forked from mirrors/gecko-dev
		
	
		
			
				
	
	
		
			553 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			553 lines
		
	
	
	
		
			16 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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// vim:cindent:ts=2:et:sw=2:
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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 "DottedCornerFinder.h"
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#include "mozilla/Move.h"
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#include "BorderCache.h"
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#include "BorderConsts.h"
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namespace mozilla {
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using namespace gfx;
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static inline Float
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Square(Float x)
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{
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  return x * x;
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}
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static Point
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PointRotateCCW90(const Point& aP)
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{
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  return Point(aP.y, -aP.x);
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}
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struct BestOverlap
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{
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  Float overlap;
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  size_t count;
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  BestOverlap()
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   : overlap(0.0f), count(0)
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  {}
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  BestOverlap(Float aOverlap, size_t aCount)
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   : overlap(aOverlap), count(aCount)
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  {}
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};
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static const size_t DottedCornerCacheSize = 256;
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nsDataHashtable<FourFloatsHashKey, BestOverlap> DottedCornerCache;
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DottedCornerFinder::DottedCornerFinder(const Bezier& aOuterBezier,
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                                       const Bezier& aInnerBezier,
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                                       mozilla::css::Corner aCorner,
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                                       Float aBorderRadiusX,
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                                       Float aBorderRadiusY,
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                                       const Point& aC0, Float aR0,
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                                       const Point& aCn, Float aRn,
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                                       const Size& aCornerDim)
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 : mOuterBezier(aOuterBezier),
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   mInnerBezier(aInnerBezier),
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   mCorner(aCorner),
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   mNormalSign((aCorner == C_TL || aCorner == C_BR) ? -1.0f : 1.0f),
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   mC0(aC0), mCn(aCn),
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   mR0(aR0), mRn(aRn), mMaxR(std::max(aR0, aRn)),
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   mCurveOrigin(mC0.x, mCn.y),
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   mBestOverlap(0.0f),
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   mHasZeroBorderWidth(false), mHasMore(true),
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   mMaxCount(aCornerDim.width + aCornerDim.height),
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   mType(OTHER),
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   mI(0), mCount(0)
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{
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  NS_ASSERTION(mR0 > 0.0f || mRn > 0.0f,
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               "At least one side should have non-zero radius.");
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  mInnerWidth = fabs(mInnerBezier.mPoints[0].x - mInnerBezier.mPoints[3].x);
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  mInnerHeight = fabs(mInnerBezier.mPoints[0].y - mInnerBezier.mPoints[3].y);
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  DetermineType(aBorderRadiusX, aBorderRadiusY);
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  Reset();
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}
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static bool
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IsSingleCurve(Float aMinR, Float aMaxR,
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              Float aMinBorderRadius, Float aMaxBorderRadius)
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{
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  return aMinR > 0.0f &&
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         aMinBorderRadius > aMaxR * 4.0f &&
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         aMinBorderRadius / aMaxBorderRadius > 0.5f;
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}
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void
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DottedCornerFinder::DetermineType(Float aBorderRadiusX, Float aBorderRadiusY)
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{
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  // Calculate parameters for the center curve before swap.
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  Float centerCurveWidth = fabs(mC0.x - mCn.x);
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  Float centerCurveHeight = fabs(mC0.y - mCn.y);
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  Point cornerPoint(mCn.x, mC0.y);
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  bool swapped = false;
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  if (mR0 < mRn) {
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    // Always draw from wider side to thinner side.
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    Swap(mC0, mCn);
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    Swap(mR0, mRn);
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    Swap(mInnerBezier.mPoints[0], mInnerBezier.mPoints[3]);
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    Swap(mInnerBezier.mPoints[1], mInnerBezier.mPoints[2]);
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    Swap(mOuterBezier.mPoints[0], mOuterBezier.mPoints[3]);
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    Swap(mOuterBezier.mPoints[1], mOuterBezier.mPoints[2]);
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    mNormalSign = -mNormalSign;
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    swapped = true;
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  }
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  // See the comment at mType declaration for each condition.
