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			552 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			552 lines
		
	
	
	
		
			18 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* vim: set ts=8 sts=2 et sw=2 tw=80: */
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/* This Source Code Form is subject to the terms of the Mozilla Public
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 * License, v. 2.0. If a copy of the MPL was not distributed with this
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 * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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#include "2D.h"
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#include "PathAnalysis.h"
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#include "PathHelpers.h"
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namespace mozilla {
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namespace gfx {
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static double CubicRoot(double aValue) {
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  if (aValue < 0.0) {
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    return -CubicRoot(-aValue);
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  } else {
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    return pow(aValue, 1.0 / 3.0);
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  }
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}
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struct PointD : public BasePoint<double, PointD> {
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  typedef BasePoint<double, PointD> Super;
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  PointD() = default;
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  PointD(double aX, double aY) : Super(aX, aY) {}
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  MOZ_IMPLICIT PointD(const Point& aPoint) : Super(aPoint.x, aPoint.y) {}
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  Point ToPoint() const {
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    return Point(static_cast<Float>(x), static_cast<Float>(y));
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  }
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};
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struct BezierControlPoints {
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  BezierControlPoints() = default;
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  BezierControlPoints(const PointD& aCP1, const PointD& aCP2,
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                      const PointD& aCP3, const PointD& aCP4)
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      : mCP1(aCP1), mCP2(aCP2), mCP3(aCP3), mCP4(aCP4) {}
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  PointD mCP1, mCP2, mCP3, mCP4;
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};
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void FlattenBezier(const BezierControlPoints& aPoints, PathSink* aSink,
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                   double aTolerance);
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Path::Path() = default;
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Path::~Path() = default;
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Float Path::ComputeLength() {
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  EnsureFlattenedPath();
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  return mFlattenedPath->ComputeLength();
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}
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Point Path::ComputePointAtLength(Float aLength, Point* aTangent) {
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  EnsureFlattenedPath();
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  return mFlattenedPath->ComputePointAtLength(aLength, aTangent);
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}
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void Path::EnsureFlattenedPath() {
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  if (!mFlattenedPath) {
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    mFlattenedPath = new FlattenedPath();
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    StreamToSink(mFlattenedPath);
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  }
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}
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// This is the maximum deviation we allow (with an additional ~20% margin of
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// error) of the approximation from the actual Bezier curve.
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const Float kFlatteningTolerance = 0.0001f;
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void FlattenedPath::MoveTo(const Point& aPoint) {
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  MOZ_ASSERT(!mCalculatedLength);
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  FlatPathOp op;
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  op.mType = FlatPathOp::OP_MOVETO;
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  op.mPoint = aPoint;
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  mPathOps.push_back(op);
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  mBeginPoint = aPoint;
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}
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void FlattenedPath::LineTo(const Point& aPoint) {
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  MOZ_ASSERT(!mCalculatedLength);
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  FlatPathOp op;
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  op.mType = FlatPathOp::OP_LINETO;
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  op.mPoint = aPoint;
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  mPathOps.push_back(op);
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}
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void FlattenedPath::BezierTo(const Point& aCP1, const Point& aCP2,
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                             const Point& aCP3) {
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  MOZ_ASSERT(!mCalculatedLength);
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  FlattenBezier(BezierControlPoints(CurrentPoint(), aCP1, aCP2, aCP3), this,
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                kFlatteningTolerance);
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}
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void FlattenedPath::QuadraticBezierTo(const Point& aCP1, const Point& aCP2) {
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  MOZ_ASSERT(!mCalculatedLength);
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  // We need to elevate the degree of this quadratic B<>zier to cubic, so we're
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  // going to add an intermediate control point, and recompute control point 1.
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  // The first and last control points remain the same.
