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authorSven Gothel <[email protected]>2012-11-11 05:01:56 +0100
committerSven Gothel <[email protected]>2012-11-11 05:01:56 +0100
commit5fafc1ac360333645b807dcd8dff0c0a655ea439 (patch)
treec3c0af31dc6cc9a10e381151e5461bb2e033488a /src/jogl/classes/jogamp/graph/math
parent0edb45f11cd034c4937e6941b7a3e5d9f7edbd2f (diff)
Reorganize math code into: com.jogamp.opengl.math and com.jogamp.opengl.math.geom packages
Note: WIP - We may relocate / reorg math package. Public relocations: com.jogamp.opengl.util -> com.jogamp.opengl.math - FixedPoint - FloatUtil com.jogamp.graph.math -> com.jogamp.opengl.math - Quaternion - VectorUtil com.jogamp.graph.geom -> com.jogamp.opengl.math.geom - AABBox VectorUtil: Introducing Vert2fImmutable and Vert3fImmutable interfaces, allowing graph Vertex instances to be used 'graph' agnostic and to document 2d/3d use-cases.
Diffstat (limited to 'src/jogl/classes/jogamp/graph/math')
-rw-r--r--src/jogl/classes/jogamp/graph/math/plane/Crossing.java904
1 files changed, 0 insertions, 904 deletions
diff --git a/src/jogl/classes/jogamp/graph/math/plane/Crossing.java b/src/jogl/classes/jogamp/graph/math/plane/Crossing.java
deleted file mode 100644
index 51d81da54..000000000
--- a/src/jogl/classes/jogamp/graph/math/plane/Crossing.java
+++ /dev/null
@@ -1,904 +0,0 @@
-/*
- * Licensed to the Apache Software Foundation (ASF) under one or more
- * contributor license agreements. See the NOTICE file distributed with
- * this work for additional information regarding copyright ownership.
- * The ASF licenses this file to You under the Apache License, Version 2.0
- * (the "License"); you may not use this file except in compliance with
- * the License. You may obtain a copy of the License at
- *
- * http://www.apache.org/licenses/LICENSE-2.0
- *
- * Unless required by applicable law or agreed to in writing, software
- * distributed under the License is distributed on an "AS IS" BASIS,
- * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
- * See the License for the specific language governing permissions and
- * limitations under the License.
- */
-/**
- * @author Denis M. Kishenko
- */
-package jogamp.graph.math.plane;
-
-import com.jogamp.opengl.FloatUtil;
-
-import jogamp.graph.geom.plane.Path2D;
-import jogamp.graph.geom.plane.PathIterator;
-
-
-public class Crossing {
-
- /**
- * Allowable tolerance for bounds comparison
- */
- static final float DELTA = (float) 1E-5;
-
- /**
- * If roots have distance less then <code>ROOT_DELTA</code> they are double
- */
- static final float ROOT_DELTA = (float) 1E-10;
-
- /**
- * Rectangle cross segment
- */
- public static final int CROSSING = 255;
-
- /**
- * Unknown crossing result
- */
- static final int UNKNOWN = 254;
-
- /**
- * Solves quadratic equation
- * @param eqn - the coefficients of the equation
- * @param res - the roots of the equation
- * @return a number of roots
- */
- public static int solveQuad(float eqn[], float res[]) {
- float a = eqn[2];
- float b = eqn[1];
- float c = eqn[0];
- int rc = 0;
- if (a == 0.0) {
- if (b == 0.0) {
- return -1;
- }
- res[rc++] = -c / b;
- } else {
- float d = b * b - 4.0f * a * c;
- // d < 0.0
- if (d < 0.0) {
- return 0;
