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 // Compute the intersection 'p' between segments s0 and s1, if any.
83 // 's' is the parametric value for the intersection along 's0' & 't' is the same for 's1'.
84 // Returns false if there is no intersection.
compute_intersection(const OffsetSegment & s0,const OffsetSegment & s1,SkPoint * p,SkScalar * s,SkScalar * t)85 static bool compute_intersection(const OffsetSegment& s0, const OffsetSegment& s1,
86                                  SkPoint* p, SkScalar* s, SkScalar* t) {
87     const SkVector& v0 = s0.fV;
88     const SkVector& v1 = s1.fV;
89     SkVector w = s1.fP0 - s0.fP0;
90     SkScalar denom = v0.cross(v1);
91     bool denomPositive = (denom > 0);
92     SkScalar sNumer, tNumer;
93     if (SkScalarNearlyZero(denom, kCrossTolerance)) {
94         // segments are parallel, but not collinear
95         if (!SkScalarNearlyZero(w.cross(v0), kCrossTolerance) ||
96             !SkScalarNearlyZero(w.cross(v1), kCrossTolerance)) {
97             return false;
98         }
99 
100         // Check for zero-length segments
101         if (!SkPointPriv::CanNormalize(v0.fX, v0.fY)) {
102             // Both are zero-length
103             if (!SkPointPriv::CanNormalize(v1.fX, v1.fY)) {
104                 // Check if they're the same point
105                 if (!SkPointPriv::CanNormalize(w.fX, w.fY)) {
106                     *p = s0.fP0;
107                     *s = 0;
108                     *t = 0;
109                     return true;
110                 } else {
111                     return false;
112                 }
113             }
114             // Otherwise project segment0's origin onto segment1
115             tNumer = v1.dot(-w);
116             denom = v1.dot(v1);
117             if (outside_interval(tNumer, denom, true)) {
118                 return false;
119             }
120             sNumer = 0;
121         } else {
122             // Project segment1's endpoints onto segment0
123             sNumer = v0.dot(w);
124             denom = v0.dot(v0);
125             tNumer = 0;
126             if (outside_interval(sNumer, denom, true)) {
127                 // The first endpoint doesn't lie on segment0
128                 // If segment1 is degenerate, then there's no collision
129                 if (!SkPointPriv::CanNormalize(v1.fX, v1.fY)) {
130                     return false;
131                 }
132 
133                 // Otherwise try the other one
134                 SkScalar oldSNumer = sNumer;
135                 sNumer = v0.dot(w + v1);
136                 tNumer = denom;
137                 if (outside_interval(sNumer, denom, true)) {
138                     // it's possible that segment1's interval surrounds segment0
139                     // this is false if params have the same signs, and in that case no collision
140                     if (sNumer*oldSNumer > 0) {
141                         return false;
142                     }
143                     // otherwise project segment0's endpoint onto segment1 instead
144                     sNumer = 0;
145                     tNumer = v1.dot(-w);
146                     denom = v1.dot(v1);
147                 }
148             }
149         }
150     } else {
151         sNumer = w.cross(v1);
152         if (outside_interval(sNumer, denom, denomPositive)) {
153             return false;
154         }
155         tNumer = w.cross(v0);
156         if (outside_interval(tNumer, denom, denomPositive)) {
157             return false;
158         }
159     }
160 
161     SkScalar localS = sNumer/denom;
162     SkScalar localT = tNumer/denom;
163 
164     *p = s0.fP0 + v0*localS;
165     *s = localS;
166     *t = localT;
167 
168     return true;
169 }
170 
SkIsConvexPolygon(const SkPoint * polygonVerts,int polygonSize)171 bool SkIsConvexPolygon(const SkPoint* polygonVerts, int polygonSize) {
172     if (polygonSize < 3) {
173         return false;
174     }
175 
176     SkScalar lastArea = 0;
177     SkScalar lastPerpDot = 0;
178 
179     int prevIndex = polygonSize - 1;
180     int currIndex = 0;
181     int nextIndex = 1;
182     SkPoint origin = polygonVerts[0];
183     SkVector v0 = polygonVerts[currIndex] - polygonVerts[prevIndex];
184     SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
185     SkVector w0 = polygonVerts[currIndex] - origin;
186     SkVector w1 = polygonVerts[nextIndex] - origin;
187     for (int i = 0; i < polygonSize; ++i) {
188         if (!polygonVerts[i].isFinite()) {
189             return false;
190         }
191 
192         // Check that winding direction is always the same (otherwise we have a reflex vertex)
193         SkScalar perpDot = v0.cross(v1);
194         if (lastPerpDot*perpDot < 0) {
195             return false;
196         }
197         if (0 != perpDot) {
198             lastPerpDot = perpDot;
199         }
200 
201         // If the signed area ever flips it's concave
202         // TODO: see if we can verify convexity only with signed area
203         SkScalar quadArea = w0.cross(w1);
204         if (quadArea*lastArea < 0) {
205             return false;
206         }
207         if (0 != quadArea) {
208             lastArea = quadArea;
209         }
210 
211         prevIndex = currIndex;
212         currIndex = nextIndex;
213         nextIndex = (currIndex + 1) % polygonSize;
214         v0 = v1;
215         v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
216         w0 = w1;
217         w1 = polygonVerts[nextIndex] - origin;
218     }
219 
220     return true;
221 }
222 
223 struct OffsetEdge {
224     OffsetEdge*   fPrev;
225     OffsetEdge*   fNext;
226     OffsetSegment fOffset;
227     SkPoint       fIntersection;
228     SkScalar      fTValue;
229     uint16_t      fIndex;
230     uint16_t      fEnd;
231 
initOffsetEdge232     void init(uint16_t start = 0, uint16_t end = 0) {
233         fIntersection = fOffset.fP0;
234         fTValue = SK_ScalarMin;
235         fIndex = start;
236         fEnd = end;
237     }
238 
239     // special intersection check that looks for endpoint intersection
checkIntersectionOffsetEdge240     bool checkIntersection(const OffsetEdge* that,
241                            SkPoint* p, SkScalar* s, SkScalar* t) {
242         if (this->fEnd == that->fIndex) {
243             SkPoint p1 = this->fOffset.fP0 + this->fOffset.fV;
244             if (SkPointPriv::EqualsWithinTolerance(p1, that->fOffset.fP0)) {
245                 *p = p1;
246                 *s = SK_Scalar1;
247                 *t = 0;
248                 return true;
249             }
250         }
251 
252         return compute_intersection(this->fOffset, that->fOffset, p, s, t);
253     }
254 
255     // computes the line intersection and then the "distance" from that to this
256     // this is really a signed squared distance, where negative means that
257     // the intersection lies inside this->fOffset
computeCrossingDistanceOffsetEdge258     SkScalar computeCrossingDistance(const OffsetEdge* that) {
259         const OffsetSegment& s0 = this->fOffset;
260         const OffsetSegment& s1 = that->fOffset;
261         const SkVector& v0 = s0.fV;
262         const SkVector& v1 = s1.fV;
263 
264         SkScalar denom = v0.cross(v1);
265         if (SkScalarNearlyZero(denom, kCrossTolerance)) {
266             // segments are parallel
267             return SK_ScalarMax;
268         }
269 
270         SkVector w = s1.fP0 - s0.fP0;
271         SkScalar localS = w.cross(v1) / denom;
272         if (localS < 0) {
273             localS = -localS;
274         } else {
275             localS -= SK_Scalar1;
276         }
277 
278         localS *= SkScalarAbs(localS);
279         localS *= v0.dot(v0);
280 
281         return localS;
282     }
283 
284 };
285 
remove_node(const OffsetEdge * node,OffsetEdge ** head)286 static void remove_node(const OffsetEdge* node, OffsetEdge** head) {
287     // remove from linked list
288     node->fPrev->fNext = node->fNext;
289     node->fNext->fPrev = node->fPrev;
290     if (node == *head) {
291         *head = (node->fNext == node) ? nullptr : node->fNext;
292     }
293 }
294 
295 //////////////////////////////////////////////////////////////////////////////////
296 
297 // The objective here is to inset all of the edges by the given distance, and then
298 // remove any invalid inset edges by detecting right-hand turns. In a ccw polygon,
299 // we should only be making left-hand turns (for cw polygons, we use the winding
300 // parameter to reverse this). We detect this by checking whether the second intersection
301 // on an edge is closer to its tail than the first one.
302 //
303 // We might also have the case that there is no intersection between two neighboring inset edges.
304 // In this case, one edge will lie to the right of the other and should be discarded along with
305 // its previous intersection (if any).
306 //
307 // Note: the assumption is that inputPolygon is convex and has no coincident points.
