Coverage Report

Created: 2023-09-25 06:41

/src/xpdf-4.04/splash/SplashXPath.cc
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Source (jump to first uncovered line)
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//========================================================================
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//
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// SplashXPath.cc
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//
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// Copyright 2003-2013 Glyph & Cog, LLC
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//
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//========================================================================
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#include <aconf.h>
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#ifdef USE_GCC_PRAGMAS
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#pragma implementation
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#endif
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#include <stdlib.h>
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#include <string.h>
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#if HAVE_STD_SORT
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#include <algorithm>
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#endif
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#include "gmem.h"
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#include "gmempp.h"
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#include "SplashMath.h"
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#include "SplashPath.h"
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#include "SplashXPath.h"
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//------------------------------------------------------------------------
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28
0
#define minCosSquaredJoinAngle 0.75
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0
#define maxPointToLineDistanceSquared 0.04
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//------------------------------------------------------------------------
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struct SplashXPathPoint {
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  SplashCoord x, y;
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};
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struct SplashXPathAdjust {
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  int firstPt, lastPt;    // range of points
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  GBool vert;     // vertical or horizontal hint
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  SplashCoord x0a, x0b,   // hint boundaries
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              xma, xmb,
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              x1a, x1b;
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  SplashCoord x0, x1, xm; // adjusted coordinates
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};
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//------------------------------------------------------------------------
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// Transform a point from user space to device space.
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inline void SplashXPath::transform(SplashCoord *matrix,
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           SplashCoord xi, SplashCoord yi,
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0
           SplashCoord *xo, SplashCoord *yo) {
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  //                          [ m[0] m[1] 0 ]
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  // [xo yo 1] = [xi yi 1] *  [ m[2] m[3] 0 ]
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  //                          [ m[4] m[5] 1 ]
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0
  *xo = xi * matrix[0] + yi * matrix[2] + matrix[4];
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0
  *yo = xi * matrix[1] + yi * matrix[3] + matrix[5];
