////////////////////////////////////////////////////////////////////////
IsRed(const ActiveEdge * node)985 static bool IsRed(const ActiveEdge* node) {
986 return node && node->fRed;
987 }
988
SingleRotation(ActiveEdge * node,int dir)989 static ActiveEdge* SingleRotation(ActiveEdge* node, int dir) {
990 ActiveEdge* tmp = node->fChild[!dir];
991
992 node->fChild[!dir] = tmp->fChild[dir];
993 tmp->fChild[dir] = node;
994
995 node->fRed = true;
996 tmp->fRed = false;
997
998 return tmp;
999 }
1000
DoubleRotation(ActiveEdge * node,int dir)1001 static ActiveEdge* DoubleRotation(ActiveEdge* node, int dir) {
1002 node->fChild[!dir] = SingleRotation(node->fChild[!dir], !dir);
1003
1004 return SingleRotation(node, dir);
1005 }
1006
1007 // returns black link count
VerifyTree(const ActiveEdge * tree)1008 static int VerifyTree(const ActiveEdge* tree) {
1009 if (!tree) {
1010 return 1;
1011 }
1012
1013 const ActiveEdge* left = tree->fChild[0];
1014 const ActiveEdge* right = tree->fChild[1];
1015
1016 // no consecutive red links
1017 if (IsRed(tree) && (IsRed(left) || IsRed(right))) {
1018 SkASSERT(false);
1019 return 0;
1020 }
1021
1022 // check secondary links
1023 if (tree->fAbove) {
1024 SkASSERT(tree->fAbove->fBelow == tree);
1025 SkASSERT(tree->fAbove->lessThan(tree));
1026 }
1027 if (tree->fBelow) {
1028 SkASSERT(tree->fBelow->fAbove == tree);
1029 SkASSERT(tree->lessThan(tree->fBelow));
1030 }
1031
1032 // violates binary tree order
1033 if ((left && tree->lessThan(left)) || (right && right->lessThan(tree))) {
1034 SkASSERT(false);
1035 return 0;
1036 }
1037
1038 int leftCount = VerifyTree(left);
1039 int rightCount = VerifyTree(right);
1040
1041 // return black link count
1042 if (leftCount != 0 && rightCount != 0) {
1043 // black height mismatch
1044 if (leftCount != rightCount) {
1045 SkASSERT(false);
1046 return 0;
1047 }
1048 return IsRed(tree) ? leftCount : leftCount + 1;
1049 } else {
1050 return 0;
1051 }
1052 }
1053
1054 ActiveEdge fTreeHead;
1055 char* fAllocation;
1056 int fCurrFree;
1057 int fMaxFree;
1058 };
1059
1060 // Here we implement a sweep line algorithm to determine whether the provided points
1061 // represent a simple polygon, i.e., the polygon is non-self-intersecting.
1062 // We first insert the vertices into a priority queue sorting horizontally from left to right.
1063 // Then as we pop the vertices from the queue we generate events which indicate that an edge
1064 // should be added or removed from an edge list. If any intersections are detected in the edge
1065 // list, then we know the polygon is self-intersecting and hence not simple.
SkIsSimplePolygon(const SkPoint * polygon,int polygonSize)1066 bool SkIsSimplePolygon(const SkPoint* polygon, int polygonSize) {
1067 if (polygonSize < 3) {
1068 return false;
1069 }
1070
1071 // If it's convex, it's simple
1072 if (SkIsConvexPolygon(polygon, polygonSize)) {
1073 return true;
1074 }
1075
1076 // practically speaking, it takes too long to process large polygons
1077 if (polygonSize > 2048) {
1078 return false;
1079 }
1080
1081 SkTDPQueue <Vertex, Vertex::Left> vertexQueue(polygonSize);
1082 for (int i = 0; i < polygonSize; ++i) {
1083 Vertex newVertex;
1084 if (!polygon[i].isFinite()) {
1085 return false;
1086 }
1087 newVertex.fPosition = polygon[i];
1088 newVertex.fIndex = i;
1089 newVertex.fPrevIndex = (i - 1 + polygonSize) % polygonSize;
1090 newVertex.fNextIndex = (i + 1) % polygonSize;
1091 newVertex.fFlags = 0;
1092 if (left(polygon[newVertex.fPrevIndex], polygon[i])) {
1093 newVertex.fFlags |= kPrevLeft_VertexFlag;
1094 }
1095 if (left(polygon[newVertex.fNextIndex], polygon[i])) {
1096 newVertex.fFlags |= kNextLeft_VertexFlag;
1097 }
