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++ // Copyright (C) 2023 The Qt Company Ltd.
++ // SPDX-License-Identifier: LicenseRef-Qt-Commercial OR LGPL-3.0-only OR GPL-2.0-only OR GPL-3.0-only
++
++ #include "qquadpath_p.h"
++
++ #include <private/qsgcurveprocessor_p.h>
++
++ #include <QtGui/private/qbezier_p.h>
++ #include <QtMath>
++ #include <QtCore/QLoggingCategory>
++ #include <QtCore/QVarLengthArray>
++
++ QT_BEGIN_NAMESPACE
++
++ static qreal qt_scoreQuadratic(const QBezier &b, QPointF qcp)
++ {
++ // constexpr auto [t2s, tmts] = [] { // not allowed by C++ :(
++ constexpr auto precomputed = [] {
++ // Precompute bezier factors
++ constexpr int numSteps = 21;
++ static_assert(numSteps % 2 == 1, "numSteps must be odd");
++ struct R {
++ std::array<qreal, numSteps> t2s, tmts;
++ } r = {};
++ auto &[t2s, tmts] = r;
++ qreal t = 0.20;
++ const qreal step = (1 - (2 * t)) / (numSteps - 1);
++ for (int i = 0; i < numSteps; i++) {
++ t2s[i] = t * t;
++ tmts[i] = 2 * t * (1 - t);
++ t += step;
++ }
++ return r;
++ }();
++ constexpr auto t2s = precomputed.t2s;
++ constexpr auto tmts = precomputed.tmts;
++ constexpr auto numSteps = t2s.size();
++
++ const QPointF midPoint = b.midPoint();
++ auto distForIndex = [&](int i) -> qreal {
++ QPointF qp = (t2s[numSteps - 1 - i] * b.pt1()) + (tmts[i] * qcp) + (t2s[i] * b.pt4());
++ QPointF d = midPoint - qp;
++ return QPointF::dotProduct(d, d);
++ };
++
++ const int halfSteps = (numSteps - 1) / 2;
++ bool foundIt = false;
++ const qreal centerDist = distForIndex(halfSteps);
++ qreal minDist = centerDist;
++ // Search for the minimum in right half
++ for (int i = 0; i < halfSteps; i++) {
++ qreal tDist = distForIndex(halfSteps + 1 + i);
++ if (tDist < minDist) {
++ minDist = tDist;
++ } else {
++ foundIt = (i > 0);
++ break;
++ }
++ }
++ if (!foundIt) {
++ // Search in left half
++ minDist = centerDist;
++ for (int i = 0; i < halfSteps; i++) {
++ qreal tDist = distForIndex(halfSteps - 1 - i);
++ if (tDist < minDist) {
++ minDist = tDist;
++ } else {
++ foundIt = (i > 0);
++ break;
++ }
++ }
++ }
++ return foundIt ? minDist : centerDist;
++ }
++
++ static QPointF qt_quadraticForCubic(const QBezier &b)
++ {
++ const QLineF st = b.startTangent();
++ const QLineF et = b.endTangent();
++ const QPointF midPoint = b.midPoint();
++ bool valid = true;
++ QPointF quadControlPoint;
++ if (st.intersects(et, &quadControlPoint) == QLineF::NoIntersection) {
++ valid = false;
++ } else {
++ // Check if intersection is on wrong side
++ const QPointF bl = b.pt4() - b.pt1();
++ const QPointF ml = midPoint - b.pt1();
++ const QPointF ql = quadControlPoint - b.pt1();
++ qreal cx1 = (ml.x() * bl.y()) - (ml.y() * bl.x());
++ qreal cx2 = (ql.x() * bl.y()) - (ql.y() * bl.x());
++ valid = (std::signbit(cx1) == std::signbit(cx2));
++ }
++ return valid ? quadControlPoint : midPoint;
++ }
++
++ static int qt_getInflectionPoints(const QBezier &orig, qreal *tpoints)
++ {
++ auto isValidRoot = [](qreal r) {
++ return qIsFinite(r) && (r > 0) && (!qFuzzyIsNull(float(r))) && (r < 1)
++ && (!qFuzzyIsNull(float(r - 1)));
++ };
++
++ // normalize so pt1.x,pt1.y,pt4.y == 0
++ QTransform xf;
