common/math: code refactoring

- migrate tvgLine to tvgMath
- associate line functions with classes.
This commit is contained in:
Hermet Park 2024-07-09 23:00:10 +09:00 committed by Hermet Park
parent 44955b704e
commit 69b1fb8208
9 changed files with 272 additions and 327 deletions

View file

@ -3,12 +3,10 @@ source_file = [
'tvgCompressor.h',
'tvgFormat.h',
'tvgInlist.h',
'tvgLines.h',
'tvgLock.h',
'tvgMath.h',
'tvgStr.h',
'tvgCompressor.cpp',
'tvgLines.cpp',
'tvgMath.cpp',
'tvgStr.cpp'
]

View file

@ -1,245 +0,0 @@
/*
* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#include "tvgMath.h"
#include "tvgLines.h"
#define BEZIER_EPSILON 1e-2f
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
static float _lineLengthApprox(const Point& pt1, const Point& pt2)
{
/* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm.
With alpha = 1, beta = 3/8, giving results with the largest error less
than 7% compared to the exact value. */
Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
if (diff.x < 0) diff.x = -diff.x;
if (diff.y < 0) diff.y = -diff.y;
return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f);
}
static float _lineLength(const Point& pt1, const Point& pt2)
{
Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
return sqrtf(diff.x * diff.x + diff.y * diff.y);
}
template<typename LengthFunc>
float _bezLength(const Bezier& cur, LengthFunc lineLengthFunc)
{
Bezier left, right;
auto len = lineLengthFunc(cur.start, cur.ctrl1) + lineLengthFunc(cur.ctrl1, cur.ctrl2) + lineLengthFunc(cur.ctrl2, cur.end);
auto chord = lineLengthFunc(cur.start, cur.end);
if (fabsf(len - chord) > BEZIER_EPSILON) {
tvg::bezSplit(cur, left, right);
return _bezLength(left, lineLengthFunc) + _bezLength(right, lineLengthFunc);
}
return len;
}
template<typename LengthFunc>
float _bezAt(const Bezier& bz, float at, float length, LengthFunc lineLengthFunc)
{
auto biggest = 1.0f;
auto smallest = 0.0f;
auto t = 0.5f;
//just in case to prevent an infinite loop
if (at <= 0) return 0.0f;
if (at >= length) return 1.0f;
while (true) {
auto right = bz;
Bezier left;
bezSplitLeft(right, t, left);
length = _bezLength(left, lineLengthFunc);
if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) {
break;
}
if (length < at) {
smallest = t;
t = (t + biggest) * 0.5f;
} else {
biggest = t;
t = (smallest + t) * 0.5f;
}
}
return t;
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
namespace tvg
{
float lineLength(const Point& pt1, const Point& pt2)
{
return _lineLength(pt1, pt2);
}
void lineSplitAt(const Line& cur, float at, Line& left, Line& right)
{
auto len = lineLength(cur.pt1, cur.pt2);
auto dx = ((cur.pt2.x - cur.pt1.x) / len) * at;
auto dy = ((cur.pt2.y - cur.pt1.y) / len) * at;
left.pt1 = cur.pt1;
left.pt2.x = left.pt1.x + dx;
left.pt2.y = left.pt1.y + dy;
right.pt1 = left.pt2;
right.pt2 = cur.pt2;
}
void bezSplit(const Bezier& cur, Bezier& left, Bezier& right)
{
auto c = (cur.ctrl1.x + cur.ctrl2.x) * 0.5f;
left.ctrl1.x = (cur.start.x + cur.ctrl1.x) * 0.5f;