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0
}
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//------------------------------------------------------------------------
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// SplashXPath
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//------------------------------------------------------------------------
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// SplashXPath segment coords are clipped to +/-maxCoord to avoid
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// problems.  The xMin/yMin/xMax/yMax fields are 32-bit integers, so
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// coords need to be < 2^31 / aa{Horiz,Vert}.
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0
#define maxCoord 100000000.0
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0
void SplashXPath::clampCoords(SplashCoord *x, SplashCoord *y) {
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0
#if !USE_FIXEDPOINT
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0
  if (*x > maxCoord) {
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0
    *x = maxCoord;
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0
  } else if (*x < -maxCoord) {
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0
    *x = -maxCoord;
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0
  }
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0
  if (*y > maxCoord) {
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0
    *y = maxCoord;
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0
  } else if (*y < -maxCoord) {
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0
    *y = -maxCoord;
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0
  }
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0
#endif
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0
}
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SplashXPath::SplashXPath(SplashPath *path, SplashCoord *matrix,
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       SplashCoord flatness, GBool closeSubpaths,
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       GBool simplify,
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0
       SplashStrokeAdjustMode strokeAdjMode) {
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0
  SplashXPathPoint *pts;
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0
  SplashCoord x0, y0, x1, y1, x2, y2, x3, y3, xsp, ysp, t;
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0
  int curSubpath, firstSegInSubpath, i;
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0
  GBool adjusted;
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  //--- transform the points
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0
  pts = (SplashXPathPoint *)gmallocn(path->length, sizeof(SplashXPathPoint));
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0
  for (i = 0; i < path->length; ++i) {
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0
    transform(matrix, path->pts[i].x, path->pts[i].y, &pts[i].x, &pts[i].y);
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0
    clampCoords(&pts[i].x, &pts[i].y);
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0
  }
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  //--- do stroke adjustment
100
0
  if (path->hints) {
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0
    adjusted = strokeAdjust(pts, path->hints, path->hintsLength,
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0
          strokeAdjMode);
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0
  } else {
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0
    adjusted = gFalse;
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0
  }
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  //--- construct the segments
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109
0
  segs = NULL;
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0
  length = size = 0;
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0
  x0 = y0 = xsp = ysp = 0; // make gcc happy
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0
  curSubpath = 0;