++ const QLineF l(orig.pt1(), orig.pt4());
++ xf.rotate(l.angle());
++ xf.translate(-orig.pt1().x(), -orig.pt1().y());
++ const QBezier n = orig.mapBy(xf);
++
++ const qreal x2 = n.pt2().x();
++ const qreal x3 = n.pt3().x();
++ const qreal x4 = n.pt4().x();
++ const qreal y2 = n.pt2().y();
++ const qreal y3 = n.pt3().y();
++
++ const qreal p = x3 * y2;
++ const qreal q = x4 * y2;
++ const qreal r = x2 * y3;
++ const qreal s = x4 * y3;
++
++ const qreal a = 18 * ((-3 * p) + (2 * q) + (3 * r) - s);
++ if (qFuzzyIsNull(float(a))) {
++ if (std::signbit(y2) != std::signbit(y3) && qFuzzyCompare(float(x4 - x3), float(x2))) {
++ tpoints[0] = 0.5; // approx
++ return 1;
++ } else if (!a) {
++ return 0;
++ }
++ }
++ const qreal b = 18 * (((3 * p) - q) - (3 * r));
++ const qreal c = 18 * (r - p);
++ const qreal rad = (b * b) - (4 * a * c);
++ if (rad < 0)
++ return 0;
++ const qreal sqr = qSqrt(rad);
++ const qreal root1 = (-b + sqr) / (2 * a);
++ const qreal root2 = (-b - sqr) / (2 * a);
++
++ int res = 0;
++ if (isValidRoot(root1))
++ tpoints[res++] = root1;
++ if (root2 != root1 && isValidRoot(root2))
++ tpoints[res++] = root2;
++
++ if (res == 2 && tpoints[0] > tpoints[1])
++ qSwap(tpoints[0], tpoints[1]);
++
++ return res;
++ }
++
++ static void qt_addToQuadratics(const QBezier &b, QPolygonF *p, int maxSplits, qreal maxDiff)
++ {
++ QPointF qcp = qt_quadraticForCubic(b);
++ if (maxSplits <= 0 || qt_scoreQuadratic(b, qcp) < maxDiff) {
++ p->append(qcp);
++ p->append(b.pt4());
++ } else {
++ QBezier rhs = b;
++ QBezier lhs;
++ rhs.parameterSplitLeft(0.5, &lhs);
++ qt_addToQuadratics(lhs, p, maxSplits - 1, maxDiff);
++ qt_addToQuadratics(rhs, p, maxSplits - 1, maxDiff);
++ }
++ }
++
++ static void qt_toQuadratics(const QBezier &b, QPolygonF *out, qreal errorLimit = 0.01)
++ {
++ out->resize(0);
++ out->append(b.pt1());
++
++ {
++ // Shortcut if the cubic is really a quadratic
++ const qreal f = 3.0 / 2.0;
++ const QPointF c1 = b.pt1() + f * (b.pt2() - b.pt1());
++ const QPointF c2 = b.pt4() + f * (b.pt3() - b.pt4());
++ if (c1 == c2) {
++ out->append(c1);
++ out->append(b.pt4());
++ return;
++ }
++ }
++
++ const QRectF cpr = b.bounds();
++ const QPointF dim = cpr.bottomRight() - cpr.topLeft();
++ qreal maxDiff = QPointF::dotProduct(dim, dim) * errorLimit * errorLimit; // maxdistance^2
++
++ qreal infPoints[2];
++ int numInfPoints = qt_getInflectionPoints(b, infPoints);
++ const int maxSubSplits = numInfPoints > 0 ? 2 : 3;
++ qreal t0 = 0;
++ // number of main segments == #inflectionpoints + 1
++ for (int i = 0; i < numInfPoints + 1; i++) {
++ qreal t1 = (i < numInfPoints) ? infPoints[i] : 1;
++ QBezier segment = b.bezierOnInterval(t0, t1);
++ qt_addToQuadratics(segment, out, maxSubSplits, maxDiff);
++ t0 = t1;
++ }
++ }
++
++ QVector2D QQuadPath::Element::pointAtFraction(float t) const
++ {
++ if (isLine()) {
++ return sp + t * (ep - sp);
++ } else {
++ const float r = 1 - t;
++ return (r * r * sp) + (2 * t * r * cp) + (t * t * ep);
++ }
++ }
++
++ QQuadPath::Element QQuadPath::Element::segmentFromTo(float t0, float t1) const
++ {
++ if (t0 <= 0 && t1 >= 1)
++ return *this;
++
++ Element part;
++ part.sp = pointAtFraction(t0);