1098 vertexQueue.insert(newVertex);
1099 }
1100
1101 // pop each vertex from the queue and generate events depending on
1102 // where it lies relative to its neighboring edges
1103 ActiveEdgeList sweepLine(polygonSize);
1104 while (vertexQueue.count() > 0) {
1105 const Vertex& v = vertexQueue.peek();
1106
1107 // both to the right -- insert both
1108 if (v.fFlags == 0) {
1109 if (!sweepLine.insert(v.fPosition, polygon[v.fPrevIndex], v.fIndex, v.fPrevIndex)) {
1110 break;
1111 }
1112 if (!sweepLine.insert(v.fPosition, polygon[v.fNextIndex], v.fIndex, v.fNextIndex)) {
1113 break;
1114 }
1115 // both to the left -- remove both
1116 } else if (v.fFlags == (kPrevLeft_VertexFlag | kNextLeft_VertexFlag)) {
1117 if (!sweepLine.remove(polygon[v.fPrevIndex], v.fPosition, v.fPrevIndex, v.fIndex)) {
1118 break;
1119 }
1120 if (!sweepLine.remove(polygon[v.fNextIndex], v.fPosition, v.fNextIndex, v.fIndex)) {
1121 break;
1122 }
1123 // one to left and right -- replace one with another
1124 } else {
1125 if (v.fFlags & kPrevLeft_VertexFlag) {
1126 if (!sweepLine.replace(polygon[v.fPrevIndex], v.fPosition, polygon[v.fNextIndex],
1127 v.fPrevIndex, v.fIndex, v.fNextIndex)) {
1128 break;
1129 }
1130 } else {
1131 SkASSERT(v.fFlags & kNextLeft_VertexFlag);
1132 if (!sweepLine.replace(polygon[v.fNextIndex], v.fPosition, polygon[v.fPrevIndex],
1133 v.fNextIndex, v.fIndex, v.fPrevIndex)) {
1134 break;
1135 }
1136 }
1137 }
1138
1139 vertexQueue.pop();
1140 }
1141
1142 return (vertexQueue.count() == 0);
1143 }
1144
1145 ///////////////////////////////////////////////////////////////////////////////////////////
1146
1147 // helper function for SkOffsetSimplePolygon
setup_offset_edge(OffsetEdge * currEdge,const SkPoint & endpoint0,const SkPoint & endpoint1,uint16_t startIndex,uint16_t endIndex)1148 static void setup_offset_edge(OffsetEdge* currEdge,
1149 const SkPoint& endpoint0, const SkPoint& endpoint1,
1150 uint16_t startIndex, uint16_t endIndex) {
1151 currEdge->fOffset.fP0 = endpoint0;
1152 currEdge->fOffset.fV = endpoint1 - endpoint0;
1153 currEdge->init(startIndex, endIndex);
1154 }
1155
is_reflex_vertex(const SkPoint * inputPolygonVerts,int winding,SkScalar offset,uint16_t prevIndex,uint16_t currIndex,uint16_t nextIndex)1156 static bool is_reflex_vertex(const SkPoint* inputPolygonVerts, int winding, SkScalar offset,
1157 uint16_t prevIndex, uint16_t currIndex, uint16_t nextIndex) {
1158 int side = compute_side(inputPolygonVerts[prevIndex],
1159 inputPolygonVerts[currIndex] - inputPolygonVerts[prevIndex],
1160 inputPolygonVerts[nextIndex]);
1161 // if reflex point, we need to add extra edges
1162 return (side*winding*offset < 0);
1163 }
1164
SkOffsetSimplePolygon(const SkPoint * inputPolygonVerts,int inputPolygonSize,const SkRect & bounds,SkScalar offset,SkTDArray<SkPoint> * offsetPolygon,SkTDArray<int> * polygonIndices)1165 bool SkOffsetSimplePolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
1166 const SkRect& bounds, SkScalar offset,
1167 SkTDArray<SkPoint>* offsetPolygon, SkTDArray<int>* polygonIndices) {
1168 if (inputPolygonSize < 3) {
1169 return false;
1170 }
1171
1172 // need to be able to represent all the vertices in the 16-bit indices
1173 if (inputPolygonSize >= std::numeric_limits<uint16_t>::max()) {
1174 return false;
1175 }
1176
1177 if (!SkScalarIsFinite(offset)) {
1178 return false;
1179 }
1180
1181 // can't inset more than the half bounds of the polygon
1182 if (offset > std::min(SkTAbs(SK_ScalarHalf*bounds.width()),
1183 SkTAbs(SK_ScalarHalf*bounds.height()))) {
1184 return false;
1185 }
1186
1187 // offsetting close to zero just returns the original poly
1188 if (SkScalarNearlyZero(offset)) {