308 //
SkInsetConvexPolygon(const SkPoint * inputPolygonVerts,int inputPolygonSize,SkScalar inset,SkTDArray<SkPoint> * insetPolygon)309 bool SkInsetConvexPolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
310                           SkScalar inset, SkTDArray<SkPoint>* insetPolygon) {
311     if (inputPolygonSize < 3) {
312         return false;
313     }
314 
315     // restrict this to match other routines
316     // practically we don't want anything bigger than this anyway
317     if (inputPolygonSize > std::numeric_limits<uint16_t>::max()) {
318         return false;
319     }
320 
321     // can't inset by a negative or non-finite amount
322     if (inset < -SK_ScalarNearlyZero || !SkScalarIsFinite(inset)) {
323         return false;
324     }
325 
326     // insetting close to zero just returns the original poly
327     if (inset <= SK_ScalarNearlyZero) {
328         for (int i = 0; i < inputPolygonSize; ++i) {
329             *insetPolygon->push() = inputPolygonVerts[i];
330         }
331         return true;
332     }
333 
334     // get winding direction
335     int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
336     if (0 == winding) {
337         return false;
338     }
339 
340     // set up
341     SkAutoSTMalloc<64, OffsetEdge> edgeData(inputPolygonSize);
342     int prev = inputPolygonSize - 1;
343     for (int curr = 0; curr < inputPolygonSize; prev = curr, ++curr) {
344         int next = (curr + 1) % inputPolygonSize;
345         if (!inputPolygonVerts[curr].isFinite()) {
346             return false;
347         }
348         // check for convexity just to be sure
349         if (compute_side(inputPolygonVerts[prev], inputPolygonVerts[curr] - inputPolygonVerts[prev],
350                          inputPolygonVerts[next])*winding < 0) {
351             return false;
352         }
353         SkVector v = inputPolygonVerts[next] - inputPolygonVerts[curr];
354         SkVector perp = SkVector::Make(-v.fY, v.fX);
355         perp.setLength(inset*winding);
356         edgeData[curr].fPrev = &edgeData[prev];
357         edgeData[curr].fNext = &edgeData[next];
358         edgeData[curr].fOffset.fP0 = inputPolygonVerts[curr] + perp;
359         edgeData[curr].fOffset.fV = v;
360         edgeData[curr].init();
361     }
362 
363     OffsetEdge* head = &edgeData[0];
364     OffsetEdge* currEdge = head;
365     OffsetEdge* prevEdge = currEdge->fPrev;
366     int insetVertexCount = inputPolygonSize;
367     unsigned int iterations = 0;
368     unsigned int maxIterations = inputPolygonSize * inputPolygonSize;
369     while (head && prevEdge != currEdge) {
370         ++iterations;
371         // we should check each edge against each other edge at most once
372         if (iterations > maxIterations) {
373             return false;
374         }
375 
376         SkScalar s, t;
377         SkPoint intersection;
378         if (compute_intersection(prevEdge->fOffset, currEdge->fOffset,
379                                  &intersection, &s, &t)) {
380             // if new intersection is further back on previous inset from the prior intersection
381             if (s < prevEdge->fTValue) {
382                 // no point in considering this one again
383                 remove_node(prevEdge, &head);
384                 --insetVertexCount;
385                 // go back one segment
386                 prevEdge = prevEdge->fPrev;
387             // we've already considered this intersection, we're done
388             } else if (currEdge->fTValue > SK_ScalarMin &&
389                        SkPointPriv::EqualsWithinTolerance(intersection,
390                                                           currEdge->fIntersection,
391                                                           1.0e-6f)) {
392                 break;
393             } else {
394                 // add intersection
395                 currEdge->fIntersection = intersection;
396                 currEdge->fTValue = t;
397 
398                 // go to next segment
399                 prevEdge = currEdge;
400                 currEdge = currEdge->fNext;
401             }
402         } else {
403             // if prev to right side of curr
404             int side = winding*compute_side(currEdge->fOffset.fP0,
405                                             currEdge->fOffset.fV,
406                                             prevEdge->fOffset.fP0);
407             if (side < 0 &&
408                 side == winding*compute_side(currEdge->fOffset.fP0,
409                                              currEdge->fOffset.fV,
410                                              prevEdge->fOffset.fP0 + prevEdge->fOffset.fV)) {
411                 // no point in considering this one again
412                 remove_node(prevEdge, &head);
413                 --insetVertexCount;
414                 // go back one segment
415                 prevEdge = prevEdge->fPrev;
416             } else {
417                 // move to next segment
418                 remove_node(currEdge, &head);
419                 --insetVertexCount;
420                 currEdge = currEdge->fNext;
421             }
422         }
423     }
424 
425     // store all the valid intersections that aren't nearly coincident
426     // TODO: look at the main algorithm and see if we can detect these better
427     insetPolygon->reset();
428     if (!head) {
429         return false;
430     }
431 
432     static constexpr SkScalar kCleanupTolerance = 0.01f;
433     if (insetVertexCount >= 0) {
434         insetPolygon->setReserve(insetVertexCount);
435     }
436     int currIndex = 0;
437     *insetPolygon->push() = head->fIntersection;
438     currEdge = head->fNext;
439     while (currEdge != head) {
440         if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
441                                                 (*insetPolygon)[currIndex],
442                                                 kCleanupTolerance)) {
443             *insetPolygon->push() = currEdge->fIntersection;
444             currIndex++;
445         }
446         currEdge = currEdge->fNext;
447     }
448     // make sure the first and last points aren't coincident
449     if (currIndex >= 1 &&
450         SkPointPriv::EqualsWithinTolerance((*insetPolygon)[0], (*insetPolygon)[currIndex],
451                                             kCleanupTolerance)) {
452         insetPolygon->pop();
453     }
454 
455     return SkIsConvexPolygon(insetPolygon->begin(), insetPolygon->count());
456 }
457 
458 ///////////////////////////////////////////////////////////////////////////////////////////
459 
460 // 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)461 bool SkComputeRadialSteps(const SkVector& v1, const SkVector& v2, SkScalar offset,
462                           SkScalar* rotSin, SkScalar* rotCos, int* n) {
463     const SkScalar kRecipPixelsPerArcSegment = 0.25f;
464 
465     SkScalar rCos = v1.dot(v2);
466     if (!SkScalarIsFinite(rCos)) {
467         return false;
468     }
469     SkScalar rSin = v1.cross(v2);
470     if (!SkScalarIsFinite(rSin)) {
471         return false;
472     }
473     SkScalar theta = SkScalarATan2(rSin, rCos);
474 
475     SkScalar floatSteps = SkScalarAbs(offset*theta*kRecipPixelsPerArcSegment);
476     // limit the number of steps to at most max uint16_t (that's all we can index)
477     // knock one value off the top to account for rounding
478     if (floatSteps >= std::numeric_limits<uint16_t>::max()) {
479         return false;
480     }
481     int steps = SkScalarRoundToInt(floatSteps);
482 
483     SkScalar dTheta = steps > 0 ? theta / steps : 0;
484     *rotSin = SkScalarSin(dTheta);
485     *rotCos = SkScalarCos(dTheta);
486     *n = steps;
487     return true;
488 }
489 
490 ///////////////////////////////////////////////////////////////////////////////////////////
491 
492 // 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)493 static bool left(const SkPoint& p0, const SkPoint& p1) {
494     return p0.fX < p1.fX || (!(p0.fX > p1.fX) && p0.fY > p1.fY);
495 }
496 
497 // 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)498 static bool right(const SkPoint& p0, const SkPoint& p1) {
499     return p0.fX > p1.fX || (!(p0.fX < p1.fX) && p0.fY < p1.fY);
500 }
501 
502 struct Vertex {
LeftVertex503     static bool Left(const Vertex& qv0, const Vertex& qv1) {
504         return left(qv0.fPosition, qv1.fPosition);
505     }
506 
507     // packed to fit into 16 bytes (one cache line)
508     SkPoint  fPosition;
509     uint16_t fIndex;       // index in unsorted polygon
510     uint16_t fPrevIndex;   // indices for previous and next vertex in unsorted polygon
511     uint16_t fNextIndex;
512     uint16_t fFlags;
513 };
514 
515 enum VertexFlags {
516     kPrevLeft_VertexFlag = 0x1,
517     kNextLeft_VertexFlag = 0x2,
518 };
519 
520 struct ActiveEdge {
ActiveEdgeActiveEdge521     ActiveEdge() : fChild{ nullptr, nullptr }, fAbove(nullptr), fBelow(nullptr), fRed(false) {}
ActiveEdgeActiveEdge522     ActiveEdge(const SkPoint& p0, const SkVector& v, uint16_t index0, uint16_t index1)
523         : fSegment({ p0, v })
524         , fIndex0(index0)
525         , fIndex1(index1)
526         , fAbove(nullptr)
527         , fBelow(nullptr)
528         , fRed(true) {
529         fChild[0] = nullptr;
530         fChild[1] = nullptr;
531     }
532 
533     // Returns true if "this" is above "that", assuming this->p0 is to the left of that->p0
534     // This is only used to verify the edgelist -- the actual test for insertion/deletion is much
535     // simpler because we can make certain assumptions then.
aboveIfLeftActiveEdge536     bool aboveIfLeft(const ActiveEdge* that) const {
537         const SkPoint& p0 = this->fSegment.fP0;
538         const SkPoint& q0 = that->fSegment.fP0;
539         SkASSERT(p0.fX <= q0.fX);
540         SkVector d = q0 - p0;
541         const SkVector& v = this->fSegment.fV;
542         const SkVector& w = that->fSegment.fV;
543         // The idea here is that if the vector between the origins of the two segments (d)
544         // rotates counterclockwise up to the vector representing the "this" segment (v),
545         // then we know that "this" is above "that". If the result is clockwise we say it's below.