- }
- d = FloatUtil.sqrt(d);
- res[rc++] = (- b + d) / (a * 2.0f);
- // d != 0.0
- if (d != 0.0) {
- res[rc++] = (- b - d) / (a * 2.0f);
- }
- }
- return fixRoots(res, rc);
- }
-
- /**
- * Solves cubic equation
- * @param eqn - the coefficients of the equation
- * @param res - the roots of the equation
- * @return a number of roots
- */
- public static int solveCubic(float eqn[], float res[]) {
- float d = eqn[3];
- if (d == 0) {
- return solveQuad(eqn, res);
- }
- float a = eqn[2] / d;
- float b = eqn[1] / d;
- float c = eqn[0] / d;
- int rc = 0;
-
- float Q = (a * a - 3.0f * b) / 9.0f;
- float R = (2.0f * a * a * a - 9.0f * a * b + 27.0f * c) / 54.0f;
- float Q3 = Q * Q * Q;
- float R2 = R * R;
- float n = - a / 3.0f;
-
- if (R2 < Q3) {
- float t = FloatUtil.acos(R / FloatUtil.sqrt(Q3)) / 3.0f;
- float p = 2.0f * FloatUtil.PI / 3.0f;
- float m = -2.0f * FloatUtil.sqrt(Q);
- res[rc++] = m * FloatUtil.cos(t) + n;
- res[rc++] = m * FloatUtil.cos(t + p) + n;
- res[rc++] = m * FloatUtil.cos(t - p) + n;
- } else {
-// Debug.println("R2 >= Q3 (" + R2 + "/" + Q3 + ")");
- float A = FloatUtil.pow(FloatUtil.abs(R) + FloatUtil.sqrt(R2 - Q3), 1.0f / 3.0f);
- if (R > 0.0) {
- A = -A;
- }
-// if (A == 0.0) {
- if (-ROOT_DELTA < A && A < ROOT_DELTA) {
- res[rc++] = n;
- } else {
- float B = Q / A;
- res[rc++] = A + B + n;
-// if (R2 == Q3) {
- float delta = R2 - Q3;
- if (-ROOT_DELTA < delta && delta < ROOT_DELTA) {
- res[rc++] = - (A + B) / 2.0f + n;
- }
- }
-
- }
- return fixRoots(res, rc);
- }
-
- /**
- * Excludes float roots. Roots are float if they lies enough close with each other.
- * @param res - the roots
- * @param rc - the roots count
- * @return new roots count
- */
- static int fixRoots(float res[], int rc) {
- int tc = 0;
- for(int i = 0; i < rc; i++) {
- out: {
- for(int j = i + 1; j < rc; j++) {
- if (isZero(res[i] - res[j])) {
- break out;
- }
- }
- res[tc++] = res[i];
- }
- }
- return tc;
- }
-
- /**
- * QuadCurve class provides basic functionality to find curve crossing and calculating bounds
- */
- public static class QuadCurve {
-
- float ax, ay, bx, by;
- float Ax, Ay, Bx, By;
-
- public QuadCurve(float x1, float y1, float cx, float cy, float x2, float y2) {
- ax = x2 - x1;
- ay = y2 - y1;
- bx = cx - x1;
- by = cy - y1;
-
- Bx = bx + bx; // Bx = 2.0 * bx
- Ax = ax - Bx; // Ax = ax - 2.0 * bx
-
- By = by + by; // By = 2.0 * by
- Ay = ay - By; // Ay = ay - 2.0 * by
- }
-
- int cross(float res[], int rc, float py1, float py2) {
- int cross = 0;
-
- for (int i = 0; i < rc; i++) {
- float t = res[i];
-
- // CURVE-OUTSIDE
- if (t < -DELTA || t > 1 + DELTA) {
- continue;
- }
- // CURVE-START
- if (t < DELTA) {
- if (py1 < 0.0 && (bx != 0.0 ? bx : ax - bx) < 0.0) {
- cross--;
- }
- continue;
- }
- // CURVE-END
- if (t > 1 - DELTA) {
- if (py1 < ay && (ax != bx ? ax - bx : bx) > 0.0) {
- cross++;
- }
- continue;
- }
- // CURVE-INSIDE
- float ry = t * (t * Ay + By);
- // ry = t * t * Ay + t * By
- if (ry > py2) {
- float rxt = t * Ax + bx;
- // rxt = 2.0 * t * Ax + Bx = 2.0 * t * Ax + 2.0 * bx
- if (rxt > -DELTA && rxt < DELTA) {
- continue;
- }
- cross += rxt > 0.0 ? 1 : -1;
- }
- } // for
-
- return cross;
- }
-
- int solvePoint(float res[], float px) {