1189 for (int i = 0; i < inputPolygonSize; ++i) {
1190 *offsetPolygon->push() = inputPolygonVerts[i];
1191 if (polygonIndices) {
1192 *polygonIndices->push() = i;
1193 }
1194 }
1195 return true;
1196 }
1197
1198 // get winding direction
1199 int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
1200 if (0 == winding) {
1201 return false;
1202 }
1203
1204 // build normals
1205 SkAutoSTMalloc<64, SkVector> normals(inputPolygonSize);
1206 unsigned int numEdges = 0;
1207 for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1208 currIndex < inputPolygonSize;
1209 prevIndex = currIndex, ++currIndex) {
1210 if (!inputPolygonVerts[currIndex].isFinite()) {
1211 return false;
1212 }
1213 int nextIndex = (currIndex + 1) % inputPolygonSize;
1214 if (!compute_offset_vector(inputPolygonVerts[currIndex], inputPolygonVerts[nextIndex],
1215 offset, winding, &normals[currIndex])) {
1216 return false;
1217 }
1218 if (currIndex > 0) {
1219 // if reflex point, we need to add extra edges
1220 if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1221 prevIndex, currIndex, nextIndex)) {
1222 SkScalar rotSin, rotCos;
1223 int numSteps;
1224 if (!SkComputeRadialSteps(normals[prevIndex], normals[currIndex], offset,
1225 &rotSin, &rotCos, &numSteps)) {
1226 return false;
1227 }
1228 numEdges += std::max(numSteps, 1);
1229 }
1230 }
1231 numEdges++;
1232 }
1233 // finish up the edge counting
1234 if (is_reflex_vertex(inputPolygonVerts, winding, offset, inputPolygonSize-1, 0, 1)) {
1235 SkScalar rotSin, rotCos;
1236 int numSteps;
1237 if (!SkComputeRadialSteps(normals[inputPolygonSize-1], normals[0], offset,
1238 &rotSin, &rotCos, &numSteps)) {
1239 return false;
1240 }
1241 numEdges += std::max(numSteps, 1);
1242 }
1243
1244 // Make sure we don't overflow the max array count.
1245 // We shouldn't overflow numEdges, as SkComputeRadialSteps returns a max of 2^16-1,
1246 // and we have a max of 2^16-1 original vertices.
1247 if (numEdges > (unsigned int)std::numeric_limits<int32_t>::max()) {
1248 return false;
1249 }
1250
1251 // build initial offset edge list
1252 SkSTArray<64, OffsetEdge> edgeData(numEdges);
1253 OffsetEdge* prevEdge = nullptr;
1254 for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1255 currIndex < inputPolygonSize;
1256 prevIndex = currIndex, ++currIndex) {
1257 int nextIndex = (currIndex + 1) % inputPolygonSize;
1258 // if reflex point, fill in curve
1259 if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1260 prevIndex, currIndex, nextIndex)) {
1261 SkScalar rotSin, rotCos;
1262 int numSteps;
1263 SkVector prevNormal = normals[prevIndex];
1264 if (!SkComputeRadialSteps(prevNormal, normals[currIndex], offset,
1265 &rotSin, &rotCos, &numSteps)) {
1266 return false;
1267 }
1268 auto currEdge = edgeData.push_back_n(std::max(numSteps, 1));
1269 for (int i = 0; i < numSteps - 1; ++i) {
1270 SkVector currNormal = SkVector::Make(prevNormal.fX*rotCos - prevNormal.fY*rotSin,
1271 prevNormal.fY*rotCos + prevNormal.fX*rotSin);
1272 setup_offset_edge(currEdge,
1273 inputPolygonVerts[currIndex] + prevNormal,
1274 inputPolygonVerts[currIndex] + currNormal,
1275 currIndex, currIndex);
1276 prevNormal = currNormal;
1277 currEdge->fPrev = prevEdge;
1278 if (prevEdge) {
1279 prevEdge->fNext = currEdge;
1280 }
1281 prevEdge = currEdge;
1282 ++currEdge;
1283 }
1284 setup_offset_edge(currEdge,
1285 inputPolygonVerts[currIndex] + prevNormal,
1286 inputPolygonVerts[currIndex] + normals[currIndex],
1287 currIndex, currIndex);
1288 currEdge->fPrev = prevEdge;
1289 if (prevEdge) {
1290 prevEdge->fNext = currEdge;
1291 }
1292 prevEdge = currEdge;
1293 }
1294
1295 // Add the edge
1296 auto currEdge = edgeData.push_back_n(1);
1297 setup_offset_edge(currEdge,