546         if (this->fIndex0 != that->fIndex0) {
547             SkScalar cross = d.cross(v);
548             if (cross > kCrossTolerance) {
549                 return true;
550             } else if (cross < -kCrossTolerance) {
551                 return false;
552             }
553         } else if (this->fIndex1 == that->fIndex1) {
554             return false;
555         }
556         // At this point either the two origins are nearly equal or the origin of "that"
557         // lies on dv. So then we try the same for the vector from the tail of "this"
558         // to the head of "that". Again, ccw means "this" is above "that".
559         // d = that.P1 - this.P0
560         //   = that.fP0 + that.fV - this.fP0
561         //   = that.fP0 - this.fP0 + that.fV
562         //   = old_d + that.fV
563         d += w;
564         SkScalar cross = d.cross(v);
565         if (cross > kCrossTolerance) {
566             return true;
567         } else if (cross < -kCrossTolerance) {
568             return false;
569         }
570         // If the previous check fails, the two segments are nearly collinear
571         // First check y-coord of first endpoints
572         if (p0.fX < q0.fX) {
573             return (p0.fY >= q0.fY);
574         } else if (p0.fY > q0.fY) {
575             return true;
576         } else if (p0.fY < q0.fY) {
577             return false;
578         }
579         // The first endpoints are the same, so check the other endpoint
580         SkPoint p1 = p0 + v;
581         SkPoint q1 = q0 + w;
582         if (p1.fX < q1.fX) {
583             return (p1.fY >= q1.fY);
584         } else {
585             return (p1.fY > q1.fY);
586         }
587     }
588 
589     // same as leftAndAbove(), but generalized
aboveActiveEdge590     bool above(const ActiveEdge* that) const {
591         const SkPoint& p0 = this->fSegment.fP0;
592         const SkPoint& q0 = that->fSegment.fP0;
593         if (right(p0, q0)) {
594             return !that->aboveIfLeft(this);
595         } else {
596             return this->aboveIfLeft(that);
597         }
598     }
599 
intersectActiveEdge600     bool intersect(const SkPoint& q0, const SkVector& w, uint16_t index0, uint16_t index1) const {
601         // check first to see if these edges are neighbors in the polygon
602         if (this->fIndex0 == index0 || this->fIndex1 == index0 ||
603             this->fIndex0 == index1 || this->fIndex1 == index1) {
604             return false;
605         }
606 
607         // We don't need the exact intersection point so we can do a simpler test here.
608         const SkPoint& p0 = this->fSegment.fP0;
609         const SkVector& v = this->fSegment.fV;
610         SkPoint p1 = p0 + v;
611         SkPoint q1 = q0 + w;
612 
613         // We assume some x-overlap due to how the edgelist works
614         // This allows us to simplify our test
615         // We need some slop here because storing the vector and recomputing the second endpoint
616         // doesn't necessary give us the original result in floating point.
617         // TODO: Store vector as double? Store endpoint as well?
618         SkASSERT(q0.fX <= p1.fX + SK_ScalarNearlyZero);
619 
620         // if each segment straddles the other (i.e., the endpoints have different sides)
621         // then they intersect
622         bool result;
623         if (p0.fX < q0.fX) {
624             if (q1.fX < p1.fX) {
625                 result = (compute_side(p0, v, q0)*compute_side(p0, v, q1) < 0);
626             } else {
627                 result = (compute_side(p0, v, q0)*compute_side(q0, w, p1) > 0);
628             }
629         } else {
630             if (p1.fX < q1.fX) {
631                 result = (compute_side(q0, w, p0)*compute_side(q0, w, p1) < 0);
632             } else {
633                 result = (compute_side(q0, w, p0)*compute_side(p0, v, q1) > 0);
634             }
635         }
636         return result;
637     }
638 
intersectActiveEdge639     bool intersect(const ActiveEdge* edge) {
640         return this->intersect(edge->fSegment.fP0, edge->fSegment.fV, edge->fIndex0, edge->fIndex1);
641     }
642 
lessThanActiveEdge643     bool lessThan(const ActiveEdge* that) const {
644         SkASSERT(!this->above(this));
645         SkASSERT(!that->above(that));
646         SkASSERT(!(this->above(that) && that->above(this)));
647         return this->above(that);
648     }
649 
equalsActiveEdge650     bool equals(uint16_t index0, uint16_t index1) const {
651         return (this->fIndex0 == index0 && this->fIndex1 == index1);
652     }
653 
654     OffsetSegment fSegment;
655     uint16_t fIndex0;   // indices for previous and next vertex in polygon
656     uint16_t fIndex1;
657     ActiveEdge* fChild[2];
658     ActiveEdge* fAbove;
659     ActiveEdge* fBelow;
660     int32_t  fRed;
661 };
662 
663 class ActiveEdgeList {
664 public:
ActiveEdgeList(int maxEdges)665     ActiveEdgeList(int maxEdges) {
666         fAllocation = (char*) sk_malloc_throw(sizeof(ActiveEdge)*maxEdges);
667         fCurrFree = 0;
668         fMaxFree = maxEdges;
669     }
~ActiveEdgeList()670     ~ActiveEdgeList() {
671         fTreeHead.fChild[1] = nullptr;
672         sk_free(fAllocation);
673     }
674 
insert(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)675     bool insert(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
676         SkVector v = p1 - p0;
677         if (!v.isFinite()) {
678             return false;
679         }
680         // empty tree case -- easy
681         if (!fTreeHead.fChild[1]) {
682             ActiveEdge* root = fTreeHead.fChild[1] = this->allocate(p0, v, index0, index1);
683             SkASSERT(root);
684             if (!root) {
685                 return false;
686             }
687             root->fRed = false;
688             return true;
689         }
690 
691         // set up helpers
692         ActiveEdge* top = &fTreeHead;
693         ActiveEdge *grandparent = nullptr;
694         ActiveEdge *parent = nullptr;
695         ActiveEdge *curr = top->fChild[1];
696         int dir = 0;
697         int last = 0; // ?