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0
  firstSegInSubpath = 0;
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0
  i = 0;
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0
  while (i < path->length) {
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    // first point in subpath - skip it
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0
    if (path->flags[i] & splashPathFirst) {
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0
      x0 = pts[i].x;
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0
      y0 = pts[i].y;
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0
      xsp = x0;
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0
      ysp = y0;
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0
      curSubpath = i;
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0
      ++i;
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127
0
    } else {
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      // curve segment
130
0
      if (path->flags[i] & splashPathCurve) {
131
0
  x1 = pts[i].x;
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0
  y1 = pts[i].y;
133
0
  x2 = pts[i+1].x;
134
0
  y2 = pts[i+1].y;
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0
  x3 = pts[i+2].x;
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0
  y3 = pts[i+2].y;
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0
  addCurve(x0, y0, x1, y1, x2, y2, x3, y3,
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0
     flatness,
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0
     (path->flags[i-1] & splashPathFirst),
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0
     (path->flags[i+2] & splashPathLast),
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0
     !closeSubpaths &&
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       (path->flags[i-1] & splashPathFirst) &&
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0
       !(path->flags[i-1] & splashPathClosed),
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0
     !closeSubpaths &&
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0
       (path->flags[i+2] & splashPathLast) &&
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0
       !(path->flags[i+2] & splashPathClosed));
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0
  x0 = x3;
148
0
  y0 = y3;
149
0
  i += 3;
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      // line segment
152
0
      } else {
153
0
  x1 = pts[i].x;
154
0
  y1 = pts[i].y;
155
0
  addSegment(x0, y0, x1, y1);
156
0
  x0 = x1;
157
0
  y0 = y1;
158
0
  ++i;
159
0
      }
160
161
      // end a subpath
162
0
      if (path->flags[i-1] & splashPathLast) {
163
0
  if (closeSubpaths &&
164
0
      (pts[i-1].x != pts[curSubpath].x ||
165
0
       pts[i-1].y != pts[curSubpath].y)) {
166
0
    addSegment(x0, y0, xsp, ysp);
167
0
  }
168
0
  if (simplify && !adjusted) {
169
0
    mergeSegments(firstSegInSubpath);
170
0
  }
171
0
  firstSegInSubpath = length;
172
0
      }
173
0
    }
174
0
  }
175
176
0
  gfree(pts);
177
178
0
  finishSegments();
179
180
  //--- check for a rectangle
181
0
  isRect = gFalse;
182
0
  rectX0 = rectY0 = rectX1 = rectY1 = 0;
183
0
  if (length == 4) {
184
0
#if HAVE_STD_SORT
185
0
    std::sort(segs, segs + length, SplashXPathSeg::cmpY);
186
#else
187
    qsort(segs, length, sizeof(SplashXPathSeg), &SplashXPathSeg::cmpY);
188
#endif
189
0
    if (segs[0].y0 == segs[0].y1 &&
190
0
  segs[1].x0 == segs[1].x1 &&
191
0
  segs[2].x0 == segs[2].x1 &&
192
0
  segs[3].y0 == segs[3].y1) {
193
0
      isRect = gTrue;
194
0
      rectX0 = segs[1].x0;
195
0
      rectX1 = segs[2].x0;
196
0
      rectY0 = segs[0].y0;
197
0
      rectY1 = segs[3].y0;
198
0
    } else if (segs[0].x0 == segs[0].x1 &&
199
0
         segs[1].y0 == segs[1].y1 &&
200
0
         segs[2].x0 == segs[2].x1 &&
201
0
         segs[3].y0 == segs[3].y1) {
202
0
      isRect = gTrue;
203
0
      rectX0 = segs[0].x0;
204
0
      rectX1 = segs[2].x0;
205
0
      rectY0 = segs[1].y0;
206
0
      rectY1 = segs[3].y0;
207
0
    } else if (segs[0].x0 == segs[0].x1 &&
208
0
         segs[1].x0 == segs[1].x1 &&