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  // This formula can be found on http://fontforge.sourceforge.net/bezier.html
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  Point CP0 = CurrentPoint();
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  Point CP1 = (CP0 + aCP1 * 2.0) / 3.0;
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  Point CP2 = (aCP2 + aCP1 * 2.0) / 3.0;
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  Point CP3 = aCP2;
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  BezierTo(CP1, CP2, CP3);
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}
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void FlattenedPath::Close() {
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  MOZ_ASSERT(!mCalculatedLength);
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  LineTo(mBeginPoint);
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}
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void FlattenedPath::Arc(const Point& aOrigin, float aRadius, float aStartAngle,
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                        float aEndAngle, bool aAntiClockwise) {
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  ArcToBezier(this, aOrigin, Size(aRadius, aRadius), aStartAngle, aEndAngle,
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              aAntiClockwise);
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}
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Float FlattenedPath::ComputeLength() {
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  if (!mCalculatedLength) {
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    Point currentPoint;
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    for (uint32_t i = 0; i < mPathOps.size(); i++) {
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      if (mPathOps[i].mType == FlatPathOp::OP_MOVETO) {
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        currentPoint = mPathOps[i].mPoint;
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      } else {
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        mCachedLength += Distance(currentPoint, mPathOps[i].mPoint);
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        currentPoint = mPathOps[i].mPoint;
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      }
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    }
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    mCalculatedLength = true;
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  }
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  return mCachedLength;
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}
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Point FlattenedPath::ComputePointAtLength(Float aLength, Point* aTangent) {
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  if (aLength < mCursor.mLength) {
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    // If cursor is beyond the target length, reset to the beginning.
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    mCursor.Reset();
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  } else {
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    // Adjust aLength to account for the position where we'll start searching.
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    aLength -= mCursor.mLength;
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  }
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  while (mCursor.mIndex < mPathOps.size()) {
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    const auto& op = mPathOps[mCursor.mIndex];
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    if (op.mType == FlatPathOp::OP_MOVETO) {
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      if (Distance(mCursor.mCurrentPoint, op.mPoint) > 0.0f) {
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        mCursor.mLastPointSinceMove = mCursor.mCurrentPoint;
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      }
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      mCursor.mCurrentPoint = op.mPoint;
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    } else {
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      Float segmentLength = Distance(mCursor.mCurrentPoint, op.mPoint);
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      if (segmentLength) {
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        mCursor.mLastPointSinceMove = mCursor.mCurrentPoint;
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        if (segmentLength > aLength) {
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          Point currentVector = op.mPoint - mCursor.mCurrentPoint;
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          Point tangent = currentVector / segmentLength;
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          if (aTangent) {
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            *aTangent = tangent;
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          }
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          return mCursor.mCurrentPoint + tangent * aLength;
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        }
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      }
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      aLength -= segmentLength;
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      mCursor.mLength += segmentLength;
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      mCursor.mCurrentPoint = op.mPoint;
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    }
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    mCursor.mIndex++;
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  }
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  if (aTangent) {
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    Point currentVector = mCursor.mCurrentPoint - mCursor.mLastPointSinceMove;
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    if (auto h = hypotf(currentVector.x, currentVector.y)) {
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      *aTangent = currentVector / h;
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    } else {
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      *aTangent = Point();
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    }
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  }
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  return mCursor.mCurrentPoint;
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}
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// This function explicitly permits aControlPoints to refer to the same object
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// as either of the other arguments.
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static void SplitBezier(const BezierControlPoints& aControlPoints,
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                        BezierControlPoints* aFirstSegmentControlPoints,
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                        BezierControlPoints* aSecondSegmentControlPoints,
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                        double t) {
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  MOZ_ASSERT(aSecondSegmentControlPoints);
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  *aSecondSegmentControlPoints = aControlPoints;
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  PointD cp1a =
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      aControlPoints.mCP1 + (aControlPoints.mCP2 - aControlPoints.mCP1) * t;
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  PointD cp2a =
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      aControlPoints.mCP2 + (aControlPoints.mCP3 - aControlPoints.mCP2) * t;
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  PointD cp1aa = cp1a + (cp2a - cp1a) * t;
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  PointD cp3a =
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      aControlPoints.mCP3 + (aControlPoints.mCP4 - aControlPoints.mCP3) * t;
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  PointD cp2aa = cp2a + (cp3a - cp2a) * t;
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  PointD cp1aaa = cp1aa + (cp2aa - cp1aa) * t;
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  aSecondSegmentControlPoints->mCP4 = aControlPoints.mCP4;
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  if (aFirstSegmentControlPoints) {
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    aFirstSegmentControlPoints->mCP1 = aControlPoints.mCP1;
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    aFirstSegmentControlPoints->mCP2 = cp1a;
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    aFirstSegmentControlPoints->mCP3 = cp1aa;
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    aFirstSegmentControlPoints->mCP4 = cp1aaa;
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  }
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  aSecondSegmentControlPoints->mCP1 = cp1aaa;
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  aSecondSegmentControlPoints->mCP2 = cp2aa;
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  aSecondSegmentControlPoints->mCP3 = cp3a;
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}
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static void FlattenBezierCurveSegment(const BezierControlPoints& aControlPoints,
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                                      PathSink* aSink, double aTolerance) {
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  /* The algorithm implemented here is based on:
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   * http://cis.usouthal.edu/~hain/general/Publications/Bezier/Bezier%20Offset%20Curves.pdf
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   *
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   * The basic premise is that for a small t the third order term in the
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   * equation of a cubic bezier curve is insignificantly small. This can
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   * then be approximated by a quadratic equation for which the maximum
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   * difference from a linear approximation can be much more easily determined.