698         // predecessor and successor, for intersection check
699         ActiveEdge* pred = nullptr;
700         ActiveEdge* succ = nullptr;
701 
702         // search down the tree
703         while (true) {
704             if (!curr) {
705                 // check for intersection with predecessor and successor
706                 if ((pred && pred->intersect(p0, v, index0, index1)) ||
707                     (succ && succ->intersect(p0, v, index0, index1))) {
708                     return false;
709                 }
710                 // insert new node at bottom
711                 parent->fChild[dir] = curr = this->allocate(p0, v, index0, index1);
712                 SkASSERT(curr);
713                 if (!curr) {
714                     return false;
715                 }
716                 curr->fAbove = pred;
717                 curr->fBelow = succ;
718                 if (pred) {
719                     pred->fBelow = curr;
720                 }
721                 if (succ) {
722                     succ->fAbove = curr;
723                 }
724                 if (IsRed(parent)) {
725                     int dir2 = (top->fChild[1] == grandparent);
726                     if (curr == parent->fChild[last]) {
727                         top->fChild[dir2] = SingleRotation(grandparent, !last);
728                     } else {
729                         top->fChild[dir2] = DoubleRotation(grandparent, !last);
730                     }
731                 }
732                 break;
733             } else if (IsRed(curr->fChild[0]) && IsRed(curr->fChild[1])) {
734                 // color flip
735                 curr->fRed = true;
736                 curr->fChild[0]->fRed = false;
737                 curr->fChild[1]->fRed = false;
738                 if (IsRed(parent)) {
739                     int dir2 = (top->fChild[1] == grandparent);
740                     if (curr == parent->fChild[last]) {
741                         top->fChild[dir2] = SingleRotation(grandparent, !last);
742                     } else {
743                         top->fChild[dir2] = DoubleRotation(grandparent, !last);
744                     }
745                 }
746             }
747 
748             last = dir;
749             int side;
750             // check to see if segment is above or below
751             if (curr->fIndex0 == index0) {
752                 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
753             } else {
754                 side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
755             }
756             if (0 == side) {
757                 return false;
758             }
759             dir = (side < 0);
760 
761             if (0 == dir) {
762                 succ = curr;
763             } else {
764                 pred = curr;
765             }
766 
767             // update helpers
768             if (grandparent) {
769                 top = grandparent;
770             }
771             grandparent = parent;
772             parent = curr;
773             curr = curr->fChild[dir];
774         }
775 
776         // update root and make it black
777         fTreeHead.fChild[1]->fRed = false;
778 
779         SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
780 
781         return true;
782     }
783 
784     // replaces edge p0p1 with p1p2
replace(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,uint16_t index0,uint16_t index1,uint16_t index2)785     bool replace(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
786                  uint16_t index0, uint16_t index1, uint16_t index2) {
787         if (!fTreeHead.fChild[1]) {
788             return false;
789         }
790 
791         SkVector v = p2 - p1;
792         ActiveEdge* curr = &fTreeHead;
793         ActiveEdge* found = nullptr;
794         int dir = 1;
795 
796         // search
797         while (curr->fChild[dir] != nullptr) {
798             // update helpers
799             curr = curr->fChild[dir];
800             // save found node
801             if (curr->equals(index0, index1)) {
802                 found = curr;
803                 break;
804             } else {
805                 // check to see if segment is above or below
806                 int side;
807                 if (curr->fIndex1 == index1) {
808                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
809                 } else {
810                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
811                 }
812                 if (0 == side) {
813                     return false;
814                 }
815                 dir = (side < 0);
816             }
817         }
818 
819         if (!found) {
820             return false;
821         }
822 
823         // replace if found
824         ActiveEdge* pred = found->fAbove;
825         ActiveEdge* succ = found->fBelow;
826         // check deletion and insert intersection cases
827         if (pred && (pred->intersect(found) || pred->intersect(p1, v, index1, index2))) {
828             return false;
829         }
830         if (succ && (succ->intersect(found) || succ->intersect(p1, v, index1, index2))) {
831             return false;
832         }
833         found->fSegment.fP0 = p1;
834         found->fSegment.fV = v;
835         found->fIndex0 = index1;
836         found->fIndex1 = index2;
837         // above and below should stay the same
838 
839         SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
840 
841         return true;
842     }
843 
remove(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)844     bool remove(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
845         if (!fTreeHead.fChild[1]) {
846             return false;
847         }
848 
849         ActiveEdge* curr = &fTreeHead;
850         ActiveEdge* parent = nullptr;
851         ActiveEdge* grandparent = nullptr;
852         ActiveEdge* found = nullptr;
853         int dir = 1;
854 
855         // search and push a red node down
856         while (curr->fChild[dir] != nullptr) {
857             int last = dir;
858 
859             // update helpers
860             grandparent = parent;
861             parent = curr;
862             curr = curr->fChild[dir];
863             // save found node
864             if (curr->equals(index0, index1)) {
865                 found = curr;
866                 dir = 0;
867             } else {
868                 // check to see if segment is above or below
869                 int side;
870                 if (curr->fIndex1 == index1) {
871                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p0);
872                 } else {
873                     side = compute_side(curr->fSegment.fP0, curr->fSegment.fV, p1);
874                 }
875                 if (0 == side) {
876                     return false;
877                 }
878                 dir = (side < 0);
879             }
880 
881             // push the red node down
882             if (!IsRed(curr) && !IsRed(curr->fChild[dir])) {
883                 if (IsRed(curr->fChild[!dir])) {
884                     parent = parent->fChild[last] = SingleRotation(curr, dir);
885                 } else {
886                     ActiveEdge *s = parent->fChild[!last];
887 
888                     if (s != NULL) {
889                         if (!IsRed(s->fChild[!last]) && !IsRed(s->fChild[last])) {
890                             // color flip
891                             parent->fRed = false;
892                             s->fRed = true;
893                             curr->fRed = true;
894                         } else {
895                             int dir2 = (grandparent->fChild[1] == parent);
896 
897                             if (IsRed(s->fChild[last])) {
898                                 grandparent->fChild[dir2] = DoubleRotation(parent, last);
899                             } else if (IsRed(s->fChild[!last])) {
900                                 grandparent->fChild[dir2] = SingleRotation(parent, last);
901                             }
902 
903                             // ensure correct coloring
904                             curr->fRed = grandparent->fChild[dir2]->fRed = true;
905                             grandparent->fChild[dir2]->fChild[0]->fRed = false;
906                             grandparent->fChild[dir2]->fChild[1]->fRed = false;
907                         }
908                     }
909                 }
910             }
911         }
912 
913         // replace and remove if found
914         if (found) {
915             ActiveEdge* pred = found->fAbove;
916             ActiveEdge* succ = found->fBelow;
917             if ((pred && pred->intersect(found)) || (succ && succ->intersect(found))) {
918                 return false;
919             }
920             if (found != curr) {
921                 found->fSegment = curr->fSegment;
922                 found->fIndex0 = curr->fIndex0;
923                 found->fIndex1 = curr->fIndex1;
924                 found->fAbove = curr->fAbove;
925                 pred = found->fAbove;
926                 // we don't need to set found->fBelow here
927             } else {
928                 if (succ) {
929                     succ->fAbove = pred;
930                 }
931             }
932             if (pred) {
933                 pred->fBelow = curr->fBelow;
934             }
935             parent->fChild[parent->fChild[1] == curr] = curr->fChild[!curr->fChild[0]];
936 
937             // no need to delete
938             curr->fAbove = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
939             curr->fBelow = reinterpret_cast<ActiveEdge*>(0xdeadbeefll);
940             if (fTreeHead.fChild[1]) {
941                 fTreeHead.fChild[1]->fRed = false;
942             }
943         }
944 
945         // update root and make it black
946         if (fTreeHead.fChild[1]) {
947             fTreeHead.fChild[1]->fRed = false;
948         }
949 
950         SkDEBUGCODE(VerifyTree(fTreeHead.fChild[1]));
951 
952         return true;
953     }
954 
955 private:
956     // allocator
allocate(const SkPoint & p0,const SkPoint & p1,uint16_t index0,uint16_t index1)957     ActiveEdge * allocate(const SkPoint& p0, const SkPoint& p1, uint16_t index0, uint16_t index1) {
958         if (fCurrFree >= fMaxFree) {
959             return nullptr;
960         }
961         char* bytes = fAllocation + sizeof(ActiveEdge)*fCurrFree;
962         ++fCurrFree;
963         return new(bytes) ActiveEdge(p0, p1, index0, index1);
964     }
965 
966     ///////////////////////////////////////////////////////////////////////////////////
967     // Red-black tree methods
968     ///////////////////////////////////////////////////////////////////////////////////
IsRed(const ActiveEdge * node)969     static bool IsRed(const ActiveEdge* node) {
970         return node && node->fRed;
971     }
972 
SingleRotation(ActiveEdge * node,int dir)973     static ActiveEdge* SingleRotation(ActiveEdge* node, int dir) {
974         ActiveEdge* tmp = node->fChild[!dir];
975 
976         node->fChild[!dir] = tmp->fChild[dir];
977         tmp->fChild[dir] = node;
978 
979         node->fRed = true;
980         tmp->fRed = false;
981 
982         return tmp;
983     }
984 
DoubleRotation(ActiveEdge * node,int dir)985     static ActiveEdge* DoubleRotation(ActiveEdge* node, int dir) {
986         node->fChild[!dir] = SingleRotation(node->fChild[!dir], !dir);
987 
988         return SingleRotation(node, dir);
989     }
990 
991     // returns black link count
VerifyTree(const ActiveEdge * tree)992     static int VerifyTree(const ActiveEdge* tree) {
993         if (!tree) {
994             return 1;
995         }
996 
997         const ActiveEdge* left = tree->fChild[0];
998         const ActiveEdge* right = tree->fChild[1];
999 
1000         // no consecutive red links
1001         if (IsRed(tree) && (IsRed(left) || IsRed(right))) {
1002             SkASSERT(false);
1003             return 0;
1004         }
1005 
1006         // check secondary links
1007         if (tree->fAbove) {
1008             SkASSERT(tree->fAbove->fBelow == tree);
1009             SkASSERT(tree->fAbove->lessThan(tree));
1010         }
1011         if (tree->fBelow) {
1012             SkASSERT(tree->fBelow->fAbove == tree);
1013             SkASSERT(tree->lessThan(tree->fBelow));
1014         }
1015 
1016         // violates binary tree order
1017         if ((left && tree->lessThan(left)) || (right && right->lessThan(tree))) {
1018             SkASSERT(false);
1019             return 0;
1020         }
1021 
1022         int leftCount = VerifyTree(left);
1023         int rightCount = VerifyTree(right);
1024 
1025         // return black link count
1026         if (leftCount != 0 && rightCount != 0) {
1027             // black height mismatch
1028             if (leftCount != rightCount) {
1029                 SkASSERT(false);
1030                 return 0;
1031             }
1032             return IsRed(tree) ? leftCount : leftCount + 1;
1033         } else {
1034             return 0;
1035         }
1036     }
1037 
1038     ActiveEdge fTreeHead;
1039     char*      fAllocation;
1040     int        fCurrFree;
1041     int        fMaxFree;
1042 };
1043 
1044 // Here we implement a sweep line algorithm to determine whether the provided points
1045 // represent a simple polygon, i.e., the polygon is non-self-intersecting.