++ part.ep = pointAtFraction(t1);
++
++ if (isLine()) {
++ part.cp = 0.5f * (part.sp + part.ep);
++ part.m_isLine = true;
++ } else {
++ // Split curve right at t0, yields { t0, rcp, endPoint } quad segment
++ const QVector2D rcp = (1 - t0) * controlPoint() + t0 * endPoint();
++ // Split that left at t1, yields { t0, lcp, t1 } quad segment
++ float segmentT = (t1 - t0) / (1 - t0);
++ part.cp = (1 - segmentT) * part.sp + segmentT * rcp;
++ }
++ return part;
++ }
++
++ QQuadPath::Element QQuadPath::Element::reversed() const {
++ Element swappedElement;
++ swappedElement.ep = sp;
++ swappedElement.cp = cp;
++ swappedElement.sp = ep;
++ swappedElement.m_isLine = m_isLine;
++ return swappedElement;
++ }
++
++ float QQuadPath::Element::extent() const
++ {
++ // TBD: cache this value if we start using it a lot
++ QVector2D min(qMin(sp.x(), ep.x()), qMin(sp.y(), ep.y()));
++ QVector2D max(qMax(sp.x(), ep.x()), qMax(sp.y(), ep.y()));
++ if (!isLine()) {
++ min = QVector2D(qMin(min.x(), cp.x()), qMin(min.y(), cp.y()));
++ max = QVector2D(qMax(max.x(), cp.x()), qMax(max.y(), cp.y()));
++ }
++ return (max - min).length();
++ }
++
++ // Returns the number of intersections between element and a horizontal line at y.
++ // The t values of max 2 intersection(s) are stored in the fractions array
++ int QQuadPath::Element::intersectionsAtY(float y, float *fractions, bool swapXY) const
++ {
++ Q_ASSERT(!isLine());
++
++ auto getY = [=](QVector2D p) -> float { return swapXY ? -p.x() : p.y(); };
++
++ const float y0 = getY(startPoint()) - y;
++ const float y1 = getY(controlPoint()) - y;
++ const float y2 = getY(endPoint()) - y;
++
++ int numRoots = 0;
++ const float a = y0 - (2 * y1) + y2;
++ if (a) {
++ const float b = (y1 * y1) - (y0 * y2);
++ if (b >= 0) {
++ const float sqr = qSqrt(b);
++ const float root1 = -(-y0 + y1 + sqr) / a;
++ if (qIsFinite(root1) && root1 >= 0 && root1 <= 1)
++ fractions[numRoots++] = root1;
++ const float root2 = (y0 - y1 + sqr) / a;
++ if (qIsFinite(root2) && root2 != root1 && root2 >= 0 && root2 <= 1)
++ fractions[numRoots++] = root2;
++ }
++ } else if (y1 != y2) {
++ const float root1 = (y2 - (2 * y1)) / (2 * (y2 - y1));
++ if (qIsFinite(root1) && root1 >= 0 && root1 <= 1)
++ fractions[numRoots++] = root1;
++ }
++
++ return numRoots;
++ }
++
++ static float crossProduct(const QVector2D &sp, const QVector2D &p, const QVector2D &ep)
++ {
++ QVector2D v1 = ep - sp;
++ QVector2D v2 = p - sp;
++ return (v2.x() * v1.y()) - (v2.y() * v1.x());
++ }
++
++ bool QQuadPath::isPointOnLeft(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
++ {
++ // Use cross product to compare directions of base vector and vector from start to p
++ return crossProduct(sp, p, ep) >= 0.0f;
++ }
++
++ bool QQuadPath::isPointOnLine(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
++ {
++ return qFuzzyIsNull(crossProduct(sp, p, ep));
++ }
++
++ // Assumes sp != ep
++ bool QQuadPath::isPointNearLine(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
++ {
++ // epsilon is max length of p-to-baseline relative to length of baseline. So 0.01 means that
++ // the distance from p to the baseline must be less than 1% of the length of the baseline.