1298 inputPolygonVerts[currIndex] + normals[currIndex],
1299 inputPolygonVerts[nextIndex] + normals[currIndex],
1300 currIndex, nextIndex);
1301 currEdge->fPrev = prevEdge;
1302 if (prevEdge) {
1303 prevEdge->fNext = currEdge;
1304 }
1305 prevEdge = currEdge;
1306 }
1307 // close up the linked list
1308 SkASSERT(prevEdge);
1309 prevEdge->fNext = &edgeData[0];
1310 edgeData[0].fPrev = prevEdge;
1311
1312 // now clip edges
1313 SkASSERT(edgeData.count() == (int)numEdges);
1314 auto head = &edgeData[0];
1315 auto currEdge = head;
1316 unsigned int offsetVertexCount = numEdges;
1317 unsigned long long iterations = 0;
1318 unsigned long long maxIterations = (unsigned long long)(numEdges) * numEdges;
1319 while (head && prevEdge != currEdge && offsetVertexCount > 0) {
1320 ++iterations;
1321 // we should check each edge against each other edge at most once
1322 if (iterations > maxIterations) {
1323 return false;
1324 }
1325
1326 SkScalar s, t;
1327 SkPoint intersection;
1328 if (prevEdge->checkIntersection(currEdge, &intersection, &s, &t)) {
1329 // if new intersection is further back on previous inset from the prior intersection
1330 if (s < prevEdge->fTValue) {
1331 // no point in considering this one again
1332 remove_node(prevEdge, &head);
1333 --offsetVertexCount;
1334 // go back one segment
1335 prevEdge = prevEdge->fPrev;
1336 // we've already considered this intersection, we're done
1337 } else if (currEdge->fTValue > SK_ScalarMin &&
1338 SkPointPriv::EqualsWithinTolerance(intersection,
1339 currEdge->fIntersection,
1340 1.0e-6f)) {
1341 break;
1342 } else {
1343 // add intersection
1344 currEdge->fIntersection = intersection;
1345 currEdge->fTValue = t;
1346 currEdge->fIndex = prevEdge->fEnd;
1347
1348 // go to next segment
1349 prevEdge = currEdge;
1350 currEdge = currEdge->fNext;
1351 }
1352 } else {
1353 // If there is no intersection, we want to minimize the distance between
1354 // the point where the segment lines cross and the segments themselves.
1355 OffsetEdge* prevPrevEdge = prevEdge->fPrev;
1356 OffsetEdge* currNextEdge = currEdge->fNext;
1357 SkScalar dist0 = currEdge->computeCrossingDistance(prevPrevEdge);
1358 SkScalar dist1 = prevEdge->computeCrossingDistance(currNextEdge);
1359 // if both lead to direct collision
1360 if (dist0 < 0 && dist1 < 0) {
1361 // check first to see if either represent parts of one contour
1362 SkPoint p1 = prevPrevEdge->fOffset.fP0 + prevPrevEdge->fOffset.fV;
1363 bool prevSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1364 prevEdge->fOffset.fP0);
1365 p1 = currEdge->fOffset.fP0 + currEdge->fOffset.fV;
1366 bool currSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1367 currNextEdge->fOffset.fP0);
1368
1369 // want to step along contour to find intersections rather than jump to new one
1370 if (currSameContour && !prevSameContour) {
1371 remove_node(currEdge, &head);
1372 currEdge = currNextEdge;
1373 --offsetVertexCount;
1374 continue;
1375 } else if (prevSameContour && !currSameContour) {
1376 remove_node(prevEdge, &head);
1377 prevEdge = prevPrevEdge;
1378 --offsetVertexCount;
1379 continue;
1380 }
1381 }
1382
1383 // otherwise minimize collision distance along segment
1384 if (dist0 < dist1) {
1385 remove_node(prevEdge, &head);
1386 prevEdge = prevPrevEdge;
1387 } else {
1388 remove_node(currEdge, &head);
1389 currEdge = currNextEdge;
1390 }
1391 --offsetVertexCount;
1392 }
1393 }
1394
1395 // store all the valid intersections that aren't nearly coincident
1396 // TODO: look at the main algorithm and see if we can detect these better
1397 offsetPolygon->reset();
1398 if (!head || offsetVertexCount == 0 ||
1399 offsetVertexCount >= std::numeric_limits<uint16_t>::max()) {