1046 // We first insert the vertices into a priority queue sorting horizontally from left to right.
1047 // Then as we pop the vertices from the queue we generate events which indicate that an edge
1048 // should be added or removed from an edge list. If any intersections are detected in the edge
1049 // list, then we know the polygon is self-intersecting and hence not simple.
SkIsSimplePolygon(const SkPoint * polygon,int polygonSize)1050 bool SkIsSimplePolygon(const SkPoint* polygon, int polygonSize) {
1051     if (polygonSize < 3) {
1052         return false;
1053     }
1054 
1055     // If it's convex, it's simple
1056     if (SkIsConvexPolygon(polygon, polygonSize)) {
1057         return true;
1058     }
1059 
1060     // practically speaking, it takes too long to process large polygons
1061     if (polygonSize > 2048) {
1062         return false;
1063     }
1064 
1065     SkTDPQueue <Vertex, Vertex::Left> vertexQueue(polygonSize);
1066     for (int i = 0; i < polygonSize; ++i) {
1067         Vertex newVertex;
1068         if (!polygon[i].isFinite()) {
1069             return false;
1070         }
1071         newVertex.fPosition = polygon[i];
1072         newVertex.fIndex = i;
1073         newVertex.fPrevIndex = (i - 1 + polygonSize) % polygonSize;
1074         newVertex.fNextIndex = (i + 1) % polygonSize;
1075         newVertex.fFlags = 0;
1076         if (left(polygon[newVertex.fPrevIndex], polygon[i])) {
1077             newVertex.fFlags |= kPrevLeft_VertexFlag;
1078         }
1079         if (left(polygon[newVertex.fNextIndex], polygon[i])) {
1080             newVertex.fFlags |= kNextLeft_VertexFlag;
1081         }
1082         vertexQueue.insert(newVertex);
1083     }
1084 
1085     // pop each vertex from the queue and generate events depending on
1086     // where it lies relative to its neighboring edges
1087     ActiveEdgeList sweepLine(polygonSize);
1088     while (vertexQueue.count() > 0) {
1089         const Vertex& v = vertexQueue.peek();
1090 
1091         // both to the right -- insert both
1092         if (v.fFlags == 0) {
1093             if (!sweepLine.insert(v.fPosition, polygon[v.fPrevIndex], v.fIndex, v.fPrevIndex)) {
1094                 break;
1095             }
1096             if (!sweepLine.insert(v.fPosition, polygon[v.fNextIndex], v.fIndex, v.fNextIndex)) {
1097                 break;
1098             }
1099         // both to the left -- remove both
1100         } else if (v.fFlags == (kPrevLeft_VertexFlag | kNextLeft_VertexFlag)) {
1101             if (!sweepLine.remove(polygon[v.fPrevIndex], v.fPosition, v.fPrevIndex, v.fIndex)) {
1102                 break;
1103             }
1104             if (!sweepLine.remove(polygon[v.fNextIndex], v.fPosition, v.fNextIndex, v.fIndex)) {
1105                 break;
1106             }
1107         // one to left and right -- replace one with another
1108         } else {
1109             if (v.fFlags & kPrevLeft_VertexFlag) {
1110                 if (!sweepLine.replace(polygon[v.fPrevIndex], v.fPosition, polygon[v.fNextIndex],
1111                                        v.fPrevIndex, v.fIndex, v.fNextIndex)) {
1112                     break;
1113                 }
1114             } else {
1115                 SkASSERT(v.fFlags & kNextLeft_VertexFlag);
1116                 if (!sweepLine.replace(polygon[v.fNextIndex], v.fPosition, polygon[v.fPrevIndex],
1117                                        v.fNextIndex, v.fIndex, v.fPrevIndex)) {
1118                     break;
1119                 }
1120             }
1121         }
1122 
1123         vertexQueue.pop();
1124     }
1125 
1126     return (vertexQueue.count() == 0);
1127 }
1128 
1129 ///////////////////////////////////////////////////////////////////////////////////////////
1130 
1131 // helper function for SkOffsetSimplePolygon
setup_offset_edge(OffsetEdge * currEdge,const SkPoint & endpoint0,const SkPoint & endpoint1,uint16_t startIndex,uint16_t endIndex)1132 static void setup_offset_edge(OffsetEdge* currEdge,
1133                               const SkPoint& endpoint0, const SkPoint& endpoint1,
1134                               uint16_t startIndex, uint16_t endIndex) {
1135     currEdge->fOffset.fP0 = endpoint0;
1136     currEdge->fOffset.fV = endpoint1 - endpoint0;
1137     currEdge->init(startIndex, endIndex);
1138 }
1139 
is_reflex_vertex(const SkPoint * inputPolygonVerts,int winding,SkScalar offset,uint16_t prevIndex,uint16_t currIndex,uint16_t nextIndex)1140 static bool is_reflex_vertex(const SkPoint* inputPolygonVerts, int winding, SkScalar offset,
1141                              uint16_t prevIndex, uint16_t currIndex, uint16_t nextIndex) {
1142     int side = compute_side(inputPolygonVerts[prevIndex],
1143                             inputPolygonVerts[currIndex] - inputPolygonVerts[prevIndex],
1144                             inputPolygonVerts[nextIndex]);
1145     // if reflex point, we need to add extra edges
1146     return (side*winding*offset < 0);
1147 }
1148 
SkOffsetSimplePolygon(const SkPoint * inputPolygonVerts,int inputPolygonSize,const SkRect & bounds,SkScalar offset,SkTDArray<SkPoint> * offsetPolygon,SkTDArray<int> * polygonIndices)1149 bool SkOffsetSimplePolygon(const SkPoint* inputPolygonVerts, int inputPolygonSize,
1150                            const SkRect& bounds, SkScalar offset,
1151                            SkTDArray<SkPoint>* offsetPolygon, SkTDArray<int>* polygonIndices) {
1152     if (inputPolygonSize < 3) {
1153         return false;
1154     }
1155 
1156     // need to be able to represent all the vertices in the 16-bit indices
1157     if (inputPolygonSize >= std::numeric_limits<uint16_t>::max()) {
1158         return false;
1159     }
1160 
1161     if (!SkScalarIsFinite(offset)) {
1162         return false;
1163     }
1164 
1165     // can't inset more than the half bounds of the polygon
1166     if (offset > SkTMin(SkTAbs(SK_ScalarHalf*bounds.width()),
1167                         SkTAbs(SK_ScalarHalf*bounds.height()))) {
1168         return false;
1169     }
1170 
1171     // offsetting close to zero just returns the original poly
1172     if (SkScalarNearlyZero(offset)) {
1173         for (int i = 0; i < inputPolygonSize; ++i) {
1174             *offsetPolygon->push() = inputPolygonVerts[i];
1175             if (polygonIndices) {
1176                 *polygonIndices->push() = i;
1177             }
1178         }
1179         return true;
1180     }
1181 
1182     // get winding direction
1183     int winding = SkGetPolygonWinding(inputPolygonVerts, inputPolygonSize);
1184     if (0 == winding) {
1185         return false;
1186     }
1187 
1188     // build normals
1189     SkAutoSTMalloc<64, SkVector> normals(inputPolygonSize);
1190     unsigned int numEdges = 0;
1191     for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1192          currIndex < inputPolygonSize;
1193          prevIndex = currIndex, ++currIndex) {
1194         if (!inputPolygonVerts[currIndex].isFinite()) {
1195             return false;
1196         }
1197         int nextIndex = (currIndex + 1) % inputPolygonSize;
1198         if (!compute_offset_vector(inputPolygonVerts[currIndex], inputPolygonVerts[nextIndex],
1199                                    offset, winding, &normals[currIndex])) {
1200             return false;
1201         }
1202         if (currIndex > 0) {
1203             // if reflex point, we need to add extra edges
1204             if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1205                                  prevIndex, currIndex, nextIndex)) {
1206                 SkScalar rotSin, rotCos;
1207                 int numSteps;
1208                 if (!SkComputeRadialSteps(normals[prevIndex], normals[currIndex], offset,
1209                                           &rotSin, &rotCos, &numSteps)) {
1210                     return false;
1211                 }
1212                 numEdges += SkTMax(numSteps, 1);
1213             }
1214         }
1215         numEdges++;
1216     }
1217     // finish up the edge counting
1218     if (is_reflex_vertex(inputPolygonVerts, winding, offset, inputPolygonSize-1, 0, 1)) {
1219         SkScalar rotSin, rotCos;
1220         int numSteps;
1221         if (!SkComputeRadialSteps(normals[inputPolygonSize-1], normals[0], offset,
1222                                   &rotSin, &rotCos, &numSteps)) {
1223             return false;
1224         }
1225         numEdges += SkTMax(numSteps, 1);
1226     }
1227 
1228     // Make sure we don't overflow the max array count.