++ constexpr float epsilon = 0.01f;
++ QVector2D bv = ep - sp;
++ float bl2 = QVector2D::dotProduct(bv, bv);
++ float t = QVector2D::dotProduct(p - sp, bv) / bl2;
++ QVector2D pv = p - (sp + t * bv);
++ return (QVector2D::dotProduct(pv, pv) / bl2) < (epsilon * epsilon);
++ }
++
++ QVector2D QQuadPath::closestPointOnLine(const QVector2D &p, const QVector2D &sp, const QVector2D &ep)
++ {
++ QVector2D line = ep - sp;
++ float t = QVector2D::dotProduct(p - sp, line) / QVector2D::dotProduct(line, line);
++ return sp + qBound(0.0f, t, 1.0f) * line;
++ }
++
++ // NOTE: it is assumed that subpaths are closed
++ bool QQuadPath::contains(const QVector2D &point) const
++ {
++ return contains(point, 0, elementCount() - 1);
++ }
++
++ bool QQuadPath::contains(const QVector2D &point, int fromIndex, int toIndex) const
++ {
++ // if (!controlPointRect().contains(pt) : good opt when we add cpr caching
++ // return false;
++
++ int winding_number = 0;
++ for (int ei = fromIndex; ei <= toIndex; ei++) {
++ const Element &e = m_elements.at(ei);
++ int dir = 1;
++ float y1 = e.startPoint().y();
++ float y2 = e.endPoint().y();
++ if (y2 < y1) {
++ qSwap(y1, y2);
++ dir = -1;
++ }
++ if (e.m_isLine) {
++ if (point.y() < y1 || point.y() >= y2 || y1 == y2)
++ continue;
++ const float t = (point.y() - e.startPoint().y()) / (e.endPoint().y() - e.startPoint().y());
++ const float x = e.startPoint().x() + t * (e.endPoint().x() - e.startPoint().x());
++ if (x <= point.x())
++ winding_number += dir;
++ } else {
++ y1 = qMin(y1, e.controlPoint().y());
++ y2 = qMax(y2, e.controlPoint().y());
++ if (point.y() < y1 || point.y() >= y2)
++ continue;
++ float ts[2];
++ const int numRoots = e.intersectionsAtY(point.y(), ts);
++ // Count if there is exactly one intersection to the left
++ bool oneHit = false;
++ float tForHit = -1;
++ for (int i = 0; i < numRoots; i++) {
++ if (e.pointAtFraction(ts[i]).x() <= point.x()) {
++ oneHit = !oneHit;
++ tForHit = ts[i];
++ }
++ }
++ if (oneHit) {
++ float ty = e.tangentAtFraction(tForHit).y();
++ if (qFuzzyIsNull(ty)) {
++ // Horizontal tangent is ambiguous, check second derivative
++ const float b = e.endPoint().y() - 2 * e.controlPoint().y() + e.startPoint().y();
++ ty = (tForHit < 0.5f) ? b : -b;
++ }
++ if (ty != 0.0f) {
++ dir = ty < 0 ? -1 : 1;
++ winding_number += dir;
++ }
++ }
++ }
++ };
++
++ return (fillRule() == Qt::WindingFill ? (winding_number != 0) : ((winding_number % 2) != 0));
++ }
++
++ // similar as contains. But we treat the element with the index elementIdx in a special way
++ // that should be numerically more stable. The result is a contains for a point on the left
++ // and for the right side of the element.
