/*
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* Copyright 2011 Google Inc.
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*
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* Use of this source code is governed by a BSD-style license that can be
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* found in the LICENSE file.
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*/
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#ifndef GrPathUtils_DEFINED
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#define GrPathUtils_DEFINED
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#include "SkGeometry.h"
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#include "SkRect.h"
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#include "SkPathPriv.h"
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#include "SkTArray.h"
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class SkMatrix;
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/**
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* Utilities for evaluating paths.
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*/
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namespace GrPathUtils {
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// Very small tolerances will be increased to a minimum threshold value, to avoid division
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// problems in subsequent math.
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SkScalar scaleToleranceToSrc(SkScalar devTol,
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const SkMatrix& viewM,
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const SkRect& pathBounds);
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int worstCasePointCount(const SkPath&,
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int* subpaths,
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SkScalar tol);
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uint32_t quadraticPointCount(const SkPoint points[], SkScalar tol);
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uint32_t generateQuadraticPoints(const SkPoint& p0,
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const SkPoint& p1,
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const SkPoint& p2,
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SkScalar tolSqd,
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SkPoint** points,
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uint32_t pointsLeft);
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uint32_t cubicPointCount(const SkPoint points[], SkScalar tol);
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uint32_t generateCubicPoints(const SkPoint& p0,
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const SkPoint& p1,
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const SkPoint& p2,
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const SkPoint& p3,
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SkScalar tolSqd,
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SkPoint** points,
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uint32_t pointsLeft);
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// A 2x3 matrix that goes from the 2d space coordinates to UV space where
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// u^2-v = 0 specifies the quad. The matrix is determined by the control
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// points of the quadratic.
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class QuadUVMatrix {
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public:
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QuadUVMatrix() {}
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// Initialize the matrix from the control pts
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QuadUVMatrix(const SkPoint controlPts[3]) { this->set(controlPts); }
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void set(const SkPoint controlPts[3]);
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/**
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* Applies the matrix to vertex positions to compute UV coords.
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*
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* vertices is a pointer to the first vertex.
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* vertexCount is the number of vertices.
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* stride is the size of each vertex.
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* uvOffset is the offset of the UV values within each vertex.
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*/
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void apply(void* vertices, int vertexCount, size_t stride, size_t uvOffset) const {
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intptr_t xyPtr = reinterpret_cast<intptr_t>(vertices);
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intptr_t uvPtr = reinterpret_cast<intptr_t>(vertices) + uvOffset;
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float sx = fM[0];
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float kx = fM[1];
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float tx = fM[2];
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float ky = fM[3];
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float sy = fM[4];
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float ty = fM[5];
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for (int i = 0; i < vertexCount; ++i) {
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const SkPoint* xy = reinterpret_cast<const SkPoint*>(xyPtr);
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SkPoint* uv = reinterpret_cast<SkPoint*>(uvPtr);
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uv->fX = sx * xy->fX + kx * xy->fY + tx;
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uv->fY = ky * xy->fX + sy * xy->fY + ty;
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xyPtr += stride;
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uvPtr += stride;
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}
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}
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private:
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float fM[6];
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};
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// Input is 3 control points and a weight for a bezier conic. Calculates the
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// three linear functionals (K,L,M) that represent the implicit equation of the
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// conic, k^2 - lm.
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//
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// Output: klm holds the linear functionals K,L,M as row vectors:
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//
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// | ..K.. | | x | | k |
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// | ..L.. | * | y | == | l |
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// | ..M.. | | 1 | | m |
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//
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void getConicKLM(const SkPoint p[3], const SkScalar weight, SkMatrix* klm);
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// Converts a cubic into a sequence of quads. If working in device space
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// use tolScale = 1, otherwise set based on stretchiness of the matrix. The
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// result is sets of 3 points in quads. This will preserve the starting and
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// ending tangent vectors (modulo FP precision).
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void convertCubicToQuads(const SkPoint p[4],
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SkScalar tolScale,
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SkTArray<SkPoint, true>* quads);
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// When we approximate a cubic {a,b,c,d} with a quadratic we may have to
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// ensure that the new control point lies between the lines ab and cd. The
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// convex path renderer requires this. It starts with a path where all the
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// control points taken together form a convex polygon. It relies on this
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// property and the quadratic approximation of cubics step cannot alter it.
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// This variation enforces this constraint. The cubic must be simple and dir
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// must specify the orientation of the contour containing the cubic.