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   */
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  BezierControlPoints currentCP = aControlPoints;
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  double t = 0;
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  double currentTolerance = aTolerance;
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  while (t < 1.0) {
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    PointD cp21 = currentCP.mCP2 - currentCP.mCP1;
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    PointD cp31 = currentCP.mCP3 - currentCP.mCP1;
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    /* To remove divisions and check for divide-by-zero, this is optimized from:
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     * Float s3 = (cp31.x * cp21.y - cp31.y * cp21.x) / hypotf(cp21.x, cp21.y);
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     * t = 2 * Float(sqrt(aTolerance / (3. * std::abs(s3))));
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     */
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    double cp21x31 = cp31.x * cp21.y - cp31.y * cp21.x;
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    double h = hypot(cp21.x, cp21.y);
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    if (cp21x31 * h == 0) {
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      break;
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    }
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    double s3inv = h / cp21x31;
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    t = 2 * sqrt(currentTolerance * std::abs(s3inv) / 3.);
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    currentTolerance *= 1 + aTolerance;
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    // Increase tolerance every iteration to prevent this loop from executing
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    // too many times. This approximates the length of large curves more
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    // roughly. In practice, aTolerance is the constant kFlatteningTolerance
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    // which has value 0.0001. With this value, it takes 6,932 splits to double
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    // currentTolerance (to 0.0002) and 23,028 splits to increase
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    // currentTolerance by an order of magnitude (to 0.001).
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    if (t >= 1.0) {
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      break;
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    }
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    SplitBezier(currentCP, nullptr, ¤tCP, t);
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    aSink->LineTo(currentCP.mCP1.ToPoint());
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  }
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  aSink->LineTo(currentCP.mCP4.ToPoint());
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}
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static inline void FindInflectionApproximationRange(
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    BezierControlPoints aControlPoints, double* aMin, double* aMax, double aT,
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    double aTolerance) {
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  SplitBezier(aControlPoints, nullptr, &aControlPoints, aT);
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  PointD cp21 = aControlPoints.mCP2 - aControlPoints.mCP1;
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  PointD cp41 = aControlPoints.mCP4 - aControlPoints.mCP1;
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  if (cp21.x == 0. && cp21.y == 0.) {
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    cp21 = aControlPoints.mCP3 - aControlPoints.mCP1;
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  }
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  if (cp21.x == 0. && cp21.y == 0.) {
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    // In this case s3 becomes lim[n->0] (cp41.x * n) / n - (cp41.y * n) / n =
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    // cp41.x - cp41.y.
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    double s3 = cp41.x - cp41.y;
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    // Use the absolute value so that Min and Max will correspond with the
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    // minimum and maximum of the range.
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    if (s3 == 0) {
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      *aMin = -1.0;
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      *aMax = 2.0;
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    } else {
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      double r = CubicRoot(std::abs(aTolerance / s3));
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      *aMin = aT - r;
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      *aMax = aT + r;
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    }
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    return;
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  }
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  double s3 = (cp41.x * cp21.y - cp41.y * cp21.x) / hypot(cp21.x, cp21.y);
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  if (s3 == 0) {
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    // This means within the precision we have it can be approximated
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    // infinitely by a linear segment. Deal with this by specifying the
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    // approximation range as extending beyond the entire curve.