right.ctrl2.x = (cur.ctrl2.x + cur.end.x) * 0.5f;
left.start.x = cur.start.x;
right.end.x = cur.end.x;
left.ctrl2.x = (left.ctrl1.x + c) * 0.5f;
right.ctrl1.x = (right.ctrl2.x + c) * 0.5f;
left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f;
c = (cur.ctrl1.y + cur.ctrl2.y) * 0.5f;
left.ctrl1.y = (cur.start.y + cur.ctrl1.y) * 0.5f;
right.ctrl2.y = (cur.ctrl2.y + cur.end.y) * 0.5f;
left.start.y = cur.start.y;
right.end.y = cur.end.y;
left.ctrl2.y = (left.ctrl1.y + c) * 0.5f;
right.ctrl1.y = (right.ctrl2.y + c) * 0.5f;
left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f;
}
float bezLength(const Bezier& cur)
{
return _bezLength(cur, _lineLength);
}
float bezLengthApprox(const Bezier& cur)
{
return _bezLength(cur, _lineLengthApprox);
}
void bezSplitLeft(Bezier& cur, float at, Bezier& left)
{
left.start = cur.start;
left.ctrl1.x = cur.start.x + at * (cur.ctrl1.x - cur.start.x);
left.ctrl1.y = cur.start.y + at * (cur.ctrl1.y - cur.start.y);
left.ctrl2.x = cur.ctrl1.x + at * (cur.ctrl2.x - cur.ctrl1.x); //temporary holding spot
left.ctrl2.y = cur.ctrl1.y + at * (cur.ctrl2.y - cur.ctrl1.y); //temporary holding spot
cur.ctrl2.x = cur.ctrl2.x + at * (cur.end.x - cur.ctrl2.x);
cur.ctrl2.y = cur.ctrl2.y + at * (cur.end.y - cur.ctrl2.y);
cur.ctrl1.x = left.ctrl2.x + at * (cur.ctrl2.x - left.ctrl2.x);
cur.ctrl1.y = left.ctrl2.y + at * (cur.ctrl2.y - left.ctrl2.y);
left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x);
left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y);
left.end.x = cur.start.x = left.ctrl2.x + at * (cur.ctrl1.x - left.ctrl2.x);
left.end.y = cur.start.y = left.ctrl2.y + at * (cur.ctrl1.y - left.ctrl2.y);
}
float bezAt(const Bezier& bz, float at, float length)
{
return _bezAt(bz, at, length, _lineLength);
}
float bezAtApprox(const Bezier& bz, float at, float length)
{
return _bezAt(bz, at, length, _lineLengthApprox);
}
void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right)
{
right = cur;
auto t = bezAt(right, at, bezLength(right));
bezSplitLeft(right, t, left);
}
Point bezPointAt(const Bezier& bz, float t)
{
Point cur;
auto it = 1.0f - t;
auto ax = bz.start.x * it + bz.ctrl1.x * t;
auto bx = bz.ctrl1.x * it + bz.ctrl2.x * t;
auto cx = bz.ctrl2.x * it + bz.end.x * t;
ax = ax * it + bx * t;
bx = bx * it + cx * t;
cur.x = ax * it + bx * t;
float ay = bz.start.y * it + bz.ctrl1.y * t;
float by = bz.ctrl1.y * it + bz.ctrl2.y * t;
float cy = bz.ctrl2.y * it + bz.end.y * t;
ay = ay * it + by * t;
by = by * it + cy * t;
cur.y = ay * it + by * t;
return cur;
}
float bezAngleAt(const Bezier& bz, float t)
{
if (t < 0 || t > 1) return 0;
//derivate
// p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 *
// t^2) * p2 + t^2 * p3)
float mt = 1.0f - t;
float d = t * t;
float a = -mt * mt;
float b = 1 - 4 * t + 3 * d;
float c = 2 * t - 3 * d;
Point pt ={a * bz.start.x + b * bz.ctrl1.x + c * bz.ctrl2.x + d * bz.end.x, a * bz.start.y + b * bz.ctrl1.y + c * bz.ctrl2.y + d * bz.end.y};
pt.x *= 3;
pt.y *= 3;
return rad2deg(tvg::atan2(pt.y, pt.x));
}
}