++ QQuadPath::Element::FillSide QQuadPath::fillSideOf(int elementIdx, float elementT) const
++ {
++ constexpr float toleranceT = 1e-3f;
++ const QVector2D point = m_elements.at(elementIdx).pointAtFraction(elementT);
++ const QVector2D tangent = m_elements.at(elementIdx).tangentAtFraction(elementT);
++
++ const bool swapXY = qAbs(tangent.x()) > qAbs(tangent.y());
++ auto getX = [=](QVector2D p) -> float { return swapXY ? p.y() : p.x(); };
++ auto getY = [=](QVector2D p) -> float { return swapXY ? -p.x() : p.y(); };
++
++ int winding_number = 0;
++ for (int i = 0; i < elementCount(); i++) {
++ const Element &e = m_elements.at(i);
++ int dir = 1;
++ float y1 = getY(e.startPoint());
++ float y2 = getY(e.endPoint());
++ if (y2 < y1) {
++ qSwap(y1, y2);
++ dir = -1;
++ }
++ if (e.m_isLine) {
++ if (getY(point) < y1 || getY(point) >= y2 || y1 == y2)
++ continue;
++ const float t = (getY(point) - getY(e.startPoint())) / (getY(e.endPoint()) - getY(e.startPoint()));
++ const float x = getX(e.startPoint()) + t * (getX(e.endPoint()) - getX(e.startPoint()));
++ if (x <= getX(point) && (i != elementIdx || qAbs(t - elementT) > toleranceT))
++ winding_number += dir;
++ } else {
++ y1 = qMin(y1, getY(e.controlPoint()));
++ y2 = qMax(y2, getY(e.controlPoint()));
++ if (getY(point) < y1 || getY(point) >= y2)
++ continue;
++ float ts[2];
++ const int numRoots = e.intersectionsAtY(getY(point), ts, swapXY);
++ // Count if there is exactly one intersection to the left
++ bool oneHit = false;
++ float tForHit = -1;
++ for (int j = 0; j < numRoots; j++) {
++ const float x = getX(e.pointAtFraction(ts[j]));
++ if (x <= getX(point) && (i != elementIdx || qAbs(ts[j] - elementT) > toleranceT)) {
++ oneHit = !oneHit;
++ tForHit = ts[j];
++ }
++ }
++ if (oneHit) {
++ dir = getY(e.tangentAtFraction(tForHit)) < 0 ? -1 : 1;
++ winding_number += dir;
++ }
++ }
++ };
++
++ int left_winding_number = winding_number;
++ int right_winding_number = winding_number;
++
++ int dir = getY(tangent) < 0 ? -1 : 1;
++
++ if (dir > 0)
++ left_winding_number += dir;
++ else
++ right_winding_number += dir;
++
++ bool leftInside = (fillRule() == Qt::WindingFill ? (left_winding_number != 0) : ((left_winding_number % 2) != 0));
++ bool rightInside = (fillRule() == Qt::WindingFill ? (right_winding_number != 0) : ((right_winding_number % 2) != 0));
++
++ if (leftInside && rightInside)
++ return QQuadPath::Element::FillSideBoth;
++ else if (leftInside)
++ return QQuadPath::Element::FillSideLeft;
++ else if (rightInside)
++ return QQuadPath::Element::FillSideRight;
++ else
++ return QQuadPath::Element::FillSideUndetermined; //should not happen except for numerical error.
++ }
++
++ void QQuadPath::addElement(const QVector2D &control, const QVector2D &endPoint, bool isLine)
++ {
++ if (qFuzzyCompare(m_currentPoint, endPoint))
++ return; // 0 length element, skip
++
++ isLine = isLine || isPointNearLine(control, m_currentPoint, endPoint); // Turn flat quad into line
++
++ if (!m_subPathToStart) {
++ Q_ASSERT(!m_elements.isEmpty());
++ m_elements.last().m_isSubpathEnd = false;
++ }
++ m_elements.resize(m_elements.size() + 1);
++ Element &elem = m_elements.last();
++ elem.sp = m_currentPoint;
++ elem.cp = isLine ? (0.5f * (m_currentPoint + endPoint)) : control;
++ elem.ep = endPoint;
++ elem.m_isLine = isLine;
++ elem.m_isSubpathStart = m_subPathToStart;
++ m_subPathToStart = false;
++ elem.m_isSubpathEnd = true;
++ m_currentPoint = endPoint;
++ }
++
++ void QQuadPath::addElement(const Element &e)
++ {
++ m_subPathToStart = false;
++ m_currentPoint = e.endPoint();
++ m_elements.append(e);
++ }
++
++ #if !defined(QQUADPATH_CONVEX_CHECK_ERROR_MARGIN)
++ # define QQUICKSHAPECURVERENDERER_CONVEX_CHECK_ERROR_MARGIN (1.0f / 32.0f)
++ #endif
++