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    *aMin = -1.0;
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    *aMax = 2.0;
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    return;
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  }
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  double tf = CubicRoot(std::abs(aTolerance / s3));
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  *aMin = aT - tf * (1 - aT);
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  *aMax = aT + tf * (1 - aT);
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}
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/* Find the inflection points of a bezier curve. Will return false if the
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 * curve is degenerate in such a way that it is best approximated by a straight
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 * line.
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 *
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 * The below algorithm was written by Jeff Muizelaar <jmuizelaar@mozilla.com>,
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 * explanation follows:
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 *
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 * The lower inflection point is returned in aT1, the higher one in aT2. In the
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 * case of a single inflection point this will be in aT1.
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 *
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 * The method is inspired by the algorithm in "analysis of in?ection points for
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 * planar cubic bezier curve"
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 *
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 * Here are some differences between this algorithm and versions discussed
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 * elsewhere in the literature:
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 *
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 * zhang et. al compute a0, d0 and e0 incrementally using the follow formula:
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 *
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 * Point a0 = CP2 - CP1
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 * Point a1 = CP3 - CP2
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 * Point a2 = CP4 - CP1
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 *
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 * Point d0 = a1 - a0
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 * Point d1 = a2 - a1
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 * Point e0 = d1 - d0
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 *
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 * this avoids any multiplications and may or may not be faster than the
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 * approach take below.
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 *
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 * "fast, precise flattening of cubic bezier path and ofset curves" by hain et.
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 * al
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 * Point a = CP1 + 3 * CP2 - 3 * CP3 + CP4
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 * Point b = 3 * CP1 - 6 * CP2 + 3 * CP3
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 * Point c = -3 * CP1 + 3 * CP2
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 * Point d = CP1
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 * the a, b, c, d can be expressed in terms of a0, d0 and e0 defined above as:
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 * c = 3 * a0
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 * b = 3 * d0
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 * a = e0
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 *
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 *
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 * a = 3a = a.y * b.x - a.x * b.y
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 * b = 3b = a.y * c.x - a.x * c.y
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 * c = 9c = b.y * c.x - b.x * c.y
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 *
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 * The additional multiples of 3 cancel each other out as show below:
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 *
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 * x = (-b + sqrt(b * b - 4 * a * c)) / (2 * a)
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 * x = (-3 * b + sqrt(3 * b * 3 * b - 4 * a * 3 * 9 * c / 3)) / (2 * 3 * a)
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 * x = 3 * (-b + sqrt(b * b - 4 * a * c)) / (2 * 3 * a)
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 * x = (-b + sqrt(b * b - 4 * a * c)) / (2 * a)
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 *
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 * I haven't looked into whether the formulation of the quadratic formula in
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 * hain has any numerical advantages over the one used below.
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 */
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static inline void FindInflectionPoints(
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    const BezierControlPoints& aControlPoints, double* aT1, double* aT2,
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    uint32_t* aCount) {
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  // Find inflection points.
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  // See www.faculty.idc.ac.il/arik/quality/appendixa.html for an explanation
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  // of this approach.
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  PointD A = aControlPoints.mCP2 - aControlPoints.mCP1;
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  PointD B =
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      aControlPoints.mCP3 - (aControlPoints.mCP2 * 2) + aControlPoints.mCP1;
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  PointD C = aControlPoints.mCP4 - (aControlPoints.mCP3 * 3) +
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             (aControlPoints.mCP2 * 3) - aControlPoints.mCP1;
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  double a = B.x * C.y - B.y * C.x;
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  double b = A.x * C.y - A.y * C.x;
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  double c = A.x * B.y - A.y * B.x;
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  if (a == 0) {
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    // Not a quadratic equation.