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  Float minR = std::min(mR0, mRn);
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  Float minBorderRadius = std::min(aBorderRadiusX, aBorderRadiusY);
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  Float maxBorderRadius = std::max(aBorderRadiusX, aBorderRadiusY);
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  if (IsSingleCurve(minR, mMaxR, minBorderRadius, maxBorderRadius)) {
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    if (mR0 == mRn) {
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      Float borderLength;
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      if (minBorderRadius == maxBorderRadius) {
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        mType = PERFECT;
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        borderLength = M_PI * centerCurveHeight / 2.0f;
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        mCenterCurveR = centerCurveWidth;
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      } else {
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        mType = SINGLE_CURVE_AND_RADIUS;
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        borderLength = GetQuarterEllipticArcLength(centerCurveWidth,
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                                                   centerCurveHeight);
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      }
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      Float diameter = mR0 * 2.0f;
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      size_t count = round(borderLength / diameter);
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      if (count % 2) {
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        count++;
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      }
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      mCount = count / 2 - 1;
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      if (mCount > 0) {
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        mBestOverlap = 1.0f - borderLength / (diameter * count);
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      }
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    } else {
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      mType = SINGLE_CURVE;
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    }
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  }
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  if (mType == SINGLE_CURVE_AND_RADIUS || mType == SINGLE_CURVE) {
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    Size cornerSize(centerCurveWidth, centerCurveHeight);
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    GetBezierPointsForCorner(&mCenterBezier, mCorner,
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                             cornerPoint, cornerSize);
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    if (swapped) {
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      Swap(mCenterBezier.mPoints[0], mCenterBezier.mPoints[3]);
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      Swap(mCenterBezier.mPoints[1], mCenterBezier.mPoints[2]);
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    }
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  }
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  if (minR == 0.0f) {
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    mHasZeroBorderWidth = true;
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  }
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  if ((mType == SINGLE_CURVE || mType == OTHER) && !mHasZeroBorderWidth) {
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    FindBestOverlap(minR, minBorderRadius, maxBorderRadius);
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  }
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}
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bool
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DottedCornerFinder::HasMore(void) const
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{
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  if (mHasZeroBorderWidth) {
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    return mI < mMaxCount && mHasMore;
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  }
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  return mI < mCount;
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}
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DottedCornerFinder::Result
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DottedCornerFinder::Next(void)
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{
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  mI++;
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  if (mType == PERFECT) {
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    Float phi = mI * 4.0f * mR0 * (1 - mBestOverlap) / mCenterCurveR;
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    if (mCorner == C_TL) {
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      phi = -M_PI / 2.0f - phi;
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    } else if (mCorner == C_TR) {
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      phi = -M_PI / 2.0f + phi;
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    } else if (mCorner == C_BR) {
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      phi = M_PI / 2.0f - phi;
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    } else {
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      phi = M_PI / 2.0f + phi;
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    }
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    Point C(mCurveOrigin.x + mCenterCurveR * cos(phi),
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            mCurveOrigin.y + mCenterCurveR * sin(phi));
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    return DottedCornerFinder::Result(C, mR0);
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  }
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  // Find unfilled and filled circles.
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  (void)FindNext(mBestOverlap);
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  (void)FindNext(mBestOverlap);
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  return Result(mLastC, mLastR);
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}
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void
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DottedCornerFinder::Reset(void)
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{
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  mLastC = mC0;
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  mLastR = mR0;
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  mLastT = 0.0f;
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  mHasMore = true;
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}
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void
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DottedCornerFinder::FindPointAndRadius(Point& C, Float& r,
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                                       const Point& innerTangent,
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                                       const Point& normal, Float t)
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{
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  // Find radius for the given tangent point on the inner curve such that the
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  // circle is also tangent to the outer curve.
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  NS_ASSERTION(mType == OTHER, "Wrong mType");
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  Float lower = 0.0f;
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  Float upper = mMaxR;
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  const Float DIST_MARGIN = 0.1f;
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  for (size_t i = 0; i < MAX_LOOP; i++) {
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    r = (upper + lower) / 2.0f;
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    C = innerTangent + normal * r;
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    Point Near = FindBezierNearestPoint(mOuterBezier, C, t);
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    Float distSquare = (C - Near).LengthSquare();
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    if (distSquare > Square(r + DIST_MARGIN)) {
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      lower = r;
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    } else if (distSquare < Square(r - DIST_MARGIN)) {
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      upper = r;
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    } else {
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      break;
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    }
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  }
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}
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Float
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DottedCornerFinder::FindNext(Float overlap)
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{
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  Float lower = mLastT;
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  Float upper = 1.0f;
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  Float t;
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  Point C = mLastC;
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  Float r = 0.0f;
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  Float factor = (1.0f - overlap);
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  Float circlesDist = 0.0f;
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  Float expectedDist = 0.0f;
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  const Float DIST_MARGIN = 0.1f;
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  if (mType == SINGLE_CURVE_AND_RADIUS) {
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    r = mR0;
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    expectedDist = (r + mLastR) * factor;
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    // Find C_i on the center curve.