1229     // We shouldn't overflow numEdges, as SkComputeRadialSteps returns a max of 2^16-1,
1230     // and we have a max of 2^16-1 original vertices.
1231     if (numEdges > (unsigned int)std::numeric_limits<int32_t>::max()) {
1232         return false;
1233     }
1234 
1235     // build initial offset edge list
1236     SkSTArray<64, OffsetEdge> edgeData(numEdges);
1237     OffsetEdge* prevEdge = nullptr;
1238     for (int currIndex = 0, prevIndex = inputPolygonSize - 1;
1239          currIndex < inputPolygonSize;
1240          prevIndex = currIndex, ++currIndex) {
1241         int nextIndex = (currIndex + 1) % inputPolygonSize;
1242         // if reflex point, fill in curve
1243         if (is_reflex_vertex(inputPolygonVerts, winding, offset,
1244                              prevIndex, currIndex, nextIndex)) {
1245             SkScalar rotSin, rotCos;
1246             int numSteps;
1247             SkVector prevNormal = normals[prevIndex];
1248             if (!SkComputeRadialSteps(prevNormal, normals[currIndex], offset,
1249                                       &rotSin, &rotCos, &numSteps)) {
1250                 return false;
1251             }
1252             auto currEdge = edgeData.push_back_n(SkTMax(numSteps, 1));
1253             for (int i = 0; i < numSteps - 1; ++i) {
1254                 SkVector currNormal = SkVector::Make(prevNormal.fX*rotCos - prevNormal.fY*rotSin,
1255                                                      prevNormal.fY*rotCos + prevNormal.fX*rotSin);
1256                 setup_offset_edge(currEdge,
1257                                   inputPolygonVerts[currIndex] + prevNormal,
1258                                   inputPolygonVerts[currIndex] + currNormal,
1259                                   currIndex, currIndex);
1260                 prevNormal = currNormal;
1261                 currEdge->fPrev = prevEdge;
1262                 if (prevEdge) {
1263                     prevEdge->fNext = currEdge;
1264                 }
1265                 prevEdge = currEdge;
1266                 ++currEdge;
1267             }
1268             setup_offset_edge(currEdge,
1269                               inputPolygonVerts[currIndex] + prevNormal,
1270                               inputPolygonVerts[currIndex] + normals[currIndex],
1271                               currIndex, currIndex);
1272             currEdge->fPrev = prevEdge;
1273             if (prevEdge) {
1274                 prevEdge->fNext = currEdge;
1275             }
1276             prevEdge = currEdge;
1277         }
1278 
1279         // Add the edge
1280         auto currEdge = edgeData.push_back_n(1);
1281         setup_offset_edge(currEdge,
1282                           inputPolygonVerts[currIndex] + normals[currIndex],
1283                           inputPolygonVerts[nextIndex] + normals[currIndex],
1284                           currIndex, nextIndex);
1285         currEdge->fPrev = prevEdge;
1286         if (prevEdge) {
1287             prevEdge->fNext = currEdge;
1288         }
1289         prevEdge = currEdge;
1290     }
1291     // close up the linked list
1292     SkASSERT(prevEdge);
1293     prevEdge->fNext = &edgeData[0];
1294     edgeData[0].fPrev = prevEdge;
1295 
1296     // now clip edges
1297     SkASSERT(edgeData.count() == (int)numEdges);
1298     auto head = &edgeData[0];
1299     auto currEdge = head;
1300     unsigned int offsetVertexCount = numEdges;
1301     unsigned long long iterations = 0;
1302     unsigned long long maxIterations = (unsigned long long)(numEdges) * numEdges;
1303     while (head && prevEdge != currEdge && offsetVertexCount > 0) {
1304         ++iterations;
1305         // we should check each edge against each other edge at most once
1306         if (iterations > maxIterations) {
1307             return false;
1308         }
1309 
1310         SkScalar s, t;
1311         SkPoint intersection;
1312         if (prevEdge->checkIntersection(currEdge, &intersection, &s, &t)) {
1313             // if new intersection is further back on previous inset from the prior intersection
1314             if (s < prevEdge->fTValue) {
1315                 // no point in considering this one again
1316                 remove_node(prevEdge, &head);
1317                 --offsetVertexCount;
1318                 // go back one segment
1319                 prevEdge = prevEdge->fPrev;
1320                 // we've already considered this intersection, we're done
1321             } else if (currEdge->fTValue > SK_ScalarMin &&
1322                        SkPointPriv::EqualsWithinTolerance(intersection,
1323                                                           currEdge->fIntersection,
1324                                                           1.0e-6f)) {
1325                 break;
1326             } else {
1327                 // add intersection
1328                 currEdge->fIntersection = intersection;
1329                 currEdge->fTValue = t;
1330                 currEdge->fIndex = prevEdge->fEnd;
1331 
1332                 // go to next segment
1333                 prevEdge = currEdge;
1334                 currEdge = currEdge->fNext;
1335             }
1336         } else {
1337             // If there is no intersection, we want to minimize the distance between
1338             // the point where the segment lines cross and the segments themselves.
1339             OffsetEdge* prevPrevEdge = prevEdge->fPrev;
1340             OffsetEdge* currNextEdge = currEdge->fNext;
1341             SkScalar dist0 = currEdge->computeCrossingDistance(prevPrevEdge);
1342             SkScalar dist1 = prevEdge->computeCrossingDistance(currNextEdge);
1343             // if both lead to direct collision
1344             if (dist0 < 0 && dist1 < 0) {
1345                 // check first to see if either represent parts of one contour
1346                 SkPoint p1 = prevPrevEdge->fOffset.fP0 + prevPrevEdge->fOffset.fV;
1347                 bool prevSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1348                                                                           prevEdge->fOffset.fP0);
1349                 p1 = currEdge->fOffset.fP0 + currEdge->fOffset.fV;
1350                 bool currSameContour = SkPointPriv::EqualsWithinTolerance(p1,
1351                                                                          currNextEdge->fOffset.fP0);
1352 
1353                 // want to step along contour to find intersections rather than jump to new one
1354                 if (currSameContour && !prevSameContour) {
1355                     remove_node(currEdge, &head);
1356                     currEdge = currNextEdge;
1357                     --offsetVertexCount;
1358                     continue;
1359                 } else if (prevSameContour && !currSameContour) {
1360                     remove_node(prevEdge, &head);
1361                     prevEdge = prevPrevEdge;
1362                     --offsetVertexCount;
1363                     continue;
1364                 }
1365             }
1366 
1367             // otherwise minimize collision distance along segment
1368             if (dist0 < dist1) {
1369                 remove_node(prevEdge, &head);
1370                 prevEdge = prevPrevEdge;
1371             } else {
1372                 remove_node(currEdge, &head);
1373                 currEdge = currNextEdge;
1374             }
1375             --offsetVertexCount;
1376         }
1377     }
1378 
1379     // store all the valid intersections that aren't nearly coincident
1380     // TODO: look at the main algorithm and see if we can detect these better
1381     offsetPolygon->reset();
1382     if (!head || offsetVertexCount == 0 ||
1383         offsetVertexCount >= std::numeric_limits<uint16_t>::max()) {
1384         return false;
1385     }
1386 
1387     static constexpr SkScalar kCleanupTolerance = 0.01f;
1388     offsetPolygon->setReserve(offsetVertexCount);
1389     int currIndex = 0;
1390     *offsetPolygon->push() = head->fIntersection;
1391     if (polygonIndices) {
1392         *polygonIndices->push() = head->fIndex;
1393     }
1394     currEdge = head->fNext;
1395     while (currEdge != head) {
1396         if (!SkPointPriv::EqualsWithinTolerance(currEdge->fIntersection,
1397                                                 (*offsetPolygon)[currIndex],
1398                                                 kCleanupTolerance)) {
1399             *offsetPolygon->push() = currEdge->fIntersection;
1400             if (polygonIndices) {
1401                 *polygonIndices->push() = currEdge->fIndex;
1402             }
1403             currIndex++;
1404         }
1405         currEdge = currEdge->fNext;
1406     }
1407     // make sure the first and last points aren't coincident
1408     if (currIndex >= 1 &&
1409         SkPointPriv::EqualsWithinTolerance((*offsetPolygon)[0], (*offsetPolygon)[currIndex],
1410                                             kCleanupTolerance)) {
1411         offsetPolygon->pop();
1412         if (polygonIndices) {
1413             polygonIndices->pop();
1414         }
1415     }
1416 
1417     // check winding of offset polygon (it should be same as the original polygon)
1418     SkScalar offsetWinding = SkGetPolygonWinding(offsetPolygon->begin(), offsetPolygon->count());
1419 
1420     return (winding*offsetWinding > 0 &&
1421             SkIsSimplePolygon(offsetPolygon->begin(), offsetPolygon->count()));
1422 }
1423 
1424 //////////////////////////////////////////////////////////////////////////////////////////
1425 
1426 struct TriangulationVertex {
1427     SK_DECLARE_INTERNAL_LLIST_INTERFACE(TriangulationVertex);
1428 
1429     enum class VertexType { kConvex, kReflex };
1430 
1431     SkPoint    fPosition;
1432     VertexType fVertexType;
1433     uint16_t   fIndex;
1434     uint16_t   fPrevIndex;
1435     uint16_t   fNextIndex;
1436 };
1437 
compute_triangle_bounds(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,SkRect * bounds)1438 static void compute_triangle_bounds(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1439                                     SkRect* bounds) {
1440     Sk4s min, max;
1441     min = max = Sk4s(p0.fX, p0.fY, p0.fX, p0.fY);
1442     Sk4s xy(p1.fX, p1.fY, p2.fX, p2.fY);
1443     min = Sk4s::Min(min, xy);
1444     max = Sk4s::Max(max, xy);
1445     bounds->setLTRB(SkTMin(min[0], min[2]), SkTMin(min[1], min[3]),
1446                     SkTMax(max[0], max[2]), SkTMax(max[1], max[3]));
1447 }
1448 
1449 // test to see if point p is in triangle p0p1p2.