- float eqn[] = {-px, Bx, Ax};
- return solveQuad(eqn, res);
- }
-
- int solveExtrem(float res[]) {
- int rc = 0;
- if (Ax != 0.0) {
- res[rc++] = - Bx / (Ax + Ax);
- }
- if (Ay != 0.0) {
- res[rc++] = - By / (Ay + Ay);
- }
- return rc;
- }
-
- int addBound(float bound[], int bc, float res[], int rc, float minX, float maxX, boolean changeId, int id) {
- for(int i = 0; i < rc; i++) {
- float t = res[i];
- if (t > -DELTA && t < 1 + DELTA) {
- float rx = t * (t * Ax + Bx);
- if (minX <= rx && rx <= maxX) {
- bound[bc++] = t;
- bound[bc++] = rx;
- bound[bc++] = t * (t * Ay + By);
- bound[bc++] = id;
- if (changeId) {
- id++;
- }
- }
- }
- }
- return bc;
- }
-
- }
-
- /**
- * CubicCurve class provides basic functionality to find curve crossing and calculating bounds
- */
- public static class CubicCurve {
-
- float ax, ay, bx, by, cx, cy;
- float Ax, Ay, Bx, By, Cx, Cy;
- float Ax3, Bx2;
-
- public CubicCurve(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2) {
- ax = x2 - x1;
- ay = y2 - y1;
- bx = cx1 - x1;
- by = cy1 - y1;
- cx = cx2 - x1;
- cy = cy2 - y1;
-
- Cx = bx + bx + bx; // Cx = 3.0 * bx
- Bx = cx + cx + cx - Cx - Cx; // Bx = 3.0 * cx - 6.0 * bx
- Ax = ax - Bx - Cx; // Ax = ax - 3.0 * cx + 3.0 * bx
-
- Cy = by + by + by; // Cy = 3.0 * by
- By = cy + cy + cy - Cy - Cy; // By = 3.0 * cy - 6.0 * by
- Ay = ay - By - Cy; // Ay = ay - 3.0 * cy + 3.0 * by
-
- Ax3 = Ax + Ax + Ax;
- Bx2 = Bx + Bx;
- }
-
- int cross(float res[], int rc, float py1, float py2) {
- int cross = 0;
- for (int i = 0; i < rc; i++) {
- float t = res[i];
-
- // CURVE-OUTSIDE
- if (t < -DELTA || t > 1 + DELTA) {
- continue;
- }
- // CURVE-START
- if (t < DELTA) {
- if (py1 < 0.0 && (bx != 0.0 ? bx : (cx != bx ? cx - bx : ax - cx)) < 0.0) {
- cross--;
- }
- continue;
- }
- // CURVE-END
- if (t > 1 - DELTA) {
- if (py1 < ay && (ax != cx ? ax - cx : (cx != bx ? cx - bx : bx)) > 0.0) {
- cross++;
- }
- continue;
- }
- // CURVE-INSIDE
- float ry = t * (t * (t * Ay + By) + Cy);
- // ry = t * t * t * Ay + t * t * By + t * Cy
- if (ry > py2) {
- float rxt = t * (t * Ax3 + Bx2) + Cx;
- // rxt = 3.0 * t * t * Ax + 2.0 * t * Bx + Cx
- if (rxt > -DELTA && rxt < DELTA) {
- rxt = t * (Ax3 + Ax3) + Bx2;
- // rxt = 6.0 * t * Ax + 2.0 * Bx
- if (rxt < -DELTA || rxt > DELTA) {
- // Inflection point
- continue;
- }
- rxt = ax;
- }
- cross += rxt > 0.0 ? 1 : -1;
- }
- } //for
-
- return cross;
- }
-
- int solvePoint(float res[], float px) {
- float eqn[] = {-px, Cx, Bx, Ax};
- return solveCubic(eqn, res);
- }
-
- int solveExtremX(float res[]) {
- float eqn[] = {Cx, Bx2, Ax3};
- return solveQuad(eqn, res);
- }
-
- int solveExtremY(float res[]) {
- float eqn[] = {Cy, By + By, Ay + Ay + Ay};
- return solveQuad(eqn, res);
- }
-
- int addBound(float bound[], int bc, float res[], int rc, float minX, float maxX, boolean changeId, int id) {
- for(int i = 0; i < rc; i++) {
- float t = res[i];
- if (t > -DELTA && t < 1 + DELTA) {
- float rx = t * (t * (t * Ax + Bx) + Cx);
- if (minX <= rx && rx <= maxX) {
- bound[bc++] = t;
- bound[bc++] = rx;
- bound[bc++] = t * (t * (t * Ay + By) + Cy);
- bound[bc++] = id;
- if (changeId) {
- id++;
- }
- }
- }
- }
- return bc;
- }
-
- }
-
- /**
- * Returns how many times ray from point (x,y) cross line.