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    for (size_t i = 0; i < MAX_LOOP; i++) {
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      t = (upper + lower) / 2.0f;
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      C = GetBezierPoint(mCenterBezier, t);
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      // Check overlap along arc.
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      circlesDist = GetBezierLength(mCenterBezier, mLastT, t);
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      if (circlesDist < expectedDist - DIST_MARGIN) {
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        lower = t;
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      } else if (circlesDist > expectedDist + DIST_MARGIN) {
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        upper = t;
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      } else {
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        break;
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      }
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    }
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  } else if (mType == SINGLE_CURVE) {
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    // Find C_i on the center curve, and calculate r_i.
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    for (size_t i = 0; i < MAX_LOOP; i++) {
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      t = (upper + lower) / 2.0f;
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      C = GetBezierPoint(mCenterBezier, t);
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      Point Diff = GetBezierDifferential(mCenterBezier, t);
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      Float DiffLength = Diff.Length();
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      if (DiffLength == 0.0f) {
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        // Basically this shouldn't happen.
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        // If differential is 0, we cannot calculate tangent circle,
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        // skip this point.
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        t = (t + upper) / 2.0f;
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        continue;
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      }
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      Point normal = PointRotateCCW90(Diff / DiffLength) * (-mNormalSign);
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      r = CalculateDistanceToEllipticArc(C, normal, mCurveOrigin,
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                                         mInnerWidth, mInnerHeight);
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      // Check overlap along arc.
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      circlesDist = GetBezierLength(mCenterBezier, mLastT, t);
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      expectedDist = (r + mLastR) * factor;
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      if (circlesDist < expectedDist - DIST_MARGIN) {
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        lower = t;
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      } else if (circlesDist > expectedDist + DIST_MARGIN) {
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        upper = t;
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      } else {
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        break;
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      }
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    }
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  } else {
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    Float distSquareMax = Square(mMaxR * 3.0f);
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    Float circlesDistSquare = 0.0f;
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    // Find C_i and r_i.
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    for (size_t i = 0; i < MAX_LOOP; i++) {
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      t = (upper + lower) / 2.0f;
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      Point innerTangent = GetBezierPoint(mInnerBezier, t);
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      if ((innerTangent - mLastC).LengthSquare() > distSquareMax) {
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        // It's clear that this tangent point is too far, skip it.
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        upper = t;
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        continue;
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      }
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      Point Diff = GetBezierDifferential(mInnerBezier, t);
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      Float DiffLength = Diff.Length();
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      if (DiffLength == 0.0f) {
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        // Basically this shouldn't happen.
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        // If differential is 0, we cannot calculate tangent circle,
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        // skip this point.
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        t = (t + upper) / 2.0f;
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        continue;
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      }
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      Point normal = PointRotateCCW90(Diff / DiffLength) * mNormalSign;
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      FindPointAndRadius(C, r, innerTangent, normal, t);
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      // Check overlap with direct distance.
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      circlesDistSquare = (C - mLastC).LengthSquare();
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      expectedDist = (r + mLastR) * factor;
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      if (circlesDistSquare < Square(expectedDist - DIST_MARGIN)) {
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        lower = t;
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      } else if (circlesDistSquare > Square(expectedDist + DIST_MARGIN)) {
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        upper = t;
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      } else {
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        break;
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      }
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    }
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    circlesDist = sqrt(circlesDistSquare);
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  }
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  mLastT = t;
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  mLastC = C;
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  mLastR = r;
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  if (mHasZeroBorderWidth) {
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    const Float T_MARGIN = 0.001f;
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    if (mLastT >= 1.0f - T_MARGIN ||
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        (mLastC - mCn).LengthSquare() < Square(mLastR)) {
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      mHasMore = false;
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    }
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  }
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  if (expectedDist == 0.0f) {
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    return 0.0f;
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  }
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  return 1.0f - circlesDist * factor / expectedDist;
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}
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void
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DottedCornerFinder::FindBestOverlap(Float aMinR, Float aMinBorderRadius,
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                                    Float aMaxBorderRadius)
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{
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  // If overlap is not calculateable, find it with binary search,
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  // such that there exists i that C_i == C_n with the given overlap.