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    if (b == 0) {
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      // Instead of a linear acceleration change we have a constant
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      // acceleration change. This means the equation has no solution
 | 
						||
      // and there are no inflection points, unless the constant is 0.
 | 
						||
      // In that case the curve is a straight line, essentially that means
 | 
						||
      // the easiest way to deal with is is by saying there's an inflection
 | 
						||
      // point at t == 0. The inflection point approximation range found will
 | 
						||
      // automatically extend into infinity.
 | 
						||
      if (c == 0) {
 | 
						||
        *aCount = 1;
 | 
						||
        *aT1 = 0;
 | 
						||
        return;
 | 
						||
      }
 | 
						||
      *aCount = 0;
 | 
						||
      return;
 | 
						||
    }
 | 
						||
    *aT1 = -c / b;
 | 
						||
    *aCount = 1;
 | 
						||
    return;
 | 
						||
  }
 | 
						||
 | 
						||
  double discriminant = b * b - 4 * a * c;
 | 
						||
 | 
						||
  if (discriminant < 0) {
 | 
						||
    // No inflection points.
 | 
						||
    *aCount = 0;
 | 
						||
  } else if (discriminant == 0) {
 | 
						||
    *aCount = 1;
 | 
						||
    *aT1 = -b / (2 * a);
 | 
						||
  } else {
 | 
						||
    /* Use the following formula for computing the roots:
 | 
						||
     *
 | 
						||
     * q = -1/2 * (b + sign(b) * sqrt(b^2 - 4ac))
 | 
						||
     * t1 = q / a
 | 
						||
     * t2 = c / q
 | 
						||
     */
 | 
						||
    double q = sqrt(discriminant);
 | 
						||
    if (b < 0) {
 | 
						||
      q = b - q;
 | 
						||
    } else {
 | 
						||
      q = b + q;
 | 
						||
    }
 | 
						||
    q *= -1. / 2;
 | 
						||
 | 
						||
    *aT1 = q / a;
 | 
						||
    *aT2 = c / q;
 | 
						||
    if (*aT1 > *aT2) {
 | 
						||
      std::swap(*aT1, *aT2);
 | 
						||
    }
 | 
						||
    *aCount = 2;
 | 
						||
  }
 | 
						||
}
 | 
						||
 | 
						||
void FlattenBezier(const BezierControlPoints& aControlPoints, PathSink* aSink,
 | 
						||
                   double aTolerance) {
 | 
						||
  double t1;
 | 
						||
  double t2;
 | 
						||
  uint32_t count;
 | 
						||
 | 
						||
  FindInflectionPoints(aControlPoints, &t1, &t2, &count);
 | 
						||
 | 
						||
  // Check that at least one of the inflection points is inside [0..1]
 | 
						||
  if (count == 0 ||
 | 
						||
      ((t1 < 0.0 || t1 >= 1.0) && (count == 1 || (t2 < 0.0 || t2 >= 1.0)))) {
 | 
						||
    FlattenBezierCurveSegment(aControlPoints, aSink, aTolerance);
 | 
						||
    return;
 | 
						||
  }
 | 
						||
 | 
						||
  double t1min = t1, t1max = t1, t2min = t2, t2max = t2;
 | 
						||
 | 
						||
  BezierControlPoints remainingCP = aControlPoints;
 | 
						||
 | 
						||
  // For both inflection points, calulate the range where they can be linearly
 | 
						||
  // approximated if they are positioned within [0,1]
 | 
						||
  if (count > 0 && t1 >= 0 && t1 < 1.0) {
 | 
						||
    FindInflectionApproximationRange(aControlPoints, &t1min, &t1max, t1,
 | 
						||
                                     aTolerance);
 | 
						||
  }
 | 
						||
  if (count > 1 && t2 >= 0 && t2 < 1.0) {
 | 
						||
    FindInflectionApproximationRange(aControlPoints, &t2min, &t2max, t2,
 | 
						||
                                     aTolerance);
 | 
						||
  }
 | 
						||
  BezierControlPoints nextCPs = aControlPoints;
 | 
						||
  BezierControlPoints prevCPs;
 | 
						||
 | 
						||
  // Process ranges. [t1min, t1max] and [t2min, t2max] are approximated by line
 | 
						||
  // segments.
 | 
						||
  if (count == 1 && t1min <= 0 && t1max >= 1.0) {
 | 
						||
    // The whole range can be approximated by a line segment.
 | 
						||
    aSink->LineTo(aControlPoints.mCP4.ToPoint());
 | 
						||
    return;
 | 
						||
  }
 | 
						||
 | 
						||
  if (t1min > 0) {
 | 
						||
    // Flatten the Bezier up until the first inflection point's approximation
 | 
						||
    // point.