- */
- public static int crossLine(float x1, float y1, float x2, float y2, float x, float y) {
-
- // LEFT/RIGHT/UP/EMPTY
- if ((x < x1 && x < x2) ||
- (x > x1 && x > x2) ||
- (y > y1 && y > y2) ||
- (x1 == x2))
- {
- return 0;
- }
-
- // DOWN
- if (y < y1 && y < y2) {
- } else {
- // INSIDE
- if ((y2 - y1) * (x - x1) / (x2 - x1) <= y - y1) {
- // INSIDE-UP
- return 0;
- }
- }
-
- // START
- if (x == x1) {
- return x1 < x2 ? 0 : -1;
- }
-
- // END
- if (x == x2) {
- return x1 < x2 ? 1 : 0;
- }
-
- // INSIDE-DOWN
- return x1 < x2 ? 1 : -1;
- }
-
- /**
- * Returns how many times ray from point (x,y) cross quard curve
- */
- public static int crossQuad(float x1, float y1, float cx, float cy, float x2, float y2, float x, float y) {
-
- // LEFT/RIGHT/UP/EMPTY
- if ((x < x1 && x < cx && x < x2) ||
- (x > x1 && x > cx && x > x2) ||
- (y > y1 && y > cy && y > y2) ||
- (x1 == cx && cx == x2))
- {
- return 0;
- }
-
- // DOWN
- if (y < y1 && y < cy && y < y2 && x != x1 && x != x2) {
- if (x1 < x2) {
- return x1 < x && x < x2 ? 1 : 0;
- }
- return x2 < x && x < x1 ? -1 : 0;
- }
-
- // INSIDE
- QuadCurve c = new QuadCurve(x1, y1, cx, cy, x2, y2);
- float px = x - x1;
- float py = y - y1;
- float res[] = new float[3];
- int rc = c.solvePoint(res, px);
-
- return c.cross(res, rc, py, py);
- }
-
- /**
- * Returns how many times ray from point (x,y) cross cubic curve
- */
- public static int crossCubic(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, float x, float y) {
-
- // LEFT/RIGHT/UP/EMPTY
- if ((x < x1 && x < cx1 && x < cx2 && x < x2) ||
- (x > x1 && x > cx1 && x > cx2 && x > x2) ||
- (y > y1 && y > cy1 && y > cy2 && y > y2) ||
- (x1 == cx1 && cx1 == cx2 && cx2 == x2))
- {
- return 0;
- }
-
- // DOWN
- if (y < y1 && y < cy1 && y < cy2 && y < y2 && x != x1 && x != x2) {
- if (x1 < x2) {
- return x1 < x && x < x2 ? 1 : 0;
- }
- return x2 < x && x < x1 ? -1 : 0;
- }
-
- // INSIDE
- CubicCurve c = new CubicCurve(x1, y1, cx1, cy1, cx2, cy2, x2, y2);
- float px = x - x1;
- float py = y - y1;
- float res[] = new float[3];
- int rc = c.solvePoint(res, px);
- return c.cross(res, rc, py, py);
- }
-
- /**
- * Returns how many times ray from point (x,y) cross path
- */
- public static int crossPath(PathIterator p, float x, float y) {
- int cross = 0;
- float mx, my, cx, cy;
- mx = my = cx = cy = 0.0f;
- final float coords[] = new float[6];
-
- while (!p.isDone()) {
- final int segmentType = p.currentSegment(coords);
- switch (segmentType) {
- case PathIterator.SEG_MOVETO:
- if (cx != mx || cy != my) {
- cross += crossLine(cx, cy, mx, my, x, y);
- }
- mx = cx = coords[0];
- my = cy = coords[1];
- break;
- case PathIterator.SEG_LINETO:
- cross += crossLine(cx, cy, cx = coords[0], cy = coords[1], x, y);
- break;
- case PathIterator.SEG_QUADTO:
- cross += crossQuad(cx, cy, coords[0], coords[1], cx = coords[2], cy = coords[3], x, y);
- break;
- case PathIterator.SEG_CUBICTO:
- cross += crossCubic(cx, cy, coords[0], coords[1], coords[2], coords[3], cx = coords[4], cy = coords[5], x, y);
- break;
- case PathIterator.SEG_CLOSE:
- if (cy != my || cx != mx) {
- cross += crossLine(cx, cy, cx = mx, cy = my, x, y);
- }
- break;
- default:
- throw new IllegalArgumentException("Unhandled Segment Type: "+segmentType);
- }
-
- // checks if the point (x,y) is the vertex of shape with PathIterator p
- if (x == cx && y == cy) {
- cross = 0;
- cy = my;
- break;
- }
- p.next();
- }
- if (cy != my) {
- cross += crossLine(cx, cy, mx, my, x, y);
- }
- return cross;
- }
-
- /**
- * Returns how many times ray from point (x,y) cross shape
- */
- public static int crossShape(Path2D s, float x, float y) {
- if (!s.getBounds2D().contains(x, y)) {
- return 0;
- }
- return crossPath(s.iterator(null), x, y);
- }
-
- /**
- * Returns true if value enough small
- */
- public static boolean isZero(float val) {
- return -DELTA < val && val < DELTA;
- }
-
- /**
- * Sort bound array
- */
- static void sortBound(float bound[], int bc) {
- for(int i = 0; i < bc - 4; i += 4) {
- int k = i;
- for(int j = i + 4; j < bc; j += 4) {
- if (bound[k] > bound[j]) {
- k = j;
- }
- }
- if (k != i) {
- float tmp = bound[i];
- bound[i] = bound[k];
- bound[k] = tmp;
- tmp = bound[i + 1];
- bound[i + 1] = bound[k + 1];
- bound[k + 1] = tmp;
- tmp = bound[i + 2];
- bound[i + 2] = bound[k + 2];
- bound[k + 2] = tmp;
- tmp = bound[i + 3];
- bound[i + 3] = bound[k + 3];
- bound[k + 3] = tmp;
- }
- }
- }
-
- /**
- * Returns are bounds intersect or not intersect rectangle
- */
- static int crossBound(float bound[], int bc, float py1, float py2) {
-
- // LEFT/RIGHT
- if (bc == 0) {
- return 0;
- }
-
- // Check Y coordinate
- int up = 0;
- int down = 0;
- for(int i = 2; i < bc; i += 4) {
- if (bound[i] < py1) {
- up++;
- continue;
- }
- if (bound[i] > py2) {
- down++;
- continue;
- }
- return CROSSING;
- }
-
- // UP
- if (down == 0) {
- return 0;
- }
-
- if (up != 0) {
- // bc >= 2
- sortBound(bound, bc);
- boolean sign = bound[2] > py2;
- for(int i = 6; i < bc; i += 4) {
- boolean sign2 = bound[i] > py2;
- if (sign != sign2 && bound[i + 1] != bound[i - 3]) {
- return CROSSING;
- }
- sign = sign2;
- }
- }
- return UNKNOWN;
- }
-
- /**
- * Returns how many times rectangle stripe cross line or the are intersect
- */
- public static int intersectLine(float x1, float y1, float x2, float y2, float rx1, float ry1, float rx2, float ry2) {
-
- // LEFT/RIGHT/UP
- if ((rx2 < x1 && rx2 < x2) ||
- (rx1 > x1 && rx1 > x2) ||
- (ry1 > y1 && ry1 > y2))
- {
- return 0;
- }
-
- // DOWN
- if (ry2 < y1 && ry2 < y2) {
- } else {
-
- // INSIDE
- if (x1 == x2) {
- return CROSSING;
- }
-
- // Build bound
- float bx1, bx2;
- if (x1 < x2) {
- bx1 = x1 < rx1 ? rx1 : x1;
- bx2 = x2 < rx2 ? x2 : rx2;
- } else {
- bx1 = x2 < rx1 ? rx1 : x2;
- bx2 = x1 < rx2 ? x1 : rx2;
- }
- float k = (y2 - y1) / (x2 - x1);
- float by1 = k * (bx1 - x1) + y1;
- float by2 = k * (bx2 - x1) + y1;
-
- // BOUND-UP
- if (by1 < ry1 && by2 < ry1) {
- return 0;
- }
-
- // BOUND-DOWN
- if (by1 > ry2 && by2 > ry2) {
- } else {
- return CROSSING;
- }
- }
-
- // EMPTY
- if (x1 == x2) {
- return 0;
- }
-
- // CURVE-START
- if (rx1 == x1) {
- return x1 < x2 ? 0 : -1;
- }
-
- // CURVE-END
- if (rx1 == x2) {
- return x1 < x2 ? 1 : 0;
- }
-
- if (x1 < x2) {
- return x1 < rx1 && rx1 < x2 ? 1 : 0;
- }
- return x2 < rx1 && rx1 < x1 ? -1 : 0;
-
- }
-
- /**