1400 return false;
1401 }
1402
1403 static constexpr SkScalar kCleanupTolerance = 0.01f;
1404 offsetPolygon->setReserve(offsetVertexCount);
1405 int currIndex = 0;
1406 *offsetPolygon->push() = head->fIntersection;
1407 if (polygonIndices) {
1408 *polygonIndices->push() = head->fIndex;
1409 }
1410 currEdge = head->fNext;
1411 while (currEdge != head) {
1412 if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
1413 (*offsetPolygon)[currIndex],
1414 kCleanupTolerance)) {
1415 *offsetPolygon->push() = currEdge->fIntersection;
1416 if (polygonIndices) {
1417 *polygonIndices->push() = currEdge->fIndex;
1418 }
1419 currIndex++;
1420 }
1421 currEdge = currEdge->fNext;
1422 }
1423 // make sure the first and last points aren't coincident
1424 if (currIndex >= 1 &&
1425 SkPointPriv::EqualsWithinTolerance((*offsetPolygon)[0], (*offsetPolygon)[currIndex],
1426 kCleanupTolerance)) {
1427 offsetPolygon->pop();
1428 if (polygonIndices) {
1429 polygonIndices->pop();
1430 }
1431 }
1432
1433 // check winding of offset polygon (it should be same as the original polygon)
1434 SkScalar offsetWinding = SkGetPolygonWinding(offsetPolygon->begin(), offsetPolygon->count());
1435
1436 return (winding*offsetWinding > 0 &&
1437 SkIsSimplePolygon(offsetPolygon->begin(), offsetPolygon->count()));
1438 }
1439
1440 //////////////////////////////////////////////////////////////////////////////////////////
1441
1442 struct TriangulationVertex {
1443 SK_DECLARE_INTERNAL_LLIST_INTERFACE(TriangulationVertex);
1444
1445 enum class VertexType { kConvex, kReflex };
1446
1447 SkPoint fPosition;
1448 VertexType fVertexType;
1449 uint16_t fIndex;
1450 uint16_t fPrevIndex;
1451 uint16_t fNextIndex;
1452 };
1453
compute_triangle_bounds(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,SkRect * bounds)1454 static void compute_triangle_bounds(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1455 SkRect* bounds) {
1456 Sk4s min, max;
1457 min = max = Sk4s(p0.fX, p0.fY, p0.fX, p0.fY);
1458 Sk4s xy(p1.fX, p1.fY, p2.fX, p2.fY);
1459 min = Sk4s::Min(min, xy);
1460 max = Sk4s::Max(max, xy);
1461 bounds->setLTRB(std::min(min[0], min[2]), std::min(min[1], min[3]),
1462 std::max(max[0], max[2]), std::max(max[1], max[3]));
1463 }
1464
1465 // test to see if point p is in triangle p0p1p2.
1466 // for now assuming strictly inside -- if on the edge it's outside
point_in_triangle(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,const SkPoint & p)1467 static bool point_in_triangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1468 const SkPoint& p) {
1469 SkVector v0 = p1 - p0;
1470 SkVector v1 = p2 - p1;
1471 SkScalar n = v0.cross(v1);
1472
1473 SkVector w0 = p - p0;
1474 if (n*v0.cross(w0) < SK_ScalarNearlyZero) {
1475 return false;
1476 }
1477
1478 SkVector w1 = p - p1;
1479 if (n*v1.cross(w1) < SK_ScalarNearlyZero) {
1480 return false;
1481 }
1482
1483 SkVector v2 = p0 - p2;
1484 SkVector w2 = p - p2;
1485 if (n*v2.cross(w2) < SK_ScalarNearlyZero) {
1486 return false;
1487 }
1488
1489 return true;
1490 }
1491
1492 // Data structure to track reflex vertices and check whether any are inside a given triangle
1493 class ReflexHash {
1494 public:
init(const SkRect & bounds,int vertexCount)1495 bool init(const SkRect& bounds, int vertexCount) {
1496 fBounds = bounds;
1497 fNumVerts = 0;
1498 SkScalar width = bounds.width();
1499 SkScalar height = bounds.height();
1500 if (!SkScalarIsFinite(width) || !SkScalarIsFinite(height)) {
1501 return false;
1502 }
1503
1504 // We want vertexCount grid cells, roughly distributed to match the bounds ratio
1505 SkScalar hCount = SkScalarSqrt(sk_ieee_float_divide(vertexCount*width, height));