++ QQuadPath::Element::FillSide QQuadPath::coordinateOrderOfElement(const QQuadPath::Element &element) const
++ {
++ QVector2D baseLine = element.endPoint() - element.startPoint();
++ QVector2D midPoint = element.midPoint();
++ // At the midpoint, the tangent of a quad is parallel to the baseline
++ QVector2D normal = QVector2D(-baseLine.y(), baseLine.x()).normalized();
++ float delta = qMin(element.extent() / 100, QQUICKSHAPECURVERENDERER_CONVEX_CHECK_ERROR_MARGIN);
++ QVector2D offset = (normal * delta);
++ bool pathContainsPointToRight = contains(midPoint + offset);
++ bool pathContainsPointToLeft = contains(midPoint - offset);
++ Element::FillSide res = Element::FillSideUndetermined;
++ if (pathContainsPointToRight)
++ res = (pathContainsPointToLeft ? Element::FillSideBoth : Element::FillSideRight);
++ else if (pathContainsPointToLeft)
++ res = Element::FillSideLeft;
++ return res;
++ }
++
++ QQuadPath QQuadPath::fromPainterPath(const QPainterPath &path, PathHints hints)
++ {
++ QQuadPath res;
++ res.reserve(path.elementCount());
++ res.setFillRule(path.fillRule());
++
++ const bool isQuadratic = hints & PathQuadratic;
++
++ QPolygonF quads;
++ QPointF sp;
++ for (int i = 0; i < path.elementCount(); ++i) {
++ QPainterPath::Element element = path.elementAt(i);
++
++ QPointF ep(element);
++ switch (element.type) {
++ case QPainterPath::MoveToElement:
++ res.moveTo(QVector2D(ep));
++ break;
++ case QPainterPath::LineToElement:
++ res.lineTo(QVector2D(ep));
++ break;
++ case QPainterPath::CurveToElement: {
++ QPointF cp1 = ep;
++ QPointF cp2(path.elementAt(++i));
++ ep = path.elementAt(++i);
++ if (isQuadratic) {
++ const qreal f = 3.0 / 2.0;
++ const QPointF cp = sp + f * (cp1 - sp);
++ res.quadTo(QVector2D(cp), QVector2D(ep));
++ } else {
++ QBezier b = QBezier::fromPoints(sp, cp1, cp2, ep);
++ qt_toQuadratics(b, &quads);
++ for (int i = 1; i < quads.size(); i += 2) {
++ QVector2D cp(quads[i]);
++ QVector2D ep(quads[i + 1]);
++ res.quadTo(cp, ep);
++ }
++ }
++ break;
++ }
++ default:
++ Q_UNREACHABLE();
++ break;
++ }
++ sp = ep;
++ }
++
++ res.setPathHints(hints | PathQuadratic);
++ return res;
++ }
++
++ static bool hasOverlappingLines(const QQuadPath &path)
++ {
++ QVarLengthArray<int, 16> lines;
++ for (int i = 0; i < path.elementCount(); i++) {
++ const QQuadPath::Element &e = path.elementAt(i);
++ if (e.isLine()) {
++ const QVector2D tangent = e.tangentAtFraction(0);
++ const bool isHorizontal = qAbs(tangent.x()) > qAbs(tangent.y());
++ float e1 = isHorizontal ? e.startPoint().x() : e.startPoint().y();
++ float e2 = isHorizontal ? e.endPoint().x() : e.endPoint().y();
++ if (e1 > e2)
++ qSwap(e1, e2);
++ for (int j = 0; j < lines.size(); j++) {
++ const QQuadPath::Element &line = path.elementAt(j);
++ if (QQuadPath::isPointOnLine(e.controlPoint(), line.startPoint(), line.endPoint())) {
++ // Check overlap
++ float l1 = isHorizontal ? line.startPoint().x() : line.startPoint().y();
++ float l2 = isHorizontal ? line.endPoint().x() : line.endPoint().y();
++ if (l1 > l2)
++ qSwap(l1, l2);
++ if (qMax(l1, e1) <= qMin(l2, e2))
++ return true;
++ }
++ }
++ lines.append(i);
++ }
++ }
++ return false;
++ }
++
++ void QQuadPath::addCurvatureData()
++ {
++ // We use the convention that the inside of a curve is on the *right* side of the
++ // direction of the baseline.Thus, as long as this is true: if the control point is
++ // on the left side of the baseline, the curve is convex and otherwise it is
++ // concave. The paths we get can be arbitrary order, but each subpath will have a
++ // consistent order. Therefore, for the first curve element in a subpath, we can
++ // determine if the direction already follows the convention or not, and then we
++ // can easily detect curvature of all subsequent elements in the subpath.