- * Returns how many times rectangle stripe cross quad curve or the are intersect
- */
- public static int intersectQuad(float x1, float y1, float cx, float cy, float x2, float y2, float rx1, float ry1, float rx2, float ry2) {
-
- // LEFT/RIGHT/UP ------------------------------------------------------
- if ((rx2 < x1 && rx2 < cx && rx2 < x2) ||
- (rx1 > x1 && rx1 > cx && rx1 > x2) ||
- (ry1 > y1 && ry1 > cy && ry1 > y2))
- {
- return 0;
- }
-
- // DOWN ---------------------------------------------------------------
- if (ry2 < y1 && ry2 < cy && ry2 < y2 && rx1 != x1 && rx1 != x2) {
- if (x1 < x2) {
- return x1 < rx1 && rx1 < x2 ? 1 : 0;
- }
- return x2 < rx1 && rx1 < x1 ? -1 : 0;
- }
-
- // INSIDE -------------------------------------------------------------
- QuadCurve c = new QuadCurve(x1, y1, cx, cy, x2, y2);
- float px1 = rx1 - x1;
- float py1 = ry1 - y1;
- float px2 = rx2 - x1;
- float py2 = ry2 - y1;
-
- float res1[] = new float[3];
- float res2[] = new float[3];
- int rc1 = c.solvePoint(res1, px1);
- int rc2 = c.solvePoint(res2, px2);
-
- // INSIDE-LEFT/RIGHT
- if (rc1 == 0 && rc2 == 0) {
- return 0;
- }
-
- // Build bound --------------------------------------------------------
- float minX = px1 - DELTA;
- float maxX = px2 + DELTA;
- float bound[] = new float[28];
- int bc = 0;
- // Add roots
- bc = c.addBound(bound, bc, res1, rc1, minX, maxX, false, 0);
- bc = c.addBound(bound, bc, res2, rc2, minX, maxX, false, 1);
- // Add extremal points`
- rc2 = c.solveExtrem(res2);
- bc = c.addBound(bound, bc, res2, rc2, minX, maxX, true, 2);
- // Add start and end
- if (rx1 < x1 && x1 < rx2) {
- bound[bc++] = 0.0f;
- bound[bc++] = 0.0f;
- bound[bc++] = 0.0f;
- bound[bc++] = 4;
- }
- if (rx1 < x2 && x2 < rx2) {
- bound[bc++] = 1.0f;
- bound[bc++] = c.ax;
- bound[bc++] = c.ay;
- bound[bc++] = 5;
- }
- // End build bound ----------------------------------------------------
-
- int cross = crossBound(bound, bc, py1, py2);
- if (cross != UNKNOWN) {
- return cross;
- }
- return c.cross(res1, rc1, py1, py2);
- }
-
- /**
- * Returns how many times rectangle stripe cross cubic curve or the are intersect
- */
- public static int intersectCubic(float x1, float y1, float cx1, float cy1, float cx2, float cy2, float x2, float y2, float rx1, float ry1, float rx2, float ry2) {
-
- // LEFT/RIGHT/UP
- if ((rx2 < x1 && rx2 < cx1 && rx2 < cx2 && rx2 < x2) ||
- (rx1 > x1 && rx1 > cx1 && rx1 > cx2 && rx1 > x2) ||
- (ry1 > y1 && ry1 > cy1 && ry1 > cy2 && ry1 > y2))
- {
- return 0;
- }
-
- // DOWN
- if (ry2 < y1 && ry2 < cy1 && ry2 < cy2 && ry2 < y2 && rx1 != x1 && rx1 != x2) {
- if (x1 < x2) {
- return x1 < rx1 && rx1 < x2 ? 1 : 0;
- }
- return x2 < rx1 && rx1 < x1 ? -1 : 0;
- }
-
- // INSIDE
- CubicCurve c = new CubicCurve(x1, y1, cx1, cy1, cx2, cy2, x2, y2);
- float px1 = rx1 - x1;
- float py1 = ry1 - y1;
- float px2 = rx2 - x1;
- float py2 = ry2 - y1;
-
- float res1[] = new float[3];
- float res2[] = new float[3];
- int rc1 = c.solvePoint(res1, px1);
- int rc2 = c.solvePoint(res2, px2);
-
- // LEFT/RIGHT
- if (rc1 == 0 && rc2 == 0) {
- return 0;
- }
-
- float minX = px1 - DELTA;
- float maxX = px2 + DELTA;
-
- // Build bound --------------------------------------------------------