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  FourFloats key(aMinR, mMaxR,
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                 aMinBorderRadius, aMaxBorderRadius);
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  BestOverlap best;
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  if (DottedCornerCache.Get(key, &best)) {
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    mCount = best.count;
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    mBestOverlap = best.overlap;
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    return;
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  }
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  Float lower = 0.0f;
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  Float upper = 0.5f;
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  // Start from lower bound to find the minimum number of circles.
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  Float overlap = 0.0f;
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  mBestOverlap = overlap;
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  size_t targetCount = 0;
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  const Float OVERLAP_MARGIN = 0.1f;
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  for (size_t j = 0; j < MAX_LOOP; j++) {
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    Reset();
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    size_t count;
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    Float actualOverlap;
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    if (!GetCountAndLastOverlap(overlap, &count, &actualOverlap)) {
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      if (j == 0) {
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        mCount = mMaxCount;
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        break;
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      }
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    }
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    if (j == 0) {
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      if (count < 3 || (count == 3 && actualOverlap > 0.5f)) {
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        // |count == 3 && actualOverlap > 0.5f| means there could be
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        // a circle but it is too near from both ends.
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        //
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        // if actualOverlap == 0.0
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        //               1       2       3
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        //   +-------+-------+-------+-------+
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        //   | ##### | ***** | ##### | ##### |
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        //   |#######|*******|#######|#######|
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        //   |###+###|***+***|###+###|###+###|
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        //   |# C_0 #|* C_1 *|# C_2 #|# C_n #|
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        //   | ##### | ***** | ##### | ##### |
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        //   +-------+-------+-------+-------+
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        //                   |
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        //                   V
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        //   +-------+---+-------+---+-------+
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        //   | ##### |   | ##### |   | ##### |
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        //   |#######|   |#######|   |#######|
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        //   |###+###|   |###+###|   |###+###| Find the best overlap to place
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        //   |# C_0 #|   |# C_1 #|   |# C_n #| C_1 at the middle of them
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        //   | ##### |   | ##### |   | ##### |
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        //   +-------+---+-------+---|-------+
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        //
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        // if actualOverlap == 0.5
 | 
						|
        //               1       2     3
 | 
						|
        //   +-------+-------+-------+---+
 | 
						|
        //   | ##### | ***** | ##### |## |
 | 
						|
        //   |#######|*******|##### C_n #|
 | 
						|
        //   |###+###|***+***|###+###+###|
 | 
						|
        //   |# C_0 #|* C_1 *|# C_2 #|###|
 | 
						|
        //   | ##### | ***** | ##### |## |
 | 
						|
        //   +-------+-------+-------+---+
 | 
						|
        //                 |
 | 
						|
        //                 V
 | 
						|
        //   +-------+-+-------+-+-------+
 | 
						|
        //   | ##### | | ##### | | ##### |
 | 
						|
        //   |#######| |#######| |#######|
 | 
						|
        //   |###+###| |###+###| |###+###| Even if we place C_1 at the middle
 | 
						|
        //   |# C_0 #| |# C_1 #| |# C_n #| of them, it's too near from them
 | 
						|
        //   | ##### | | ##### | | ##### |
 | 
						|
        //   +-------+-+-------+-|-------+
 | 
						|
        //                 |
 | 
						|
        //                 V
 | 
						|
        //   +-------+-----------+-------+
 | 
						|
        //   | ##### |           | ##### |
 | 
						|
        //   |#######|           |#######|
 | 
						|
        //   |###+###|           |###+###| Do not draw any circle
 | 
						|
        //   |# C_0 #|           |# C_n #|
 | 
						|
        //   | ##### |           | ##### |
 | 
						|
        //   +-------+-----------+-------+
 | 
						|
        mCount = 0;
 | 
						|
        break;
 | 
						|
      }
 | 
						|
 | 
						|
      // targetCount should be 2n, as we're searching C_1 to C_n.