View file

@ -1,61 +0,0 @@
/*
* Copyright (c) 2020 - 2024 the ThorVG project. All rights reserved.
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
* The above copyright notice and this permission notice shall be included in all
* copies or substantial portions of the Software.
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
* SOFTWARE.
*/
#ifndef _TVG_LINES_H_
#define _TVG_LINES_H_
#include "tvgCommon.h"
namespace tvg
{
struct Line
{
Point pt1;
Point pt2;
};
float lineLength(const Point& pt1, const Point& pt2);
void lineSplitAt(const Line& cur, float at, Line& left, Line& right);
struct Bezier
{
Point start;
Point ctrl1;
Point ctrl2;
Point end;
};
void bezSplit(const Bezier&cur, Bezier& left, Bezier& right);
float bezLength(const Bezier& cur);
void bezSplitLeft(Bezier& cur, float at, Bezier& left);
float bezAt(const Bezier& bz, float at, float length);
void bezSplitAt(const Bezier& cur, float at, Bezier& left, Bezier& right);
Point bezPointAt(const Bezier& bz, float t);
float bezAngleAt(const Bezier& bz, float t);
float bezLengthApprox(const Bezier& cur);
float bezAtApprox(const Bezier& bz, float at, float length);
}
#endif //_TVG_LINES_H_