1506 if (!SkScalarIsFinite(hCount)) {
1507 return false;
1508 }
1509 fHCount = std::max(std::min(SkScalarRoundToInt(hCount), vertexCount), 1);
1510 fVCount = vertexCount/fHCount;
1511 fGridConversion.set(sk_ieee_float_divide(fHCount - 0.001f, width),
1512 sk_ieee_float_divide(fVCount - 0.001f, height));
1513 if (!fGridConversion.isFinite()) {
1514 return false;
1515 }
1516
1517 fGrid.setCount(fHCount*fVCount);
1518 for (int i = 0; i < fGrid.count(); ++i) {
1519 fGrid[i].reset();
1520 }
1521
1522 return true;
1523 }
1524
add(TriangulationVertex * v)1525 void add(TriangulationVertex* v) {
1526 int index = hash(v);
1527 fGrid[index].addToTail(v);
1528 ++fNumVerts;
1529 }
1530
remove(TriangulationVertex * v)1531 void remove(TriangulationVertex* v) {
1532 int index = hash(v);
1533 fGrid[index].remove(v);
1534 --fNumVerts;
1535 }
1536
checkTriangle(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,uint16_t ignoreIndex0,uint16_t ignoreIndex1) const1537 bool checkTriangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1538 uint16_t ignoreIndex0, uint16_t ignoreIndex1) const {
1539 if (!fNumVerts) {
1540 return false;
1541 }
1542
1543 SkRect triBounds;
1544 compute_triangle_bounds(p0, p1, p2, &triBounds);
1545 int h0 = (triBounds.fLeft - fBounds.fLeft)*fGridConversion.fX;
1546 int h1 = (triBounds.fRight - fBounds.fLeft)*fGridConversion.fX;
1547 int v0 = (triBounds.fTop - fBounds.fTop)*fGridConversion.fY;
1548 int v1 = (triBounds.fBottom - fBounds.fTop)*fGridConversion.fY;
1549
1550 for (int v = v0; v <= v1; ++v) {
1551 for (int h = h0; h <= h1; ++h) {
1552 int i = v * fHCount + h;
1553 for (SkTInternalLList<TriangulationVertex>::Iter reflexIter = fGrid[i].begin();
1554 reflexIter != fGrid[i].end(); ++reflexIter) {
1555 TriangulationVertex* reflexVertex = *reflexIter;
1556 if (reflexVertex->fIndex != ignoreIndex0 &&
1557 reflexVertex->fIndex != ignoreIndex1 &&
1558 point_in_triangle(p0, p1, p2, reflexVertex->fPosition)) {
1559 return true;
1560 }
1561 }
1562
1563 }
1564 }
1565
1566 return false;
1567 }
1568
1569 private:
hash(TriangulationVertex * vert) const1570 int hash(TriangulationVertex* vert) const {
1571 int h = (vert->fPosition.fX - fBounds.fLeft)*fGridConversion.fX;
1572 int v = (vert->fPosition.fY - fBounds.fTop)*fGridConversion.fY;
1573 SkASSERT(v*fHCount + h >= 0);
1574 return v*fHCount + h;
1575 }
1576
1577 SkRect fBounds;
1578 int fHCount;
1579 int fVCount;
1580 int fNumVerts;
1581 // converts distance from the origin to a grid location (when cast to int)
1582 SkVector fGridConversion;
1583 SkTDArray<SkTInternalLList<TriangulationVertex>> fGrid;
1584 };
1585
1586 // Check to see if a reflex vertex has become a convex vertex after clipping an ear
reclassify_vertex(TriangulationVertex * p,const SkPoint * polygonVerts,int winding,ReflexHash * reflexHash,SkTInternalLList<TriangulationVertex> * convexList)1587 static void reclassify_vertex(TriangulationVertex* p, const SkPoint* polygonVerts,
1588 int winding, ReflexHash* reflexHash,
1589 SkTInternalLList<TriangulationVertex>* convexList) {
1590 if (TriangulationVertex::VertexType::kReflex == p->fVertexType) {
1591 SkVector v0 = p->fPosition - polygonVerts[p->fPrevIndex];
1592 SkVector v1 = polygonVerts[p->fNextIndex] - p->fPosition;
1593 if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1594 p->fVertexType = TriangulationVertex::VertexType::kConvex;
1595 reflexHash->remove(p);
1596 p->fPrev = p->fNext = nullptr;
1597 convexList->addToTail(p);
1598 }
1599 }
1600 }
1601
SkTriangulateSimplePolygon(const SkPoint * polygonVerts,uint16_t * indexMap,int polygonSize,SkTDArray<uint16_t> * triangleIndices)1602 bool SkTriangulateSimplePolygon(const SkPoint* polygonVerts, uint16_t* indexMap, int polygonSize,
