# Copyright (c) 2021-2022 Andy Maleh # # 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. require 'perfect_shape/shape' require 'perfect_shape/point' require 'perfect_shape/multi_point' module PerfectShape class QuadraticBezierCurve < Shape class << self # Calculates the number of times the quadratic bézier curve from (x1,y1) to (x2,y2) # crosses the ray extending to the right from (x,y). # If the point lies on a part of the curve, # then no crossings are counted for that intersection. # the level parameter should be 0 at the top-level call and will count # up for each recursion level to prevent infinite recursion # +1 is added for each crossing where the Y coordinate is increasing # -1 is added for each crossing where the Y coordinate is decreasing def point_crossings(x1, y1, xc, yc, x2, y2, px, py, level = 0) return 0 if (py < y1 && py < yc && py < y2) return 0 if (py >= y1 && py >= yc && py >= y2) # Note y1 could equal y2... return 0 if (px >= x1 && px >= xc && px >= x2) if (px < x1 && px < xc && px < x2) if (py >= y1) return 1 if (py < y2) else # py < y1 return -1 if (py >= y2) end # py outside of y11 range, and/or y1==y2 return 0 end # double precision only has 52 bits of mantissa return PerfectShape::Line.point_crossings(x1, y1, x2, y2, px, py) if (level > 52) x1c = BigDecimal((x1 + xc).to_s) / 2 y1c = BigDecimal((y1 + yc).to_s) / 2 xc1 = BigDecimal((xc + x2).to_s) / 2 yc1 = BigDecimal((yc + y2).to_s) / 2 xc = BigDecimal((x1c + xc1).to_s) / 2 yc = BigDecimal((y1c + yc1).to_s) / 2 # [xy]c are NaN if any of [xy]0c or [xy]c1 are NaN # [xy]0c or [xy]c1 are NaN if any of [xy][0c1] are NaN # These values are also NaN if opposing infinities are added return 0 if (xc.nan? || yc.nan?) point_crossings(x1, y1, x1c, y1c, xc, yc, px, py, level+1) + point_crossings(xc, yc, xc1, yc1, x2, y2, px, py, level+1) end # Determine where coord lies with respect to the range from # low to high. It is assumed that low < high. The return # value is one of the 5 values BELOW, LOWEDGE, INSIDE, HIGHEDGE, # or ABOVE. def tag(coord, low, high) return (coord < low ? BELOW : LOWEDGE) if coord <= low return (coord > high ? ABOVE : HIGHEDGE) if coord >= high INSIDE end # Fill an array with the coefficients of the parametric equation # in t, ready for solving against val with solve_quadratic. # We currently have: # val = Py(t) = C1*(1-t)^2 + 2*CP*t*(1-t) + C2*t^2 # = C1 - 2*C1*t + C1*t^2 + 2*CP*t - 2*CP*t^2 + C2*t^2 # = C1 + (2*CP - 2*C1)*t + (C1 - 2*CP + C2)*t^2 # 0 = (C1 - val) + (2*CP - 2*C1)*t + (C1 - 2*CP + C2)*t^2 # 0 = C + Bt + At^2 # C = C1 - val # B = 2*CP - 2*C1 # A = C1 - 2*CP + C2 def eqn(val, c1, cp, c2) [ c1 - val, cp + cp - c1 - c1, c1 - cp - cp + c2, ] end # Solves the quadratic whose coefficients are in the eqn # array and places the non-complex roots into the res # array, returning the number of roots. # The quadratic solved is represented by the equation: #
      #     eqn = {C, B, A}
      #     ax^2 + bx + c = 0
      # 