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void convertCubicToQuadsConstrainToTangents(const SkPoint p[4],
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SkScalar tolScale,
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SkPathPriv::FirstDirection dir,
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SkTArray<SkPoint, true>* quads);
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enum class ExcludedTerm {
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kNonInvertible,
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kQuadraticTerm,
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kLinearTerm
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};
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// Computes the inverse-transpose of the cubic's power basis matrix, after removing a specific
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// row of coefficients.
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//
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// E.g. if the cubic is defined in power basis form as follows:
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//
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// | x3 y3 0 |
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// C(t,s) = [t^3 t^2*s t*s^2 s^3] * | x2 y2 0 |
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// | x1 y1 0 |
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// | x0 y0 1 |
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//
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// And the excluded term is "kQuadraticTerm", then the resulting inverse-transpose will be:
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//
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// | x3 y3 0 | -1 T
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// | x1 y1 0 |
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// | x0 y0 1 |
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//
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// (The term to exclude is chosen based on maximizing the resulting matrix determinant.)
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//
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// This can be used to find the KLM linear functionals:
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//
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// | ..K.. | | ..kcoeffs.. |
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// | ..L.. | = | ..lcoeffs.. | * inverse_transpose_power_basis_matrix
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// | ..M.. | | ..mcoeffs.. |
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//
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// NOTE: the same term that was excluded here must also be removed from the corresponding column
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// of the klmcoeffs matrix.
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//
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// Returns which row of coefficients was removed, or kNonInvertible if the cubic was degenerate.
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ExcludedTerm calcCubicInverseTransposePowerBasisMatrix(const SkPoint p[4], SkMatrix* out);
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// Computes the KLM linear functionals for the cubic implicit form. The "right" side of the
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// curve (when facing in the direction of increasing parameter values) will be the area that
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// satisfies:
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//
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// k^3 < l*m
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//
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// Output:
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//
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// klm: Holds the linear functionals K,L,M as row vectors:
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//
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// | ..K.. | | x | | k |
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// | ..L.. | * | y | == | l |
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// | ..M.. | | 1 | | m |
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//
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// NOTE: the KLM lines are calculated in the same space as the input control points. If you
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// transform the points the lines will also need to be transformed. This can be done by mapping
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// the lines with the inverse-transpose of the matrix used to map the points.
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//
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// t[],s[]: These are set to the two homogeneous parameter values at which points the lines L&M
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// intersect with K (See SkClassifyCubic).
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//
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// Returns the cubic's classification.
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SkCubicType getCubicKLM(const SkPoint src[4], SkMatrix* klm, double t[2], double s[2]);
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// Chops the cubic bezier passed in by src, at the double point (intersection point)
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// if the curve is a cubic loop. If it is a loop, there will be two parametric values for
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// the double point: t1 and t2. We chop the cubic at these values if they are between 0 and 1.
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// Return value:
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// Value of 3: t1 and t2 are both between (0,1), and dst will contain the three cubics,
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// dst[0..3], dst[3..6], and dst[6..9] if dst is not nullptr
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// Value of 2: Only one of t1 and t2 are between (0,1), and dst will contain the two cubics,
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// dst[0..3] and dst[3..6] if dst is not nullptr
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// Value of 1: Neither t1 nor t2 are between (0,1), and dst will contain the one original cubic,
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// src[0..3]
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//
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// Output:
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//
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// klm: Holds the linear functionals K,L,M as row vectors. (See getCubicKLM().)
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//
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// loopIndex: This value will tell the caller which of the chopped sections (if any) are the
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// actual loop. A value of -1 means there is no loop section. The caller can then use
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// this value to decide how/if they want to flip the orientation of this section.
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// The flip should be done by negating the k and l values as follows:
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//
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// KLM.postScale(-1, -1)
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int chopCubicAtLoopIntersection(const SkPoint src[4], SkPoint dst[10], SkMatrix* klm,
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int* loopIndex);
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// When tessellating curved paths into linear segments, this defines the maximum distance
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// in screen space which a segment may deviate from the mathmatically correct value.
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// Above this value, the segment will be subdivided.
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// This value was chosen to approximate the supersampling accuracy of the raster path (16
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// samples, or one quarter pixel).
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static const SkScalar kDefaultTolerance = SkDoubleToScalar(0.25);
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// We guarantee that no quad or cubic will ever produce more than this many points
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static const int kMaxPointsPerCurve = 1 << 10;
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};
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#endif
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