209
0
         segs[2].y0 == segs[2].y1 &&
210
0
         segs[3].y0 == segs[3].y1) {
211
0
      isRect = gTrue;
212
0
      rectX0 = segs[0].x0;
213
0
      rectX1 = segs[1].x0;
214
0
      rectY0 = segs[2].y0;
215
0
      rectY1 = segs[3].y0;
216
0
    }
217
0
    if (isRect) {
218
0
      if (rectX0 > rectX1) {
219
0
  t = rectX0;  rectX0 = rectX1;  rectX1 = t;
220
0
      }
221
0
      if (rectY0 > rectY1) {
222
0
  t = rectY0;  rectY0 = rectY1;  rectY1 = t;
223
0
      }
224
0
    }
225
0
  }
226
0
}
227
228
GBool SplashXPath::strokeAdjust(SplashXPathPoint *pts,
229
        SplashPathHint *hints, int nHints,
230
0
        SplashStrokeAdjustMode strokeAdjMode) {
231
0
  SplashXPathAdjust *adjusts, *adjust;
232
0
  SplashPathHint *hint;
233
0
  SplashCoord x0, y0, x1, y1, x2, y2, x3, y3;
234
0
  SplashCoord adj0, adj1, w, d;
235
0
  int xi0, xi1;
236
0
  int i, j;
237
0
  GBool adjusted;
238
239
0
  adjusted = gFalse;
240
241
  // set up the stroke adjustment hints
242
0
  adjusts = (SplashXPathAdjust *)gmallocn(nHints, sizeof(SplashXPathAdjust));
243
0
  for (i = 0; i < nHints; ++i) {
244
0
    hint = &hints[i];
245
0
    x0 = pts[hint->ctrl0    ].x;    y0 = pts[hint->ctrl0    ].y;
246
0
    x1 = pts[hint->ctrl0 + 1].x;    y1 = pts[hint->ctrl0 + 1].y;
247
0
    x2 = pts[hint->ctrl1    ].x;    y2 = pts[hint->ctrl1    ].y;
248
0
    x3 = pts[hint->ctrl1 + 1].x;    y3 = pts[hint->ctrl1 + 1].y;
249
0
    w = -1;
250
0
    if (splashAbs(x0 - x1) < 0.01 && splashAbs(x2 - x3) < 0.01) {
251
0
      adjusts[i].vert = gTrue;
252
0
      adj0 = x0;
253
0
      adj1 = x2;
254
0
      if (hint->projectingCap) {
255
0
  w = splashAbs(y1 - y0);
256
0
      }
257
0
    } else if (splashAbs(y0 - y1) < 0.01 && splashAbs(y2 - y3) < 0.01) {
258
0
      adjusts[i].vert = gFalse;
259
0
      adj0 = y0;
260
0
      adj1 = y2;
261
0
      if (hint->projectingCap) {
262
0
  w = splashAbs(x1 - x0);
263
0
      }
264
0
    } else {
265
0
      goto done;
266
0
    }
267
0
    if (adj0 > adj1) {
268
0
      x0 = adj0;
269
0
      adj0 = adj1;
270
0
      adj1 = x0;
271
0
    }
272
0
    d = adj1 - adj0;
273
0
    if (d > 0.04) {
274
0
      d = 0.01;
275
0
    } else {
276
0
      d *= 0.25;
277
0
    }
278
0
    adjusts[i].x0a = adj0 - d;
279
0
    adjusts[i].x0b = adj0 + d;
280
0
    adjusts[i].xma = (SplashCoord)0.5 * (adj0 + adj1) - d;
281
0
    adjusts[i].xmb = (SplashCoord)0.5 * (adj0 + adj1) + d;
282
0
    adjusts[i].x1a = adj1 - d;
283
0
    adjusts[i].x1b = adj1 + d;
284
0
    splashStrokeAdjust(adj0, adj1, &xi0, &xi1, strokeAdjMode, w);
285
0
    adjusts[i].x0 = (SplashCoord)xi0;
286
    // the "minus epsilon" thing here is needed when vector
287
    // antialiasing is turned off -- otherwise stroke adjusted lines
288
    // will touch an extra pixel on one edge
289
0
    adjusts[i].x1 = (SplashCoord)xi1 - 0.001;
290
0
    adjusts[i].xm = (SplashCoord)0.5 * (adjusts[i].x0 + adjusts[i].x1);
291
0
    adjusts[i].firstPt = hint->firstPt;
292
0
    adjusts[i].lastPt = hint->lastPt;
293
0
  }
294
295
  // perform stroke adjustment
296
0
  for (i = 0, adjust = adjusts; i < nHints; ++i, ++adjust) {
297
0
    for (j = adjust->firstPt; j <= adjust->lastPt; ++j) {
298
0
      if (adjust->vert) {
299
0
  x0 = pts[j].x;
300
0
  if (x0 > adjust->x0a && x0 < adjust->x0b) {
301
0
    pts[j].x = adjust->x0;
302
0
  } else if (x0 > adjust->xma && x0 < adjust->xmb) {
303
0
    pts[j].x = adjust->xm;
304
0
  } else if (x0 > adjust->x1a && x0 < adjust->x1b) {
305
0
    pts[j].x = adjust->x1;
306
0
  }
307
0
      } else {
308
0
  y0 = pts[j].y;
309
0
  if (y0 > adjust->x0a && y0 < adjust->x0b) {
310
0
    pts[j].y = adjust->x0;
311
0
  } else if (y0 > adjust->xma && y0 < adjust->xmb) {
312
0
    pts[j].y = adjust->xm;
313
0
  } else if (y0 > adjust->x1a && y0 < adjust->x1b) {
314
0
    pts[j].y = adjust->x1;
315
0
  }
316
0
      }
317
0
    }
318
0
  }
319
0
  adjusted = gTrue;
320
321
0
 done:
322
0
  gfree(adjusts);
323
0
  return adjusted;
324
0
}
325
326
0
SplashXPath::SplashXPath(SplashXPath *xPath) {
327
0
  length = xPath->length;
328
0
  size = xPath->size;
329
0