View file

@ -22,8 +22,85 @@
#include "tvgMath.h"
#define BEZIER_EPSILON 1e-2f
/************************************************************************/
/* Internal Class Implementation */
/************************************************************************/
static float _lineLengthApprox(const Point& pt1, const Point& pt2)
{
/* approximate sqrt(x*x + y*y) using alpha max plus beta min algorithm.
With alpha = 1, beta = 3/8, giving results with the largest error less
than 7% compared to the exact value. */
Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
if (diff.x < 0) diff.x = -diff.x;
if (diff.y < 0) diff.y = -diff.y;
return (diff.x > diff.y) ? (diff.x + diff.y * 0.375f) : (diff.y + diff.x * 0.375f);
}
static float _lineLength(const Point& pt1, const Point& pt2)
{
Point diff = {pt2.x - pt1.x, pt2.y - pt1.y};
return sqrtf(diff.x * diff.x + diff.y * diff.y);
}
template<typename LengthFunc>
float _bezLength(const Bezier& cur, LengthFunc lineLengthFunc)
{
Bezier left, right;
auto len = lineLengthFunc(cur.start, cur.ctrl1) + lineLengthFunc(cur.ctrl1, cur.ctrl2) + lineLengthFunc(cur.ctrl2, cur.end);
auto chord = lineLengthFunc(cur.start, cur.end);
if (fabsf(len - chord) > BEZIER_EPSILON) {
cur.split(left, right);
return _bezLength(left, lineLengthFunc) + _bezLength(right, lineLengthFunc);
}
return len;
}
template<typename LengthFunc>
float _bezAt(const Bezier& bz, float at, float length, LengthFunc lineLengthFunc)
{
auto biggest = 1.0f;
auto smallest = 0.0f;
auto t = 0.5f;
//just in case to prevent an infinite loop
if (at <= 0) return 0.0f;
if (at >= length) return 1.0f;
while (true) {
auto right = bz;
Bezier left;
right.split(t, left);
length = _bezLength(left, lineLengthFunc);
if (fabsf(length - at) < BEZIER_EPSILON || fabsf(smallest - biggest) < BEZIER_EPSILON) {
break;
}
if (length < at) {
smallest = t;
t = (t + biggest) * 0.5f;
} else {
biggest = t;
t = (smallest + t) * 0.5f;
}
}
return t;
}
/************************************************************************/
/* External Class Implementation */
/************************************************************************/
namespace tvg {
//https://en.wikipedia.org/wiki/Remez_algorithm
float atan2(float y, float x)
{
auto a = std::min(fabsf(x), fabsf(y)) / std::max(fabsf(x), fabsf(y));
@ -133,4 +210,145 @@ Point operator*(const Point& pt, const Matrix& m)
return {tx, ty};
}
float Line::length() const
{
return _lineLength(pt1, pt2);
}
void Line::split(float at, Line& left, Line& right) const
{
auto len = length();
auto dx = ((pt2.x - pt1.x) / len) * at;
auto dy = ((pt2.y - pt1.y) / len) * at;
left.pt1 = pt1;
left.pt2.x = left.pt1.x + dx;
left.pt2.y = left.pt1.y + dy;
right.pt1 = left.pt2;
right.pt2 = pt2;
}
void Bezier::split(Bezier& left, Bezier& right) const
{
auto c = (ctrl1.x + ctrl2.x) * 0.5f;
left.ctrl1.x = (start.x + ctrl1.x) * 0.5f;
right.ctrl2.x = (ctrl2.x + end.x) * 0.5f;
left.start.x = start.x;
right.end.x = end.x;
left.ctrl2.x = (left.ctrl1.x + c) * 0.5f;
right.ctrl1.x = (right.ctrl2.x + c) * 0.5f;
left.end.x = right.start.x = (left.ctrl2.x + right.ctrl1.x) * 0.5f;
c = (ctrl1.y + ctrl2.y) * 0.5f;
left.ctrl1.y = (start.y + ctrl1.y) * 0.5f;
right.ctrl2.y = (ctrl2.y + end.y) * 0.5f;
left.start.y = start.y;
right.end.y = end.y;
left.ctrl2.y = (left.ctrl1.y + c) * 0.5f;
right.ctrl1.y = (right.ctrl2.y + c) * 0.5f;
left.end.y = right.start.y = (left.ctrl2.y + right.ctrl1.y) * 0.5f;
}
void Bezier::split(float at, Bezier& left, Bezier& right) const
{
right = *this;
auto t = right.at(at, right.length());
right.split(t, left);
}
float Bezier::length() const
{
return _bezLength(*this, _lineLength);
}
float Bezier::lengthApprox() const
{
return _bezLength(*this, _lineLengthApprox);
}
void Bezier::split(float at, Bezier& left)
{
left.start = start;
left.ctrl1.x = start.x + at * (ctrl1.x - start.x);
left.ctrl1.y = start.y + at * (ctrl1.y - start.y);
left.ctrl2.x = ctrl1.x + at * (ctrl2.x - ctrl1.x); //temporary holding spot
left.ctrl2.y = ctrl1.y + at * (ctrl2.y - ctrl1.y); //temporary holding spot
ctrl2.x = ctrl2.x + at * (end.x - ctrl2.x);
ctrl2.y = ctrl2.y + at * (end.y - ctrl2.y);
ctrl1.x = left.ctrl2.x + at * (ctrl2.x - left.ctrl2.x);
ctrl1.y = left.ctrl2.y + at * (ctrl2.y - left.ctrl2.y);
left.ctrl2.x = left.ctrl1.x + at * (left.ctrl2.x - left.ctrl1.x);
left.ctrl2.y = left.ctrl1.y + at * (left.ctrl2.y - left.ctrl1.y);
left.end.x = start.x = left.ctrl2.x + at * (ctrl1.x - left.ctrl2.x);
left.end.y = start.y = left.ctrl2.y + at * (ctrl1.y - left.ctrl2.y);
}
float Bezier::at(float at, float length) const
{
return _bezAt(*this, at, length, _lineLength);
}
float Bezier::atApprox(float at, float length) const
{
return _bezAt(*this, at, length, _lineLengthApprox);
}
Point Bezier::at(float t) const
{
Point cur;
auto it = 1.0f - t;
auto ax = start.x * it + ctrl1.x * t;
auto bx = ctrl1.x * it + ctrl2.x * t;
auto cx = ctrl2.x * it + end.x * t;
ax = ax * it + bx * t;
bx = bx * it + cx * t;
cur.x = ax * it + bx * t;
float ay = start.y * it + ctrl1.y * t;
float by = ctrl1.y * it + ctrl2.y * t;
float cy = ctrl2.y * it + end.y * t;
ay = ay * it + by * t;
by = by * it + cy * t;
cur.y = ay * it + by * t;
return cur;
}
float Bezier::angle(float t) const
{
if (t < 0 || t > 1) return 0;
//derivate
// p'(t) = 3 * (-(1-2t+t^2) * p0 + (1 - 4 * t + 3 * t^2) * p1 + (2 * t - 3 *
// t^2) * p2 + t^2 * p3)
float mt = 1.0f - t;
float d = t * t;
float a = -mt * mt;
float b = 1 - 4 * t + 3 * d;
float c = 2 * t - 3 * d;
Point pt ={a * start.x + b * ctrl1.x + c * ctrl2.x + d * end.x, a * start.y + b * ctrl1.y + c * ctrl2.y + d * end.y};
pt.x *= 3;
pt.y *= 3;
return rad2deg(tvg::atan2(pt.y, pt.x));
}
}