1603 SkTDArray<uint16_t>* triangleIndices) {
1604 if (polygonSize < 3) {
1605 return false;
1606 }
1607 // need to be able to represent all the vertices in the 16-bit indices
1608 if (polygonSize >= std::numeric_limits<uint16_t>::max()) {
1609 return false;
1610 }
1611
1612 // get bounds
1613 SkRect bounds;
1614 if (!bounds.setBoundsCheck(polygonVerts, polygonSize)) {
1615 return false;
1616 }
1617 // get winding direction
1618 // TODO: we do this for all the polygon routines -- might be better to have the client
1619 // compute it and pass it in
1620 int winding = SkGetPolygonWinding(polygonVerts, polygonSize);
1621 if (0 == winding) {
1622 return false;
1623 }
1624
1625 // Set up vertices
1626 SkAutoSTArray<64, TriangulationVertex> triangulationVertices(polygonSize);
1627 int prevIndex = polygonSize - 1;
1628 SkVector v0 = polygonVerts[0] - polygonVerts[prevIndex];
1629 for (int currIndex = 0; currIndex < polygonSize; ++currIndex) {
1630 int nextIndex = (currIndex + 1) % polygonSize;
1631
1632 triangulationVertices[currIndex] = TriangulationVertex{};
1633 triangulationVertices[currIndex].fPosition = polygonVerts[currIndex];
1634 triangulationVertices[currIndex].fIndex = currIndex;
1635 triangulationVertices[currIndex].fPrevIndex = prevIndex;
1636 triangulationVertices[currIndex].fNextIndex = nextIndex;
1637 SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
1638 if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1639 triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kConvex;
1640 } else {
1641 triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kReflex;
1642 }
1643
1644 prevIndex = currIndex;
1645 v0 = v1;
1646 }
1647
1648 // Classify initial vertices into a list of convex vertices and a hash of reflex vertices
1649 // TODO: possibly sort the convexList in some way to get better triangles
1650 SkTInternalLList<TriangulationVertex> convexList;
1651 ReflexHash reflexHash;
1652 if (!reflexHash.init(bounds, polygonSize)) {
1653 return false;
1654 }
1655 prevIndex = polygonSize - 1;
1656 for (int currIndex = 0; currIndex < polygonSize; prevIndex = currIndex, ++currIndex) {
1657 TriangulationVertex::VertexType currType = triangulationVertices[currIndex].fVertexType;
1658 if (TriangulationVertex::VertexType::kConvex == currType) {
1659 int nextIndex = (currIndex + 1) % polygonSize;
1660 TriangulationVertex::VertexType prevType = triangulationVertices[prevIndex].fVertexType;
1661 TriangulationVertex::VertexType nextType = triangulationVertices[nextIndex].fVertexType;
1662 // We prioritize clipping vertices with neighboring reflex vertices.
1663 // The intent here is that it will cull reflex vertices more quickly.
1664 if (TriangulationVertex::VertexType::kReflex == prevType ||
1665 TriangulationVertex::VertexType::kReflex == nextType) {
1666 convexList.addToHead(&triangulationVertices[currIndex]);
1667 } else {
1668 convexList.addToTail(&triangulationVertices[currIndex]);
1669 }
1670 } else {
1671 // We treat near collinear vertices as reflex
1672 reflexHash.add(&triangulationVertices[currIndex]);
1673 }
1674 }
1675
1676 // The general concept: We are trying to find three neighboring vertices where
1677 // no other vertex lies inside the triangle (an "ear"). If we find one, we clip
1678 // that ear off, and then repeat on the new polygon. Once we get down to three vertices
1679 // we have triangulated the entire polygon.
1680 // In the worst case this is an n^2 algorithm. We can cut down the search space somewhat by
1681 // noting that only convex vertices can be potential ears, and we only need to check whether
1682 // any reflex vertices lie inside the ear.