 | 
						|
      //
 | 
						|
      //   targetCount = 4
 | 
						|
      //   mCount = 1
 | 
						|
      //               1       2       3       4
 | 
						|
      //   +-------+-------+-------+-------+-------+
 | 
						|
      //   | ##### | ***** | ##### | ***** | ##### |
 | 
						|
      //   |#######|*******|#######|*******|#######|
 | 
						|
      //   |###+###|***+***|###+###|***+***|###+###|
 | 
						|
      //   |# C_0 #|* C_1 *|# C_2 #|* C_3 *|# C_n #|
 | 
						|
      //   | ##### | ***** | ##### | ***** | ##### |
 | 
						|
      //   +-------+-------+-------+-------+-------+
 | 
						|
      //                       1
 | 
						|
      //
 | 
						|
      //   targetCount = 6
 | 
						|
      //   mCount = 2
 | 
						|
      //               1       2       3       4       5       6
 | 
						|
      //   +-------+-------+-------+-------+-------+-------+-------+
 | 
						|
      //   | ##### | ***** | ##### | ***** | ##### | ***** | ##### |
 | 
						|
      //   |#######|*******|#######|*******|#######|*******|#######|
 | 
						|
      //   |###+###|***+***|###+###|***+***|###+###|***+***|###+###|
 | 
						|
      //   |# C_0 #|* C_1 *|# C_2 #|* C_3 *|# C_4 #|* C_5 *|# C_n #|
 | 
						|
      //   | ##### | ***** | ##### | ***** | ##### | ***** | ##### |
 | 
						|
      //   +-------+-------+-------+-------+-------+-------+-------+
 | 
						|
      //                       1               2
 | 
						|
      if (count % 2) {
 | 
						|
        targetCount = count + 1;
 | 
						|
      } else {
 | 
						|
        targetCount = count;
 | 
						|
      }
 | 
						|
 | 
						|
      mCount = targetCount / 2 - 1;
 | 
						|
    }
 | 
						|
 | 
						|
    if (count == targetCount) {
 | 
						|
      mBestOverlap = overlap;
 | 
						|
 | 
						|
      if (fabs(actualOverlap - overlap) < OVERLAP_MARGIN) {
 | 
						|
        break;
 | 
						|
      }
 | 
						|
 | 
						|
      // We started from upper bound, no need to update range when j == 0.
 | 
						|
      if (j > 0) {
 | 
						|
        if (actualOverlap > overlap) {
 | 
						|
          lower = overlap;
 | 
						|
        } else {
 | 
						|
          upper = overlap;
 | 
						|
        }
 | 
						|
      }
 | 
						|
    } else {
 | 
						|
      // |j == 0 && count != targetCount| means that |targetCount = count + 1|,
 | 
						|
      // and we started from upper bound, no need to update range when j == 0.
 | 
						|
      if (j > 0) {
 | 
						|
        if (count > targetCount) {
 | 
						|
          upper = overlap;
 | 
						|
        } else {
 | 
						|
          lower = overlap;
 | 
						|
        }
 | 
						|
      }
 | 
						|
    }
 | 
						|
 | 
						|
    overlap = (upper + lower) / 2.0f;
 | 
						|
  }
 | 
						|
 | 
						|
  if (DottedCornerCache.Count() > DottedCornerCacheSize) {
 | 
						|
    DottedCornerCache.Clear();
 | 
						|
  }
 | 
						|
  DottedCornerCache.Put(key, BestOverlap(mBestOverlap, mCount));
 | 
						|
}
 | 
						|
 | 
						|
bool
 | 
						|
DottedCornerFinder::GetCountAndLastOverlap(Float aOverlap,
 | 
						|
                                           size_t* aCount,
 | 
						|
                                           Float* aActualOverlap)
 | 
						|
{
 | 
						|
  // Return the number of circles and the last circles' overlap for the
 | 
						|
  // given overlap.
 | 
						|
 | 
						|
  Reset();
 | 
						|
 | 
						|
  const Float T_MARGIN = 0.001f;
 | 
						|
  const Float DIST_MARGIN = 0.1f;
 | 
						|
  const Float DIST_MARGIN_SQUARE = Square(DIST_MARGIN);
 | 
						|
  for (size_t i = 0; i < mMaxCount; i++) {
 | 
						|
    Float actualOverlap = FindNext(aOverlap);
 | 
						|
    if (mLastT >= 1.0f - T_MARGIN ||
 | 
						|
        (mLastC - mCn).LengthSquare() < DIST_MARGIN_SQUARE) {
 | 
						|
      *aCount = i + 1;
 | 
						|
      *aActualOverlap = actualOverlap;
 | 
						|
      return true;
 | 
						|
    }
 | 
						|
  }
 | 
						|
 | 
						|
  return false;
 | 
						|
}
 | 
						|
 | 
						|
} // namespace mozilla
 |