  segs = (SplashXPathSeg *)gmallocn(size, sizeof(SplashXPathSeg));
330
0
  memcpy(segs, xPath->segs, length * sizeof(SplashXPathSeg));
331
0
  xMin = xPath->xMin;
332
0
  yMin = xPath->yMin;
333
0
  xMax = xPath->xMax;
334
0
  yMax = xPath->yMax;
335
0
}
336
337
0
SplashXPath::~SplashXPath() {
338
0
  gfree(segs);
339
0
}
340
341
// Add space for <nSegs> more segments
342
0
void SplashXPath::grow(int nSegs) {
343
0
  if (length + nSegs > size) {
344
0
    if (size == 0) {
345
0
      size = 32;
346
0
    }
347
0
    while (size < length + nSegs) {
348
0
      size *= 2;
349
0
    }
350
0
    segs = (SplashXPathSeg *)greallocn(segs, size, sizeof(SplashXPathSeg));
351
0
  }
352
0
}
353
354
void SplashXPath::addCurve(SplashCoord x0, SplashCoord y0,
355
         SplashCoord x1, SplashCoord y1,
356
         SplashCoord x2, SplashCoord y2,
357
         SplashCoord x3, SplashCoord y3,
358
         SplashCoord flatness,
359
0
         GBool first, GBool last, GBool end0, GBool end1) {
360
0
  SplashCoord cx[splashMaxCurveSplits + 1][3];
361
0
  SplashCoord cy[splashMaxCurveSplits + 1][3];
362
0
  int cNext[splashMaxCurveSplits + 1];
363
0
  SplashCoord xl0, xl1, xl2, xr0, xr1, xr2, xr3, xx1, xx2, xh;
364
0
  SplashCoord yl0, yl1, yl2, yr0, yr1, yr2, yr3, yy1, yy2, yh;
365
0
  SplashCoord dx, dy, mx, my, d1, d2, flatness2;
366
0
  int p1, p2, p3;
367
368
#if USE_FIXEDPOINT
369
  flatness2 = flatness;
370
#else
371
0
  flatness2 = flatness * flatness;
372
0
#endif
373
374
  // initial segment
375
0
  p1 = 0;
376
0
  p2 = splashMaxCurveSplits;
377
0
  cx[p1][0] = x0;  cy[p1][0] = y0;
378
0
  cx[p1][1] = x1;  cy[p1][1] = y1;
379
0
  cx[p1][2] = x2;  cy[p1][2] = y2;
380
0
  cx[p2][0] = x3;  cy[p2][0] = y3;
381
0
  cNext[p1] = p2;
382
383
0
  while (p1 < splashMaxCurveSplits) {
384
385
    // get the next segment
386
0
    xl0 = cx[p1][0];  yl0 = cy[p1][0];
387
0
    xx1 = cx[p1][1];  yy1 = cy[p1][1];
388
0
    xx2 = cx[p1][2];  yy2 = cy[p1][2];
389
0
    p2 = cNext[p1];
390
0
    xr3 = cx[p2][0];  yr3 = cy[p2][0];
391
392
    // compute the distances from the control points to the
393
    // midpoint of the straight line (this is a bit of a hack, but
394
    // it's much faster than computing the actual distances to the
395
    // line)
396
0
    mx = (xl0 + xr3) * 0.5;
397
0
    my = (yl0 + yr3) * 0.5;
398
#if USE_FIXEDPOINT
399
    d1 = splashDist(xx1, yy1, mx, my);
400
    d2 = splashDist(xx2, yy2, mx, my);
401
#else
402
0
    dx = xx1 - mx;
403
0
    dy = yy1 - my;
404
0
    d1 = dx*dx + dy*dy;
405
0
    dx = xx2 - mx;
406
0
    dy = yy2 - my;
407
0
    d2 = dx*dx + dy*dy;
408
0
#endif
409
410
    // if the curve is flat enough, or no more subdivisions are
411
    // allowed, add the straight line segment
412
0
    if (p2 - p1 == 1 || (d1 <= flatness2 && d2 <= flatness2)) {
413
0
      addSegment(xl0, yl0, xr3, yr3);
414
0
      p1 = p2;
415
416
    // otherwise, subdivide the curve
417
0
    } else {
418
0
      xl1 = (xl0 + xx1) * 0.5;
419
0
      yl1 = (yl0 + yy1) * 0.5;
420
0
      xh = (xx1 + xx2) * 0.5;
421
0
      yh = (yy1 + yy2) * 0.5;
422
0
      xl2 = (xl1 + xh) * 0.5;
423
0
      yl2 = (yl1 + yh) * 0.5;
424
0
      xr2 = (xx2 + xr3) * 0.5;
425
0
      yr2 = (yy2 + yr3) * 0.5;
426
0
      xr1 = (xh + xr2) * 0.5;
427
0
      yr1 = (yh + yr2) * 0.5;
428
0
      xr0 = (xl2 + xr1) * 0.5;
429
0
      yr0 = (yl2 + yr1) * 0.5;
430
      // add the new subdivision points
431
0
      p3 = (p1 + p2) / 2;
432
0
      cx[p1][1] = xl1;  cy[p1][1] = yl1;
433
0
      cx[p1][2] = xl2;  cy[p1][2] = yl2;
434
0
      cNext[p1] = p3;
435
0
      cx[p3][0] = xr0;  cy[p3][0] = yr0;
436
0
      cx[p3][1] = xr1;  cy[p3][1] = yr1;
437
0
      cx[p3][2] = xr2;  cy[p3][2] = yr2;
438
0
      cNext[p3] = p2;
439
0
    }
440
0
  }
441
0
}
442
443
void SplashXPath::addSegment(SplashCoord x0, SplashCoord y0,
444
0
           SplashCoord x1, SplashCoord y1) {
445
0
  grow(1);
446
0
  segs[length].x0 = x0;
447
0
  segs[length].y0 = y0;
448
0
  segs[length].x1 = x1;
449
0
  segs[length].y1 = y1;
450
0
  ++length;
451
0
}
452
453
// Returns true if the angle between (x0,y0)-(x1,y1) and
454
// (x1,y1)-(x2,y2) is close to 180 degrees.