# A return value of -1 is used to distinguish a constant # equation, which might be always 0 or never 0, from an equation that # has no zeroes. # @param eqn the specified array of coefficients to use to solve # the quadratic equation # @param res the array that contains the non-complex roots # resulting from the solution of the quadratic equation # @return the number of roots, or -1 if the equation is # a constant. def solve_quadratic(eqn, res) a = eqn[2] b = eqn[1] c = eqn[0] roots = -1 if a == 0.0 # The quadratic parabola has degenerated to a line. # The line has degenerated to a constant. return -1 if b == 0.0 res[roots += 1] = -c / b else # From Numerical Recipes, 5.6, Quadratic and Cubic Equations d = b * b - 4.0 * a * c # If d < 0.0, then there are no roots return 0 if d < 0.0 d = BigDecimal(Math.sqrt(d).to_a) # For accuracy, calculate one root using: # (-b +/- d) / 2a # and the other using: # 2c / (-b +/- d) # Choose the sign of the +/- so that b+d gets larger in magnitude d = -d if b < 0.0 q = (b + d) / -2.0 # We already tested a for being 0 above res[roots += 1] = q / a res[roots += 1] = c / q if q != 0.0 end roots end # Evaluate the t values in the first num slots of the vals[] array # and place the evaluated values back into the same array. Only # evaluate t values that are within the range <, >, including # the 0 and 1 ends of the range iff the include0 or include1 # booleans are true. If an "inflection" equation is handed in, # then any points which represent a point of inflection for that # quadratic equation are also ignored. def eval_quadratic(vals, num, include0, include1, inflect, c1, ctrl, c2) j = -1 i = 0 while i < num t = vals[i] if ((include0 ? t >= 0 : t > 0) && (include1 ? t <= 1 : t < 1) && (inflect.nil? || inflect[1] + 2*inflect[2]*t != 0)) u = 1 - t vals[j+=1] = c1*u*u + 2*ctrl*t*u + c2*t*t end i+=1 end j end end include MultiPoint include Equalizer.new(:points) BELOW = -2 LOWEDGE = -1 INSIDE = 0 HIGHEDGE = 1 ABOVE = 2 OUTLINE_MINIMUM_DISTANCE_THRESHOLD = BigDecimal('0.001') # Checks if quadratic bézier curve contains point (two-number Array or x, y args) # # @param x The X coordinate of the point to test. # @param y The Y coordinate of the point to test. # # @return true if the point lies within the bound of # the quadratic bézier curve, false if the point lies outside of the # quadratic bézier curve's bounds. def contain?(x_or_point, y = nil, outline: false, distance_tolerance: 0) x, y = Point.normalize_point(x_or_point, y) return unless x && y x1 = points[0][0] y1 = points[0][1] xc = points[1][0] yc = points[1][1] x2 = points[2][0] y2 = points[2][1] if outline distance_tolerance = BigDecimal(distance_tolerance.to_s) minimum_distance_threshold = OUTLINE_MINIMUM_DISTANCE_THRESHOLD + distance_tolerance point_distance(x, y, minimum_distance_threshold: minimum_distance_threshold) < minimum_distance_threshold else # We have a convex shape bounded by quad curve Pc(t) # and ine Pl(t). # # P1 = (x1, y1) - start point of curve # P2 = (x2, y2) - end point of curve # Pc = (xc, yc) - control point # # Pq(t) = P1*(1 - t)^2 + 2*Pc*t*(1 - t) + P2*t^2 = # = (P1 - 2*Pc + P2)*t^2 + 2*(Pc - P1)*t + P1 # Pl(t) = P1*(1 - t) + P2*t # t = [0:1] # # P = (x, y) - point of interest # # Let's look at second derivative of quad curve equation: # # Pq''(t) = 2 * (P1 - 2 * Pc + P2) = Pq'' # It's constant vector. # # Let's draw a line through P to be parallel to this # vector and find the intersection of the quad curve # and the line. # # Pq(t) is point of intersection if system of equations # below has the solution. # # L(s) = P + Pq''*s == Pq(t) # Pq''*s + (P - Pq(t)) == 0 # # | xq''*s + (x - xq(t)) == 0 # | yq''*s + (y - yq(t)) == 0 # # This system has the solution if rank of its matrix equals to 1. # That is, determinant of the matrix should be zero. # # (y - yq(t))*xq'' == (x - xq(t))*yq'' # # Let's solve this equation with 't' variable. # Also let kx = x1 - 2*xc + x2 # ky = y1 - 2*yc + y2 # # t0q = (1/2)*((x - x1)*ky - (y - y1)*kx) / # ((xc - x1)*ky - (yc - y1)*kx) # # Let's do the same for our line Pl(t): # # t0l = ((x - x1)*ky - (y - y1)*kx) / # ((x2 - x1)*ky - (y2 - y1)*kx) # # It's easy to check that t0q == t0l. This fact means # we can compute t0 only one time. # # In case t0 < 0 or t0 > 1, we have an intersections outside # of shape bounds. So, P is definitely out of shape. # # In case t0 is inside [0:1], we should calculate Pq(t0) # and Pl(t0). We have three points for now, and all of them # lie on one line. So, we just need to detect, is our point # of interest between points of intersections or not. # # If the denominator in the t0q and t0l equations is # zero, then the points must be collinear and so the # curve is degenerate and encloses no area. Thus the # result is false. kx = x1 - 2 * xc + x2 ky = y1 - 2 * yc + y2 dx = x - x1 dy = y - y1 dxl = x2 - x1 dyl = y2 - y1 t0 = (dx * ky - dy * kx) / (dxl * ky - dyl * kx) return false if (t0 < 0 || t0 > 1 || t0 != t0) xb = kx * t0 * t0 + 2 * (xc - x1) * t0 + x1 yb = ky * t0 * t0 + 2 * (yc - y1) * t0 + y1 xl = dxl * t0 + x1 yl = dyl * t0 + y1 (x >= xb && x < xl) || (x >= xl && x < xb) || (y >= yb && y < yl) || (y >= yl && y < yb) end end # Calculates the number of times the quad # crosses the ray extending to the right from (x,y). # If the point lies on a part of the curve, # then no crossings are counted for that intersection. # the level parameter should be 0 at the top-level call and will count # up for each recursion level to prevent infinite recursion # +1 is added for each crossing where the Y coordinate is increasing # -1 is added for each crossing where the Y coordinate is decreasing def point_crossings(x_or_point, y = nil, level = 0) x, y = Point.normalize_point(x_or_point, y) return unless x && y QuadraticBezierCurve.point_crossings(points[0][0], points[0][1], points[1][0], points[1][1], points[2][0], points[2][1], x, y, level) end # The center point on the outline of the curve # in Array format as pair of (x, y) coordinates def curve_center_point subdivisions.last.points[0] end # The center point x on the outline of the curve def curve_center_x subdivisions.last.points[0][0] end # The center point y on the outline of the curve def curve_center_y subdivisions.last.points[0][1] end # Subdivides QuadraticBezierCurve exactly at its curve center # returning 2 QuadraticBezierCurve's as a two-element Array by default # # Optional `level` parameter specifies the level of recursions to # perform to get more subdivisions. The number of resulting # subdivisions is 2 to the power of `level` (e.g. 2 subdivisions # for level=1, 4 subdivisions for level=2, and 8 subdivisions for level=3) def subdivisions(level = 1) level -= 1 # consume 1 level x1 = points[0][0] y1 = points[0][1] ctrlx = points[1][0] ctrly = points[1][1] x2 = points[2][0] y2 = points[2][1] ctrlx1 = BigDecimal((x1 + ctrlx).to_s) / 2 ctrly1 = BigDecimal((y1 + ctrly).to_s) / 2 ctrlx2 = BigDecimal((x2 + ctrlx).to_s) / 2 ctrly2 = BigDecimal((y2 + ctrly).to_s) / 2 centerx = BigDecimal((ctrlx1 + ctrlx2).to_s) / 2 centery = BigDecimal((ctrly1 + ctrly2).to_s) / 2 default_subdivisions = [ QuadraticBezierCurve.new(points: [x1, y1, ctrlx1, ctrly1, centerx, centery]), QuadraticBezierCurve.new(points: [centerx, centery, ctrlx2, ctrly2, x2, y2]) ] if level == 0 default_subdivisions else default_subdivisions.map { |curve| curve.subdivisions(level) }.flatten