View file

@ -238,6 +238,44 @@ static inline void log(const Point& pt)
TVGLOG("COMMON", "Point: [%f %f]", pt.x, pt.y);
}
/************************************************************************/
/* Line functions */
/************************************************************************/
struct Line
{
Point pt1;
Point pt2;
void split(float at, Line& left, Line& right) const;
float length() const;
};
/************************************************************************/
/* Bezier functions */
/************************************************************************/
struct Bezier
{
Point start;
Point ctrl1;
Point ctrl2;
Point end;
void split(float at, Bezier& left);
void split(Bezier& left, Bezier& right) const;
void split(float at, Bezier& left, Bezier& right) const;
float length() const;
float lengthApprox() const;
float at(float at, float length) const;
float atApprox(float at, float length) const;
Point at(float t) const;
float angle(float t) const;
};
/************************************************************************/
/* Interpolation functions */
/************************************************************************/

View file

@ -27,7 +27,6 @@
#include "tvgCommon.h"
#include "tvgArray.h"
#include "tvgMath.h"
#include "tvgLines.h"
#include "tvgLottieInterpolator.h"
#include "tvgLottieExpressions.h"
@ -145,8 +144,7 @@ struct LottieVectorFrame
if (hasTangent) {
Bezier bz = {value, value + outTangent, next->value + inTangent, next->value};
t = bezAtApprox(bz, t * length, length);
return bezPointAt(bz, t);
return bz.at(bz.atApprox(t * length, length));
} else {
return lerp(value, next->value, t);
}
@ -162,14 +160,14 @@ struct LottieVectorFrame
auto t = (frameNo - no) / (next->no - no);
if (interpolator) t = interpolator->progress(t);
Bezier bz = {value, value + outTangent, next->value + inTangent, next->value};
t = bezAtApprox(bz, t * length, length);
return bezAngleAt(bz, t >= 1.0f ? 0.99f : (t <= 0.0f ? 0.01f : t));
t = bz.atApprox(t * length, length);
return bz.angle(t >= 1.0f ? 0.99f : (t <= 0.0f ? 0.01f : t));
}
void prepare(LottieVectorFrame* next)
{
Bezier bz = {value, value + outTangent, next->value + inTangent, next->value};
length = bezLengthApprox(bz);
length = bz.lengthApprox();
}
};