455
static GBool joinAngleIsFlat(SplashCoord x0, SplashCoord y0,
456
           SplashCoord x1, SplashCoord y1,
457
0
           SplashCoord x2, SplashCoord y2) {
458
0
  SplashCoord dx1, dy1, dx2, dy2, d, len1, len2;
459
460
0
  dx1 = x1 - x0;
461
0
  dy1 = y1 - y0;
462
0
  dx2 = x2 - x1;
463
0
  dy2 = y2 - y1;
464
0
  d = dx1 * dx2 + dy1 * dy2;
465
0
  len1 = dx1 * dx1 + dy1 * dy1;
466
0
  len2 = dx2 * dx2 + dy2 * dy2;
467
0
  return d > 0 && d * d > len1 * len2 * minCosSquaredJoinAngle;
468
0
}
469
470
// Returns true if (x1,y1) is sufficiently close to the segment
471
// (x0,y0)-(x2,y2), looking at the perpendicular point-to-line
472
// distance.
473
static GBool pointCloseToSegment(SplashCoord x0, SplashCoord y0,
474
         SplashCoord x1, SplashCoord y1,
475
0
         SplashCoord x2, SplashCoord y2) {
476
0
  SplashCoord t1, t2, dx, dy;
477
478
  // compute the perpendicular distance from the point to the segment,
479
  // i.e., the projection of (x0,y0)-(x1,y1) onto a unit normal to the
480
  // segment (this actually computes the square of the distance)
481
0
  dx = x2 - x0;
482
0
  dy = y2 - y0;
483
0
  t1 = dx*dx + dy*dy;
484
0
  if (t1 < 0.0001) {
485
    // degenerate case: (x0,y0) and (x2,y2) are (nearly) identical --
486
    // just compute the distance to (x1,y1)
487
0
    dx = x0 - x1;
488
0
    dy = y0 - y1;
489
0
    t2 = dx*dx + dy*dy;
490
0
    return t2 < maxPointToLineDistanceSquared;
491
0
  }
492
0
  t2 = x1 * dy - dx * y1 - x0 * y2 + x2 * y0;
493
  // actual distance = t2 / sqrt(t1)
494
0
  return t2 * t2 < t1 * maxPointToLineDistanceSquared;
495
0
}
496
497
// Attempt to simplify the path by merging sequences of consecutive
498
// segments in [first] .. [length]-1.
499
0
void SplashXPath::mergeSegments(int first) {
500
0
  GBool horiz, vert;
501
0
  int in, out, prev, i, j;
502
503
0
  in = out = first;
504
0
  while (in < length) {
505
506
    // skip zero-length segments
507
0
    if (segs[in].x0 == segs[in].x1 && segs[in].y0 == segs[in].y1) {
508
0
      ++in;
509
0
      continue;
510
0
    }
511
512
0
    horiz = segs[in].y0 == segs[in].y1;
513
0
    vert = segs[in].x0 == segs[in].x1;
514
515
    // check for a sequence of mergeable segments: in .. i
516
0
    prev = in;
517
0
    for (i = in + 1; i < length; ++i) {
518
519
      // skip zero-length segments
520
0
      if (segs[i].x0 == segs[i].x1 && segs[i].y0 == segs[i].y1) {
521
0
  continue;
522
0
      }
523
524
      // check for a horizontal or vertical segment
525
0
      if ((horiz && segs[in].y0 != segs[in].y1) ||
526
0
    (vert && segs[in].x0 != segs[in].x1)) {
527
0
  break;
528
0
      }
529
530
      // check the angle between segs i-1 and i
531
      // (actually, we compare seg i to the previous non-zero-length
532
      // segment, which may not be i-1)
533
0
      if (!joinAngleIsFlat(segs[prev].x0, segs[prev].y0,
534
0
         segs[i].x0, segs[i].y0,
535
0
         segs[i].x1, segs[i].y1)) {
536
0
  break;
537