end end def point_distance(x_or_point, y = nil, minimum_distance_threshold: OUTLINE_MINIMUM_DISTANCE_THRESHOLD) x, y = Point.normalize_point(x_or_point, y) return unless x && y point = Point.new(x, y) current_curve = self minimum_distance = point.point_distance(curve_center_point) last_minimum_distance = minimum_distance + 1 # start bigger to ensure going through loop once at least while minimum_distance >= minimum_distance_threshold && minimum_distance < last_minimum_distance curve1, curve2 = current_curve.subdivisions distance1 = point.point_distance(curve1.curve_center_point) distance2 = point.point_distance(curve2.curve_center_point) last_minimum_distance = minimum_distance if distance1 < distance2 minimum_distance = distance1 current_curve = curve1 else minimum_distance = distance2 current_curve = curve2 end end if minimum_distance < minimum_distance_threshold minimum_distance else last_minimum_distance end end def intersect?(rectangle) x = rectangle.x y = rectangle.y w = rectangle.width h = rectangle.height # Trivially reject non-existant rectangles return false if w <= 0 || h <= 0 # Trivially accept if either endpoint is inside the rectangle # (not on its border since it may end there and not go inside) # Record where they lie with respect to the rectangle. # -1 => left, 0 => inside, 1 => right x1 = points[0][0] y1 = points[0][1] x1tag = QuadraticBezierCurve.tag(x1, x, x+w) y1tag = QuadraticBezierCurve.tag(y1, y, y+h) return true if x1tag == INSIDE && y1tag == INSIDE x2 = points[2][0] y2 = points[2][1] x2tag = QuadraticBezierCurve.tag(x2, x, x+w) y2tag = QuadraticBezierCurve.tag(y2, y, y+h) return true if x2tag == INSIDE && y2tag == INSIDE ctrlx = points[1][0] ctrly = points[1][1] ctrlxtag = QuadraticBezierCurve.tag(ctrlx, x, x+w) ctrlytag = QuadraticBezierCurve.tag(ctrly, y, y+h) # Trivially reject if all points are entirely to one side of # the rectangle. # Returning false means All points left return false if x1tag < INSIDE && x2tag < INSIDE && ctrlxtag < INSIDE # Returning false means All points above return false if y1tag < INSIDE && y2tag < INSIDE && ctrlytag < INSIDE # Returning false means All points right return false if x1tag > INSIDE && x2tag > INSIDE && ctrlxtag > INSIDE # Returning false means All points below return false if y1tag > INSIDE && y2tag > INSIDE && ctrlytag > INSIDE # Test for endpoints on the edge where either the segment # or the curve is headed "inwards" from them # Note: These tests are a superset of the fast endpoint tests # above and thus repeat those tests, but take more time # and cover more cases # First endpoint on border with either edge moving inside return true if inwards(x1tag, x2tag, ctrlxtag) && inwards(y1tag, y2tag, ctrlytag) # Second endpoint on border with either edge moving inside return true if inwards(x2tag, x1tag, ctrlxtag) && inwards(y2tag, y1tag, ctrlytag) # Trivially accept if endpoints span directly across the rectangle xoverlap = (x1tag * x2tag <= 0) yoverlap = (y1tag * y2tag <= 0) return true if x1tag == INSIDE && x2tag == INSIDE && yoverlap return true if y1tag == INSIDE && y2tag == INSIDE && xoverlap # We now know that both endpoints are outside the rectangle # but the 3 points are not all on one side of the rectangle. # Therefore the curve cannot be contained inside the rectangle, # but the rectangle might be contained inside the curve, or # the curve might intersect the boundary of the rectangle. eqn = nil res = [] if !yoverlap # Both Y coordinates for the closing segment are above or # below the rectangle which means that we can only intersect # if the curve crosses the top (or bottom) of the rectangle # in more than one place and if those crossing locations # span the horizontal range of the rectangle. eqn = QuadraticBezierCurve.eqn((y1tag < INSIDE ? y : y+h), y1, ctrly, y2) return (QuadraticBezierCurve.solve_quadratic(eqn, res) == 2 && QuadraticBezierCurve.eval_quadratic(res, 2, true, true, nil, x1, ctrlx, x2) == 2 && QuadraticBezierCurve.tag(res[0], x, x+w) * QuadraticBezierCurve.tag(res[1], x, x+w) <= 0) end # Y ranges overlap. Now we examine the X ranges if !xoverlap # Both X coordinates for the closing segment are left of # or right of the rectangle which means that we can only # intersect if the curve crosses the left (or right) edge # of the rectangle in more than one place and if those # crossing locations span the vertical range of the rectangle. eqn = QuadraticBezierCurve.eqn((x1tag < INSIDE ? x : x+w), x1, ctrlx, x2) return (QuadraticBezierCurve.solve_quadratic(eqn, res) == 2 && QuadraticBezierCurve.eval_quadratic(res, 2, true, true, nil, y1, ctrly, y2) == 2 && QuadraticBezierCurve.tag(res[0], y, y+h) * QuadraticBezierCurve.tag(res[1], y, y+h) <= 0) end # The X and Y ranges of the endpoints overlap the X and Y # ranges of the rectangle, now find out how the endpoint # line segment intersects the Y range of the rectangle dx = x2 - x1 dy = y2 - y1 k = y2 * x1 - x2 * y1 c1tag = c2tag = nil if y1tag == INSIDE c1tag = x1tag else c1tag = QuadraticBezierCurve.tag((k + dx * (y1tag < INSIDE ? y : y+h)) / dy, x, x+w) end if y2tag == INSIDE c2tag = x2tag else c2tag = QuadraticBezierCurve.tag((k + dx * (y2tag < INSIDE ? y : y+h)) / dy, x, x+w) end # If the part of the line segment that intersects the Y range # of the rectangle crosses it horizontally - trivially accept return true if c1tag * c2tag <= 0 # Now we know that both the X and Y ranges intersect and that # the endpoint line segment does not directly cross the rectangle. # # We can almost treat this case like one of the cases above # where both endpoints are to one side, except that we will # only get one intersection of the curve with the vertical # side of the rectangle. This is because the endpoint segment # accounts for the other intersection. # # (Remember there is overlap in both the X and Y ranges which # means that the segment must cross at least one vertical edge # of the rectangle - in particular, the "near vertical side" - # leaving only one intersection for the curve.) # # Now we calculate the y tags of the two intersections on the # "near vertical side" of the rectangle. We will have one with # the endpoint segment, and one with the curve. If those two # vertical intersections overlap the Y range of the rectangle, # we have an intersection. Otherwise, we don't. # c1tag = vertical intersection class of the endpoint segment # # Choose the y tag of the endpoint that was not on the same # side of the rectangle as the subsegment calculated above. # Note that we can "steal" the existing Y tag of that endpoint # since it will be provably the same as the vertical intersection. c1tag = ((c1tag * x1tag <= 0) ? y1tag : y2tag) # c2tag = vertical intersection class of the curve # # We have to calculate this one the straightforward way. # Note that the c2tag can still tell us which vertical edge # to test against. eqn = QuadraticBezierCurve.eqn((c2tag < INSIDE ? x : x+w), x1, ctrlx, x2) num = QuadraticBezierCurve.solve_quadratic(eqn, res) # Note: We should be able to assert(num == 2) since the # X range "crosses" (not touches) the vertical boundary, # but we pass num to QuadraticBezierCurve.eval_quadratic for completeness. QuadraticBezierCurve.eval_quadratic(res, num, true, true, nil, y1, ctrly, y2) # Note: We can assert(num evals == 1) since one of the # 2 crossings will be out of the [0,1] range. c2tag = QuadraticBezierCurve.tag(res[0], y, y+h) # Finally, we have an intersection if the two crossings # overlap the Y range of the rectangle. c1tag * c2tag <= 0 end # Accumulate the number of times the quad crosses the shadow # extending to the right of the rectangle. See the comment # for the RECT_INTERSECTS constant for more complete details. # # crossings arg is the initial crossings value to add to (useful # in cases where you want to accumulate crossings from multiple # shapes) def rect_crossings(rxmin, rymin, rxmax, rymax, level, crossings = 0) x0 = points[0][0] y0 = points[0][1] xc = points[1][0] yc = points[1][1] x1 = points[2][0] y1 = points[2][1] return crossings if y0 >= rymax && yc >= rymax && y1 >= rymax return crossings if y0 <= rymin && yc <= rymin && y1 <= rymin return crossings if x0 <= rxmin && xc <= rxmin && x1 <= rxmin if x0 >= rxmax && xc >= rxmax && x1 >= rxmax # Quad is entirely to the right of the rect # and the vertical range of the 3 Y coordinates of the quad # overlaps the vertical range of the rect by a non-empty amount # We now judge the crossings solely based on the line segment # connecting the endpoints of the quad. # Note that we may have 0, 1, or 2 crossings as the control # point may be causing the Y range intersection while the # two endpoints are entirely above or below. if y0 < y1 # y-increasing line segment... crossings += 1 if y0 <= rymin && y1 > rymin crossings += 1 if y0 < rymax && y1 >= rymax elsif y1 < y0 # y-decreasing line segment... crossings -= 1 if y1 <= rymin && y0 > rymin crossings -= 1 if y1 < rymax && y0 >= rymax end return crossings end # The intersection of ranges is more complicated # First do trivial INTERSECTS rejection of the cases # where one of the endpoints is inside the rectangle. return PerfectShape::Rectangle::RECT_INTERSECTS if (x0 < rxmax && x0 > rxmin && y0 < rymax && y0 > rymin) || (x1 < rxmax && x1 > rxmin && y1 < rymax && y1 > rymin) # Otherwise, subdivide and look for one of the cases above. # double precision only has 52 bits of mantissa if level > 52 line = PerfectShape::Line.new(points: [x0, y0, x1, y1]) return line.rect_crossings(rxmin, rymin, rxmax, rymax, crossings) end x0c = BigDecimal((x0 + xc).to_s) / 2 y0c = BigDecimal((y0 + yc).to_s) / 2 xc1 = BigDecimal((xc + x1).to_s) / 2 yc1 = BigDecimal((yc + y1).to_s) / 2 xc = BigDecimal((x0c + xc1).to_s) / 2 yc = BigDecimal((y0c + yc1).to_s) / 2 # [xy]c are NaN if any of [xy]0c or [xy]c1 are NaN # [xy]0c or [xy]c1 are NaN if any of [xy][0c1] are NaN # These values are also NaN if opposing infinities are added return 0 if xc.nan? || yc.nan? quad1 = QuadraticBezierCurve.new(points: [x0, y0, x0c, y0c, xc, yc]) crossings = quad1.rect_crossings(rxmin, rymin, rxmax, rymax, level+1, crossings) if crossings != PerfectShape::Rectangle::RECT_INTERSECTS quad2 = QuadraticBezierCurve.new(points: [xc, yc, xc1, yc1, x1, y1]) crossings = quad2.rect_crossings(rxmin, rymin, rxmax, rymax, level+1, crossings) end crossings end end end