- float bound[] = new float[40];
- int bc = 0;
- // Add roots
- bc = c.addBound(bound, bc, res1, rc1, minX, maxX, false, 0);
- bc = c.addBound(bound, bc, res2, rc2, minX, maxX, false, 1);
- // Add extrimal points
- rc2 = c.solveExtremX(res2);
- bc = c.addBound(bound, bc, res2, rc2, minX, maxX, true, 2);
- rc2 = c.solveExtremY(res2);
- bc = c.addBound(bound, bc, res2, rc2, minX, maxX, true, 4);
- // Add start and end
- if (rx1 < x1 && x1 < rx2) {
- bound[bc++] = 0.0f;
- bound[bc++] = 0.0f;
- bound[bc++] = 0.0f;
- bound[bc++] = 6;
- }
- if (rx1 < x2 && x2 < rx2) {
- bound[bc++] = 1.0f;
- bound[bc++] = c.ax;
- bound[bc++] = c.ay;
- bound[bc++] = 7;
- }
- // End build bound ----------------------------------------------------
-
- int cross = crossBound(bound, bc, py1, py2);
- if (cross != UNKNOWN) {
- return cross;
- }
- return c.cross(res1, rc1, py1, py2);
- }
-
- /**
- * Returns how many times rectangle stripe cross path or the are intersect
- */
- public static int intersectPath(PathIterator p, float x, float y, float w, float h) {
-
- int cross = 0;
- int count;
- float mx, my, cx, cy;
- mx = my = cx = cy = 0.0f;
- final float coords[] = new float[6];
-
- float rx1 = x;
- float ry1 = y;
- float rx2 = x + w;
- float ry2 = y + h;
-
- while (!p.isDone()) {
- count = 0;
- final int segmentType = p.currentSegment(coords);
- switch (segmentType) {
- case PathIterator.SEG_MOVETO:
- if (cx != mx || cy != my) {
- count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2);
- }
- mx = cx = coords[0];
- my = cy = coords[1];
- break;
- case PathIterator.SEG_LINETO:
- count = intersectLine(cx, cy, cx = coords[0], cy = coords[1], rx1, ry1, rx2, ry2);
- break;
- case PathIterator.SEG_QUADTO:
- count = intersectQuad(cx, cy, coords[0], coords[1], cx = coords[2], cy = coords[3], rx1, ry1, rx2, ry2);
- break;
- case PathIterator.SEG_CUBICTO:
- count = intersectCubic(cx, cy, coords[0], coords[1], coords[2], coords[3], cx = coords[4], cy = coords[5], rx1, ry1, rx2, ry2);
- break;
- case PathIterator.SEG_CLOSE:
- if (cy != my || cx != mx) {
- count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2);
- }
- cx = mx;
- cy = my;
- break;
- default:
- throw new IllegalArgumentException("Unhandled Segment Type: "+segmentType);
- }
- if (count == CROSSING) {
- return CROSSING;
- }
- cross += count;
- p.next();
- }
- if (cy != my) {
- count = intersectLine(cx, cy, mx, my, rx1, ry1, rx2, ry2);
- if (count == CROSSING) {
- return CROSSING;
- }
- cross += count;
- }
- return cross;
- }
-
- /**
- * Returns how many times rectangle stripe cross shape or the are intersect
- */
- public static int intersectShape(Path2D s, float x, float y, float w, float h) {
- if (!s.getBounds2D().intersects(x, y, w, h)) {
- return 0;
- }
- return intersectPath(s.iterator(null), x, y, w, h);
- }
-
- /**
- * Returns true if cross count correspond inside location for non zero path rule
- */
- public static boolean isInsideNonZero(int cross) {
- return cross != 0;
- }
-
- /**
- * Returns true if cross count correspond inside location for even-odd path rule
- */
- public static boolean isInsideEvenOdd(int cross) {
- return (cross & 1) != 0;
- }
-}