View file

@ -774,7 +774,7 @@ static int32_t _bezierCurveCount(const Bezier &curve)
Bezier left{};
Bezier right{};
bezSplit(curve, left, right);
curve.split(left, right);
return _bezierCurveCount(left) + _bezierCurveCount(right);
}
@ -1024,7 +1024,7 @@ void Tessellator::visitShape(const PathCommand *cmds, uint32_t cmd_count, const
float step = 1.f / stepCount;
for (uint32_t s = 1; s < static_cast<uint32_t>(stepCount); s++) {
last->append(pHeap->allocate<detail::Vertex>(detail::_upScalePoint(bezPointAt(curve, step * s))));
last->append(pHeap->allocate<detail::Vertex>(detail::_upScalePoint(curve.at(step * s))));
}
last->append(pHeap->allocate<detail::Vertex>(detail::_upScalePoint(end)));
@ -1830,7 +1830,7 @@ void Stroker::strokeCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlPo
float step = 1.f / count;
for (int32_t i = 0; i <= count; i++) {
strokeLineTo(bezPointAt(curve, step * i));
strokeLineTo(curve.at(step * i));
}
}
@ -2140,7 +2140,7 @@ void DashStroke::dashCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlP
cur.ctrl2 = Point{cnt2.x, cnt2.y};
cur.end = Point{end.x, end.y};
auto len = bezLength(cur);
auto len = cur.length();
if (len < mCurrLen) {
mCurrLen -= len;
@ -2154,7 +2154,7 @@ void DashStroke::dashCubicTo(const GlPoint &cnt1, const GlPoint &cnt2, const GlP
Bezier left, right;
bezSplitAt(cur, mCurrLen, left, right);
cur.split(mCurrLen, left, right);
if (mCurrIdx == 0) {
this->moveTo(left.start);
@ -2260,7 +2260,7 @@ void BWTessellator::tessellate(const RenderShape *rshape, const Matrix& matrix)
float step = 1.f / stepCount;
for (uint32_t s = 1; s <= static_cast<uint32_t>(stepCount); s++) {
auto pt = bezPointAt(curve, step * s);
auto pt = curve.at(step * s);
auto currIndex = pushVertex(pt.x, pt.y);
if (prevIndex == 0) {

View file

@ -26,7 +26,7 @@
#include <cstdint>
#include "tvgGlGeometry.h"
#include "tvgLines.h"
#include "tvgMath.h"
namespace tvg
{

View file

@ -22,7 +22,6 @@
#include "tvgSwCommon.h"
#include "tvgMath.h"
#include "tvgLines.h"
/************************************************************************/
/* Internal Class Implementation */
@ -102,7 +101,7 @@ static bool _outlineClose(SwOutline& outline)
static void _dashLineTo(SwDashStroke& dash, const Point* to, const Matrix* transform)
{
Line cur = {dash.ptCur, *to};
auto len = lineLength(cur.pt1, cur.pt2);
auto len = cur.length();
if (tvg::zero(len)) {
_outlineMoveTo(*dash.outline, &dash.ptCur, transform);
@ -122,7 +121,7 @@ static void _dashLineTo(SwDashStroke& dash, const Point* to, const Matrix* trans
Line left, right;
if (dash.curLen > 0) {
len -= dash.curLen;
lineSplitAt(cur, dash.curLen, left, right);
cur.split(dash.curLen, left, right);
if (!dash.curOpGap) {
if (dash.move || dash.pattern[dash.curIdx] - dash.curLen < FLOAT_EPSILON) {
_outlineMoveTo(*dash.outline, &left.pt1, transform);
@ -163,7 +162,7 @@ static void _dashLineTo(SwDashStroke& dash, const Point* to, const Matrix* trans
static void _dashCubicTo(SwDashStroke& dash, const Point* ctrl1, const Point* ctrl2, const Point* to, const Matrix* transform)
{
Bezier cur = {dash.ptCur, *ctrl1, *ctrl2, *to};
auto len = bezLength(cur);
auto len = cur.length();
//draw the current line fully
if (tvg::zero(len)) {
@ -183,7 +182,7 @@ static void _dashCubicTo(SwDashStroke& dash, const Point* ctrl1, const Point* ct
Bezier left, right;
if (dash.curLen > 0) {
len -= dash.curLen;
bezSplitAt(cur, dash.curLen, left, right);
cur.split(dash.curLen, left, right);
if (!dash.curOpGap) {
if (dash.move || dash.pattern[dash.curIdx] - dash.curLen < FLOAT_EPSILON) {
_outlineMoveTo(*dash.outline, &left.start, transform);
@ -313,7 +312,7 @@ static float _outlineLength(const RenderShape* rshape, uint32_t shiftPts, uint32
break;
}
case PathCommand::CubicTo: {
len += bezLength({*(pts - 1), *pts, *(pts + 1), *(pts + 2)});
len += Bezier{*(pts - 1), *pts, *(pts + 1), *(pts + 2)}.length();
pts += 3;
break;
}