1450 // 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)1451 static bool point_in_triangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1452                               const SkPoint& p) {
1453     SkVector v0 = p1 - p0;
1454     SkVector v1 = p2 - p1;
1455     SkScalar n = v0.cross(v1);
1456 
1457     SkVector w0 = p - p0;
1458     if (n*v0.cross(w0) < SK_ScalarNearlyZero) {
1459         return false;
1460     }
1461 
1462     SkVector w1 = p - p1;
1463     if (n*v1.cross(w1) < SK_ScalarNearlyZero) {
1464         return false;
1465     }
1466 
1467     SkVector v2 = p0 - p2;
1468     SkVector w2 = p - p2;
1469     if (n*v2.cross(w2) < SK_ScalarNearlyZero) {
1470         return false;
1471     }
1472 
1473     return true;
1474 }
1475 
1476 // Data structure to track reflex vertices and check whether any are inside a given triangle
1477 class ReflexHash {
1478 public:
init(const SkRect & bounds,int vertexCount)1479     bool init(const SkRect& bounds, int vertexCount) {
1480         fBounds = bounds;
1481         fNumVerts = 0;
1482         SkScalar width = bounds.width();
1483         SkScalar height = bounds.height();
1484         if (!SkScalarIsFinite(width) || !SkScalarIsFinite(height)) {
1485             return false;
1486         }
1487 
1488         // We want vertexCount grid cells, roughly distributed to match the bounds ratio
1489         SkScalar hCount = SkScalarSqrt(sk_ieee_float_divide(vertexCount*width, height));
1490         if (!SkScalarIsFinite(hCount)) {
1491             return false;
1492         }
1493         fHCount = SkTMax(SkTMin(SkScalarRoundToInt(hCount), vertexCount), 1);
1494         fVCount = vertexCount/fHCount;
1495         fGridConversion.set(sk_ieee_float_divide(fHCount - 0.001f, width),
1496                             sk_ieee_float_divide(fVCount - 0.001f, height));
1497         if (!fGridConversion.isFinite()) {
1498             return false;
1499         }
1500 
1501         fGrid.setCount(fHCount*fVCount);
1502         for (int i = 0; i < fGrid.count(); ++i) {
1503             fGrid[i].reset();
1504         }
1505 
1506         return true;
1507     }
1508 
add(TriangulationVertex * v)1509     void add(TriangulationVertex* v) {
1510         int index = hash(v);
1511         fGrid[index].addToTail(v);
1512         ++fNumVerts;
1513     }
1514 
remove(TriangulationVertex * v)1515     void remove(TriangulationVertex* v) {
1516         int index = hash(v);
1517         fGrid[index].remove(v);
1518         --fNumVerts;
1519     }
1520 
checkTriangle(const SkPoint & p0,const SkPoint & p1,const SkPoint & p2,uint16_t ignoreIndex0,uint16_t ignoreIndex1) const1521     bool checkTriangle(const SkPoint& p0, const SkPoint& p1, const SkPoint& p2,
1522                        uint16_t ignoreIndex0, uint16_t ignoreIndex1) const {
1523         if (!fNumVerts) {
1524             return false;
1525         }
1526 
1527         SkRect triBounds;
1528         compute_triangle_bounds(p0, p1, p2, &triBounds);
1529         int h0 = (triBounds.fLeft - fBounds.fLeft)*fGridConversion.fX;
1530         int h1 = (triBounds.fRight - fBounds.fLeft)*fGridConversion.fX;
1531         int v0 = (triBounds.fTop - fBounds.fTop)*fGridConversion.fY;
1532         int v1 = (triBounds.fBottom - fBounds.fTop)*fGridConversion.fY;
1533 
1534         for (int v = v0; v <= v1; ++v) {
1535             for (int h = h0; h <= h1; ++h) {
1536                 int i = v * fHCount + h;
1537                 for (SkTInternalLList<TriangulationVertex>::Iter reflexIter = fGrid[i].begin();
1538                      reflexIter != fGrid[i].end(); ++reflexIter) {
1539                     TriangulationVertex* reflexVertex = *reflexIter;
1540                     if (reflexVertex->fIndex != ignoreIndex0 &&
1541                         reflexVertex->fIndex != ignoreIndex1 &&
1542                         point_in_triangle(p0, p1, p2, reflexVertex->fPosition)) {
1543                         return true;
1544                     }
1545                 }
1546 
1547             }
1548         }
1549 
1550         return false;
1551     }
1552 
1553 private:
hash(TriangulationVertex * vert) const1554     int hash(TriangulationVertex* vert) const {
1555         int h = (vert->fPosition.fX - fBounds.fLeft)*fGridConversion.fX;
1556         int v = (vert->fPosition.fY - fBounds.fTop)*fGridConversion.fY;
1557         SkASSERT(v*fHCount + h >= 0);
1558         return v*fHCount + h;
1559     }
1560 
1561     SkRect fBounds;
1562     int fHCount;
1563     int fVCount;
1564     int fNumVerts;
1565     // converts distance from the origin to a grid location (when cast to int)
1566     SkVector fGridConversion;
1567     SkTDArray<SkTInternalLList<TriangulationVertex>> fGrid;
1568 };
1569 
1570 // 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)1571 static void reclassify_vertex(TriangulationVertex* p, const SkPoint* polygonVerts,
1572                               int winding, ReflexHash* reflexHash,
1573                               SkTInternalLList<TriangulationVertex>* convexList) {
1574     if (TriangulationVertex::VertexType::kReflex == p->fVertexType) {
1575         SkVector v0 = p->fPosition - polygonVerts[p->fPrevIndex];
1576         SkVector v1 = polygonVerts[p->fNextIndex] - p->fPosition;
1577         if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1578             p->fVertexType = TriangulationVertex::VertexType::kConvex;
1579             reflexHash->remove(p);
1580             p->fPrev = p->fNext = nullptr;
1581             convexList->addToTail(p);
1582         }
1583     }
1584 }
1585 
SkTriangulateSimplePolygon(const SkPoint * polygonVerts,uint16_t * indexMap,int polygonSize,SkTDArray<uint16_t> * triangleIndices)1586 bool SkTriangulateSimplePolygon(const SkPoint* polygonVerts, uint16_t* indexMap, int polygonSize,
1587                                 SkTDArray<uint16_t>* triangleIndices) {
1588     if (polygonSize < 3) {
1589         return false;
1590     }
1591     // need to be able to represent all the vertices in the 16-bit indices
1592     if (polygonSize >= std::numeric_limits<uint16_t>::max()) {
1593         return false;
1594     }
1595 
1596     // get bounds
1597     SkRect bounds;
1598     if (!bounds.setBoundsCheck(polygonVerts, polygonSize)) {
1599         return false;
1600     }
1601     // get winding direction
1602     // TODO: we do this for all the polygon routines -- might be better to have the client
1603     // compute it and pass it in
1604     int winding = SkGetPolygonWinding(polygonVerts, polygonSize);
1605     if (0 == winding) {
1606         return false;
1607     }
1608 
1609     // Set up vertices
1610     SkAutoSTMalloc<64, TriangulationVertex> triangulationVertices(polygonSize);
1611     int prevIndex = polygonSize - 1;
1612     SkVector v0 = polygonVerts[0] - polygonVerts[prevIndex];
1613     for (int currIndex = 0; currIndex < polygonSize; ++currIndex) {
1614         int nextIndex = (currIndex + 1) % polygonSize;
1615 
1616         SkDEBUGCODE(memset(&triangulationVertices[currIndex], 0, sizeof(TriangulationVertex)));
1617         triangulationVertices[currIndex].fPosition = polygonVerts[currIndex];
1618         triangulationVertices[currIndex].fIndex = currIndex;
1619         triangulationVertices[currIndex].fPrevIndex = prevIndex;
1620         triangulationVertices[currIndex].fNextIndex = nextIndex;
1621         SkVector v1 = polygonVerts[nextIndex] - polygonVerts[currIndex];
1622         if (winding*v0.cross(v1) > SK_ScalarNearlyZero*SK_ScalarNearlyZero) {
1623             triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kConvex;
1624         } else {
1625             triangulationVertices[currIndex].fVertexType = TriangulationVertex::VertexType::kReflex;
1626         }
1627 
1628         prevIndex = currIndex;
1629         v0 = v1;
1630     }
1631 
1632     // Classify initial vertices into a list of convex vertices and a hash of reflex vertices
1633     // TODO: possibly sort the convexList in some way to get better triangles
1634     SkTInternalLList<TriangulationVertex> convexList;
1635     ReflexHash reflexHash;
1636     if (!reflexHash.init(bounds, polygonSize)) {
1637         return false;
1638     }
1639     prevIndex = polygonSize - 1;
1640     for (int currIndex = 0; currIndex < polygonSize; prevIndex = currIndex, ++currIndex) {
1641         TriangulationVertex::VertexType currType = triangulationVertices[currIndex].fVertexType;
1642         if (TriangulationVertex::VertexType::kConvex == currType) {
1643             int nextIndex = (currIndex + 1) % polygonSize;
1644             TriangulationVertex::VertexType prevType = triangulationVertices[prevIndex].fVertexType;
1645             TriangulationVertex::VertexType nextType = triangulationVertices[nextIndex].fVertexType;
1646             // We prioritize clipping vertices with neighboring reflex vertices.