1683 triangleIndices->setReserve(triangleIndices->count() + 3 * (polygonSize - 2));
1684 int vertexCount = polygonSize;
1685 while (vertexCount > 3) {
1686 bool success = false;
1687 TriangulationVertex* earVertex = nullptr;
1688 TriangulationVertex* p0 = nullptr;
1689 TriangulationVertex* p2 = nullptr;
1690 // find a convex vertex to clip
1691 for (SkTInternalLList<TriangulationVertex>::Iter convexIter = convexList.begin();
1692 convexIter != convexList.end(); ++convexIter) {
1693 earVertex = *convexIter;
1694 SkASSERT(TriangulationVertex::VertexType::kReflex != earVertex->fVertexType);
1695
1696 p0 = &triangulationVertices[earVertex->fPrevIndex];
1697 p2 = &triangulationVertices[earVertex->fNextIndex];
1698
1699 // see if any reflex vertices are inside the ear
1700 bool failed = reflexHash.checkTriangle(p0->fPosition, earVertex->fPosition,
1701 p2->fPosition, p0->fIndex, p2->fIndex);
1702 if (failed) {
1703 continue;
1704 }
1705
1706 // found one we can clip
1707 success = true;
1708 break;
1709 }
1710 // If we can't find any ears to clip, this probably isn't a simple polygon
1711 if (!success) {
1712 return false;
1713 }
1714
1715 // add indices
1716 auto indices = triangleIndices->append(3);
1717 indices[0] = indexMap[p0->fIndex];
1718 indices[1] = indexMap[earVertex->fIndex];
1719 indices[2] = indexMap[p2->fIndex];
1720
1721 // clip the ear
1722 convexList.remove(earVertex);
1723 --vertexCount;
1724
1725 // reclassify reflex verts
1726 p0->fNextIndex = earVertex->fNextIndex;
1727 reclassify_vertex(p0, polygonVerts, winding, &reflexHash, &convexList);
1728
1729 p2->fPrevIndex = earVertex->fPrevIndex;
1730 reclassify_vertex(p2, polygonVerts, winding, &reflexHash, &convexList);
1731 }
1732
1733 // output indices
1734 for (SkTInternalLList<TriangulationVertex>::Iter vertexIter = convexList.begin();
1735 vertexIter != convexList.end(); ++vertexIter) {
1736 TriangulationVertex* vertex = *vertexIter;
1737 *triangleIndices->push() = indexMap[vertex->fIndex];
1738 }
1739
1740 return true;
1741 }
1742
1743 ///////////
1744
crs(SkVector a,SkVector b)1745 static double crs(SkVector a, SkVector b) {
1746 return a.fX * b.fY - a.fY * b.fX;
1747 }
1748
sign(SkScalar v)1749 static int sign(SkScalar v) {
1750 return v < 0 ? -1 : (v > 0);
1751 }
1752
1753 struct SignTracker {
1754 int fSign;
1755 int fSignChanges;
1756
resetSignTracker1757 void reset() {
1758 fSign = 0;
1759 fSignChanges = 0;
1760 }
1761
initSignTracker1762 void init(int s) {
1763 SkASSERT(fSignChanges == 0);
1764 SkASSERT(s == 1 || s == -1 || s == 0);
1765 fSign = s;
1766 fSignChanges = 1;
1767 }
1768
updateSignTracker1769 void update(int s) {
1770 if (s) {
1771 if (fSign != s) {
1772 fSignChanges += 1;
1773 fSign = s;
1774 }
1775 }
1776 }
1777 };
1778
1779 struct ConvexTracker {
1780 SkVector fFirst, fPrev;
1781 SignTracker fDSign, fCSign;
1782 int fVecCounter;
1783 bool fIsConcave;
1784
ConvexTrackerConvexTracker1785 ConvexTracker() { this->reset(); }
1786
resetConvexTracker1787 void reset() {
1788 fPrev = {0, 0};
1789 fDSign.reset();
1790 fCSign.reset();
1791 fVecCounter = 0;
1792 fIsConcave = false;
1793 }
1794
addVecConvexTracker1795 void addVec(SkPoint p1, SkPoint p0) {
1796 this->addVec(p1 - p0);
1797 }
addVecConvexTracker1798 void addVec(SkVector v) {
1799 if (v.fX == 0 && v.fY == 0) {
1800 return;
1801 }
1802
1803 fVecCounter += 1;
1804 if (fVecCounter == 1) {
1805 fFirst = fPrev = v;
1806 fDSign.update(sign(v.fX));
1807 return;
1808 }
1809
1810 SkScalar d = v.fX;
1811 SkScalar c = crs(fPrev, v);
1812 int sign_c;
1813 if (c) {
1814 sign_c = sign(c);
1815 } else {
1816 if (d >= 0) {
1817 sign_c = fCSign.fSign;
1818 } else {
1819 sign_c = -fCSign.fSign;
1820 }
1821 }
1822
1823 fDSign.update(sign(d));
1824 fCSign.update(sign_c);
1825 fPrev = v;
1826
1827 if (fDSign.fSignChanges > 3 || fCSign.fSignChanges > 1) {
1828 fIsConcave = true;
1829 }
1830 }
1831
finalCrossConvexTracker1832 void finalCross() {
1833 this->addVec(fFirst);
1834 }
1835 };
1836
SkIsPolyConvex_experimental(const SkPoint pts[],int count)1837 bool SkIsPolyConvex_experimental(const SkPoint pts[], int count) {
1838 if (count <= 3) {
1839 return true;
1840 }
1841
1842 ConvexTracker tracker;
1843
1844 for (int i = 0; i < count - 1; ++i) {
1845 tracker.addVec(pts[i + 1], pts[i]);
1846 if (tracker.fIsConcave) {
1847 return false;
1848 }
1849 }
1850 tracker.addVec(pts[0], pts[count - 1]);
1851 tracker.finalCross();
1852 return !tracker.fIsConcave;
1853 }
1854
1855