++
++ auto isSingleSided = [](Element::FillSide fillSide) {
++ return fillSide == Element::FillSideLeft || fillSide == Element::FillSideRight;
++ };
++
++ auto flagFromFillSide = [](Element::FillSide fillSide) {
++ if (fillSide == Element::FillSideRight || fillSide == Element::FillSideBoth)
++ return Element::FillOnRight;
++ else
++ return Element::CurvatureUndetermined;
++ };
++
++ static bool checkAnomalyEnv = qEnvironmentVariableIntValue("QT_QUICKSHAPES_CHECK_ALL_CURVATURE") != 0;
++ constexpr int overlapTestLimit = 64;
++ // Line overlap test becomes expensive for large counts; leave to manual override with CHECK_ALL
++ const bool checkAnomaly =
++ checkAnomalyEnv || (lineCount() <= overlapTestLimit && hasOverlappingLines(*this));
++ const bool pathHasFillOnRight = testHint(PathFillOnRight);
++
++ Element::CurvatureFlags flags = Element::CurvatureUndetermined;
++ for (int i = 0; i < m_elements.size(); i++) {
++ QQuadPath::Element &element = m_elements[i];
++ Q_ASSERT(element.childCount() == 0);
++ if (element.isSubpathStart()) {
++ if (pathHasFillOnRight && !checkAnomaly) {
++ flags = Element::FillOnRight;
++ } else {
++ Element::FillSide fillSide = Element::FillSideUndetermined;
++ for (int j = i; !isSingleSided(fillSide) && j < m_elements.size(); j++) {
++ const QQuadPath::Element &subElem = m_elements.at(j);
++ if (j > i && subElem.isSubpathStart())
++ break;
++ fillSide = coordinateOrderOfElement(subElem);
++ }
++ flags = flagFromFillSide(fillSide);
++ }
++ } else if (checkAnomaly) {
++ Element::FillSide fillSide = coordinateOrderOfElement(element);
++ if (isSingleSided(fillSide)) {
++ Element::CurvatureFlags newFlags = flagFromFillSide(fillSide);
++ if (flags != newFlags) {
++ qCDebug(lcSGCurveProcessor)
++ << "Curvature anomaly detected:" << element
++ << "Subpath fill on right:" << (flags & Element::FillOnRight)
++ << "Element fill on right:" << (newFlags & Element::FillOnRight);
++ flags = newFlags;
++ }
++ }
++ }
++
++ if (element.isLine()) {
++ element.m_curvatureFlags = flags;
++ } else {
++ bool controlPointOnLeft = element.isControlPointOnLeft();
++ bool isFillOnRight = flags & Element::FillOnRight;
++ bool isConvex = controlPointOnLeft == isFillOnRight;
++
++ if (isConvex)
++ element.m_curvatureFlags = Element::CurvatureFlags(flags | Element::Convex);
++ else
++ element.m_curvatureFlags = flags;
++ }
++ }
++ }
++
++ QRectF QQuadPath::controlPointRect() const
++ {
++ QRectF res;
++ if (elementCount()) {
++ QVector2D min, max;
++ min = max = m_elements.constFirst().sp;
++ // No need to recurse, as split curve's controlpoints are within the parent curve's
++ for (const QQuadPath::Element &e : std::as_const(m_elements)) {
++ min.setX(std::min({ min.x(), e.sp.x(), e.cp.x(), e.ep.x() }));
++ min.setY(std::min({ min.y(), e.sp.y(), e.cp.y(), e.ep.y() }));
++ max.setX(std::max({ max.x(), e.sp.x(), e.cp.x(), e.ep.x() }));
++ max.setY(std::max({ max.y(), e.sp.y(), e.cp.y(), e.ep.y() }));
++ }
++ res = QRectF(min.toPointF(), max.toPointF());
++ }
++ return res;
++ }
++
++ // Count leaf elements
++ int QQuadPath::elementCountRecursive() const
++ {
++ int count = 0;
++ iterateElements([&](const QQuadPath::Element &, int) { count++; });
++ return count;
++ }
++
++ QPainterPath QQuadPath::toPainterPath() const
++ {
++ // Currently only converts the main, unsplit path; no need for the split path identified
++ QPainterPath res;
++ res.reserve(elementCount());
++ res.setFillRule(fillRule());