1647             // The intent here is that it will cull reflex vertices more quickly.
1648             if (TriangulationVertex::VertexType::kReflex == prevType ||
1649                 TriangulationVertex::VertexType::kReflex == nextType) {
1650                 convexList.addToHead(&triangulationVertices[currIndex]);
1651             } else {
1652                 convexList.addToTail(&triangulationVertices[currIndex]);
1653             }
1654         } else {
1655             // We treat near collinear vertices as reflex
1656             reflexHash.add(&triangulationVertices[currIndex]);
1657         }
1658     }
1659 
1660     // The general concept: We are trying to find three neighboring vertices where
1661     // no other vertex lies inside the triangle (an "ear"). If we find one, we clip
1662     // that ear off, and then repeat on the new polygon. Once we get down to three vertices
1663     // we have triangulated the entire polygon.
1664     // In the worst case this is an n^2 algorithm. We can cut down the search space somewhat by
1665     // noting that only convex vertices can be potential ears, and we only need to check whether
1666     // any reflex vertices lie inside the ear.
1667     triangleIndices->setReserve(triangleIndices->count() + 3 * (polygonSize - 2));
1668     int vertexCount = polygonSize;
1669     while (vertexCount > 3) {
1670         bool success = false;
1671         TriangulationVertex* earVertex = nullptr;
1672         TriangulationVertex* p0 = nullptr;
1673         TriangulationVertex* p2 = nullptr;
1674         // find a convex vertex to clip
1675         for (SkTInternalLList<TriangulationVertex>::Iter convexIter = convexList.begin();
1676              convexIter != convexList.end(); ++convexIter) {
1677             earVertex = *convexIter;
1678             SkASSERT(TriangulationVertex::VertexType::kReflex != earVertex->fVertexType);
1679 
1680             p0 = &triangulationVertices[earVertex->fPrevIndex];
1681             p2 = &triangulationVertices[earVertex->fNextIndex];
1682 
1683             // see if any reflex vertices are inside the ear
1684             bool failed = reflexHash.checkTriangle(p0->fPosition, earVertex->fPosition,
1685                                                    p2->fPosition, p0->fIndex, p2->fIndex);
1686             if (failed) {
1687                 continue;
1688             }
1689 
1690             // found one we can clip
1691             success = true;
1692             break;
1693         }
1694         // If we can't find any ears to clip, this probably isn't a simple polygon
1695         if (!success) {
1696             return false;
1697         }
1698 
1699         // add indices
1700         auto indices = triangleIndices->append(3);
1701         indices[0] = indexMap[p0->fIndex];
1702         indices[1] = indexMap[earVertex->fIndex];
1703         indices[2] = indexMap[p2->fIndex];
1704 
1705         // clip the ear
1706         convexList.remove(earVertex);
1707         --vertexCount;
1708 
1709         // reclassify reflex verts
1710         p0->fNextIndex = earVertex->fNextIndex;
1711         reclassify_vertex(p0, polygonVerts, winding, &reflexHash, &convexList);
1712 
1713         p2->fPrevIndex = earVertex->fPrevIndex;
1714         reclassify_vertex(p2, polygonVerts, winding, &reflexHash, &convexList);
1715     }
1716 
1717     // output indices
1718     for (SkTInternalLList<TriangulationVertex>::Iter vertexIter = convexList.begin();
1719          vertexIter != convexList.end(); ++vertexIter) {
1720         TriangulationVertex* vertex = *vertexIter;
1721         *triangleIndices->push() = indexMap[vertex->fIndex];
1722     }
1723 
1724     return true;
1725 }
1726 
1727 ///////////
1728 
crs(SkVector a,SkVector b)1729 static double crs(SkVector a, SkVector b) {
1730     return a.fX * b.fY - a.fY * b.fX;
1731 }
1732 
sign(SkScalar v)1733 static int sign(SkScalar v) {
1734     return v < 0 ? -1 : (v > 0);
1735 }
1736 
1737 struct SignTracker {
1738     int fSign;
1739     int fSignChanges;
1740 
resetSignTracker1741     void reset() {
1742         fSign = 0;
1743         fSignChanges = 0;
1744     }
1745 
initSignTracker1746     void init(int s) {
1747         SkASSERT(fSignChanges == 0);
1748         SkASSERT(s == 1 || s == -1 || s == 0);
1749         fSign = s;
1750         fSignChanges = 1;
1751     }
1752 
updateSignTracker1753     void update(int s) {
1754         if (s) {
1755             if (fSign != s) {
1756                 fSignChanges += 1;
1757                 fSign = s;
1758             }
1759         }
1760     }
1761 };
1762 
1763 struct ConvexTracker {
1764     SkVector    fFirst, fPrev;
1765     SignTracker fDSign, fCSign;
1766     int         fVecCounter;
1767     bool        fIsConcave;
1768 
ConvexTrackerConvexTracker1769     ConvexTracker() { this->reset(); }
1770 
resetConvexTracker1771     void reset() {
1772         fPrev = {0, 0};
1773         fDSign.reset();
1774         fCSign.reset();
1775         fVecCounter = 0;
1776         fIsConcave = false;
1777     }
1778 
addVecConvexTracker1779     void addVec(SkPoint p1, SkPoint p0) {
1780         this->addVec(p1 - p0);
1781     }
addVecConvexTracker1782     void addVec(SkVector v) {
1783         if (v.fX == 0 && v.fY == 0) {
1784             return;
1785         }
1786 
1787         fVecCounter += 1;
1788         if (fVecCounter == 1) {
1789             fFirst = fPrev = v;
1790             fDSign.update(sign(v.fX));
1791             return;
1792         }
1793 
1794         SkScalar d = v.fX;
1795         SkScalar c = crs(fPrev, v);
1796         int sign_c;
1797         if (c) {
1798             sign_c = sign(c);
1799         } else {
1800             if (d >= 0) {
1801                 sign_c = fCSign.fSign;
1802             } else {
1803                 sign_c = -fCSign.fSign;
1804             }
1805         }
1806 
1807         fDSign.update(sign(d));
1808         fCSign.update(sign_c);
1809         fPrev = v;
1810 
1811         if (fDSign.fSignChanges > 3 || fCSign.fSignChanges > 1) {
1812             fIsConcave = true;
1813         }
1814     }
1815 
finalCrossConvexTracker1816     void finalCross() {
1817         this->addVec(fFirst);
1818     }
1819 };
1820 
SkIsPolyConvex_experimental(const SkPoint pts[],int count)1821 bool SkIsPolyConvex_experimental(const SkPoint pts[], int count) {
1822     if (count <= 3) {
1823         return true;
1824     }
1825 
1826     ConvexTracker tracker;
1827 
1828     for (int i = 0; i < count - 1; ++i) {
1829         tracker.addVec(pts[i + 1], pts[i]);
1830         if (tracker.fIsConcave) {
1831             return false;
1832         }
1833     }
1834     tracker.addVec(pts[0], pts[count - 1]);
1835     tracker.finalCross();
1836     return !tracker.fIsConcave;
1837 }
1838 
1839