0
      }
538
539
      // check the distances from the ends of segs in .. i-1 to the
540
      // proposed new segment
541
0
      for (j = in; j < i; ++j) {
542
0
  if (!pointCloseToSegment(segs[in].x0, segs[in].y0,
543
0
         segs[j].x1, segs[j].y1,
544
0
         segs[i].x1, segs[i].y1)) {
545
0
    break;
546
0
  }
547
0
      }
548
0
      if (j < i) {
549
0
  break;
550
0
      }
551
552
0
      prev = i;
553
0
    }
554
555
    // we can merge segs: in .. i-1
556
    // (this may be the single segment: in)
557
0
    segs[out].x0 = segs[in].x0;
558
0
    segs[out].y0 = segs[in].y0;
559
0
    segs[out].x1 = segs[i-1].x1;
560
0
    segs[out].y1 = segs[i-1].y1;
561
0
    in = i;
562
0
    ++out;
563
0
  }
564
565
0
  length = out;
566
0
}
567
568
0
void SplashXPath::finishSegments() {
569
0
  SplashXPathSeg *seg;
570
0
  SplashCoord xMinFP, xMaxFP, yMinFP, yMaxFP, t;
571
0
  int i;
572
573
0
  xMinFP = yMinFP = xMaxFP = yMaxFP = 0;
574
575
0
  for (i = 0; i < length; ++i) {
576
0
    seg = &segs[i];
577
578
    //--- compute the slopes
579
0
    if (seg->y0 <= seg->y1) {
580
0
      seg->count = 1;
581
0
    } else {
582
0
      t = seg->x0;  seg->x0 = seg->x1;  seg->x1 = t;
583
0
      t = seg->y0;  seg->y0 = seg->y1;  seg->y1 = t;
584
0
      seg->count = -1;
585
0
    }
586
#if USE_FIXEDPOINT
587
    if (seg->y0 == seg->y1 || seg->x0 == seg->x1 ||
588
  !FixedPoint::divCheck(seg->x1 - seg->x0, seg->y1 - seg->y0,
589
            &seg->dxdy) ||
590
  !FixedPoint::divCheck(seg->y1 - seg->y0, seg->x1 - seg->x0,
591
            &seg->dydx)) {
592
      seg->dxdy = 0;
593
      seg->dydx = 0;
594
    }
595
#else
596
0
    if (splashAbs(seg->y1 - seg->y0) < 1e-200 ||
597
0
  splashAbs(seg->x1 - seg->x0) < 1e-200) {
598
0
      seg->dxdy = 0;
599
0
      seg->dydx = 0;
600
0
    } else {
601
0
      seg->dxdy = (seg->x1 - seg->x0) / (seg->y1 - seg->y0);
602
0
      if (seg->dxdy == 0) {
603
0
  seg->dydx = 0;
604
0
      } else {
605
0
  seg->dydx = 1 / seg->dxdy;
606
0
      }
607
0
    }
608
0
#endif
609
610
    //--- update bbox
611
0
    if (i == 0) {
612
0
      if (seg->x0 <= seg->x1) {
613
0
  xMinFP = seg->x0;
614
0
  xMaxFP = seg->x1;
615
0
      } else {
616
0
  xMinFP = seg->x1;
617
0
  xMaxFP = seg->x0;
618
0
      }
619
0
      yMinFP = seg->y0;
620
0
      yMaxFP = seg->y1;
621
0
    } else {
622
0
      if (seg->x0 < xMinFP) {
623
0
  xMinFP = seg->x0;
624
0
      } else if (seg->x0 > xMaxFP) {
625
0
  xMaxFP = seg->x0;
626
0
      }
627
0
      if (seg->x1 < xMinFP) {
628
0
  xMinFP = seg->x1;
629
0
      } else if (seg->x1 > xMaxFP) {
630
0
  xMaxFP = seg->x1;
631
0
      }
632
0
      if (seg->y0 < yMinFP) {
633
0
  yMinFP = seg->y0;
634
0
      }
635
0
      if (seg->y1 > yMaxFP) {
636
0
  yMaxFP = seg->y1;
637
0
      }
638
0
    }
639
0
  }
640
641
0
  xMin = splashFloor(xMinFP);
642
0
  yMin = splashFloor(yMinFP);
643
0
  xMax = splashFloor(xMaxFP);
644
0
  yMax = splashFloor(yMaxFP);
645
0
}