 | 
						||
    SplitBezier(aControlPoints, &prevCPs, &remainingCP, t1min);
 | 
						||
    FlattenBezierCurveSegment(prevCPs, aSink, aTolerance);
 | 
						||
  }
 | 
						||
  if (t1max >= 0 && t1max < 1.0 && (count == 1 || t2min > t1max)) {
 | 
						||
    // The second inflection point's approximation range begins after the end
 | 
						||
    // of the first, approximate the first inflection point by a line and
 | 
						||
    // subsequently flatten up until the end or the next inflection point.
 | 
						||
    SplitBezier(aControlPoints, nullptr, &nextCPs, t1max);
 | 
						||
 | 
						||
    aSink->LineTo(nextCPs.mCP1.ToPoint());
 | 
						||
 | 
						||
    if (count == 1 || (count > 1 && t2min >= 1.0)) {
 | 
						||
      // No more inflection points to deal with, flatten the rest of the curve.
 | 
						||
      FlattenBezierCurveSegment(nextCPs, aSink, aTolerance);
 | 
						||
    }
 | 
						||
  } else if (count > 1 && t2min > 1.0) {
 | 
						||
    // We've already concluded t2min <= t1max, so if this is true the
 | 
						||
    // approximation range for the first inflection point runs past the
 | 
						||
    // end of the curve, draw a line to the end and we're done.
 | 
						||
    aSink->LineTo(aControlPoints.mCP4.ToPoint());
 | 
						||
    return;
 | 
						||
  }
 | 
						||
 | 
						||
  if (count > 1 && t2min < 1.0 && t2max > 0) {
 | 
						||
    if (t2min > 0 && t2min < t1max) {
 | 
						||
      // In this case the t2 approximation range starts inside the t1
 | 
						||
      // approximation range.
 | 
						||
      SplitBezier(aControlPoints, nullptr, &nextCPs, t1max);
 | 
						||
      aSink->LineTo(nextCPs.mCP1.ToPoint());
 | 
						||
    } else if (t2min > 0 && t1max > 0) {
 | 
						||
      SplitBezier(aControlPoints, nullptr, &nextCPs, t1max);
 | 
						||
 | 
						||
      // Find a control points describing the portion of the curve between t1max
 | 
						||
      // and t2min.
 | 
						||
      double t2mina = (t2min - t1max) / (1 - t1max);
 | 
						||
      SplitBezier(nextCPs, &prevCPs, &nextCPs, t2mina);
 | 
						||
      FlattenBezierCurveSegment(prevCPs, aSink, aTolerance);
 | 
						||
    } else if (t2min > 0) {
 | 
						||
      // We have nothing interesting before t2min, find that bit and flatten it.
 | 
						||
      SplitBezier(aControlPoints, &prevCPs, &nextCPs, t2min);
 | 
						||
      FlattenBezierCurveSegment(prevCPs, aSink, aTolerance);
 | 
						||
    }
 | 
						||
    if (t2max < 1.0) {
 | 
						||
      // Flatten the portion of the curve after t2max
 | 
						||
      SplitBezier(aControlPoints, nullptr, &nextCPs, t2max);
 | 
						||
 | 
						||
      // Draw a line to the start, this is the approximation between t2min and
 | 
						||
      // t2max.
 | 
						||
      aSink->LineTo(nextCPs.mCP1.ToPoint());
 | 
						||
      FlattenBezierCurveSegment(nextCPs, aSink, aTolerance);
 | 
						||
    } else {
 | 
						||
      // Our approximation range extends beyond the end of the curve.
 | 
						||
      aSink->LineTo(aControlPoints.mCP4.ToPoint());
 | 
						||
      return;
 | 
						||
    }
 | 
						||
  }
 | 
						||
}
 | 
						||
 | 
						||
Rect Path::GetFastBounds(const Matrix& aTransform,
 | 
						||
                         const StrokeOptions* aStrokeOptions) const {
 | 
						||
  return aStrokeOptions ? GetStrokedBounds(*aStrokeOptions, aTransform)
 | 
						||
                        : GetBounds(aTransform);
 | 
						||
}
 | 
						||
 | 
						||
}  // namespace gfx
 | 
						||
}  // namespace mozilla
 |