++ for (const Element &element : m_elements) {
++ if (element.m_isSubpathStart)
++ res.moveTo(element.startPoint().toPointF());
++ if (element.m_isLine)
++ res.lineTo(element.endPoint().toPointF());
++ else
++ res.quadTo(element.controlPoint().toPointF(), element.endPoint().toPointF());
++ };
++ return res;
++ }
++
++ QString QQuadPath::asSvgString() const
++ {
++ QString res;
++ QTextStream str(&res);
++ for (const Element &element : m_elements) {
++ if (element.isSubpathStart())
++ str << "M " << element.startPoint().x() << " " << element.startPoint().y() << " ";
++ if (element.isLine())
++ str << "L " << element.endPoint().x() << " " << element.endPoint().y() << " ";
++ else
++ str << "Q " << element.controlPoint().x() << " " << element.controlPoint().y() << " "
++ << element.endPoint().x() << " " << element.endPoint().y() << " ";
++ }
++ return res;
++ }
++
++ // Returns a new path since doing it inline would probably be less efficient
++ // (technically changing it from O(n) to O(n^2))
++ // Note that this function should be called before splitting any elements,
++ // so we can assume that the structure is a list and not a tree
++ QQuadPath QQuadPath::subPathsClosed(bool *didClose) const
++ {
++ Q_ASSERT(m_childElements.isEmpty());
++ bool closed = false;
++ QQuadPath res = *this;
++ res.m_subPathToStart = false;
++ res.m_elements = {};
++ res.m_elements.reserve(elementCount());
++ int subStart = -1;
++ int prevElement = -1;
++ for (int i = 0; i < elementCount(); i++) {
++ const auto &element = m_elements.at(i);
++ if (element.m_isSubpathStart) {
++ if (subStart >= 0 && m_elements[i - 1].ep != m_elements[subStart].sp) {
++ res.m_currentPoint = m_elements[i - 1].ep;
++ res.lineTo(m_elements[subStart].sp);
++ closed = true;
++ auto &endElement = res.m_elements.last();
++ endElement.m_isSubpathEnd = true;
++ // lineTo() can bail out if the points are too close.
++ // In that case, just change the end point to be equal to the start
++ // (No need to test because the assignment is a no-op otherwise).
++ endElement.ep = m_elements[subStart].sp;
++ } else if (prevElement >= 0) {
++ res.m_elements[prevElement].m_isSubpathEnd = true;
++ }
++ subStart = i;
++ }
++ res.m_elements.append(element);
++ prevElement = res.m_elements.size() - 1;
++ }
++
++ if (subStart >= 0 && m_elements.last().ep != m_elements[subStart].sp) {
++ res.m_currentPoint = m_elements.last().ep;
++ res.lineTo(m_elements[subStart].sp);
++ closed = true;
++ }
++ if (!res.m_elements.isEmpty()) {
++ auto &endElement = res.m_elements.last();
++ endElement.m_isSubpathEnd = true;
++ endElement.ep = m_elements[subStart].sp;
++ }
++
++ if (didClose)
++ *didClose = closed;
++ return res;
++ }
++
++ QQuadPath QQuadPath::flattened() const
++ {
++ QQuadPath res;
++ res.reserve(elementCountRecursive());
++ iterateElements([&](const QQuadPath::Element &elem, int) { res.m_elements.append(elem); });
++ res.setPathHints(pathHints());
++ res.setFillRule(fillRule());
++ return res;
++ }
++
++ class ElementCutter
++ {
++ public:
++ ElementCutter(const QQuadPath::Element &element)
++ : m_element(element)
++ {
++ m_currentPoint = m_element.startPoint();
++ if (m_element.isLine())
++ m_lineLength = (m_element.endPoint() - m_element.startPoint()).length();
++ else
++ fillLUT();
++ }
++
++ bool consume(float length)
++ {
++ m_lastT = m_currentT;
++ m_lastPoint = m_currentPoint;
++ float nextCut = m_consumed + length;
++ float cutT = m_element.isLine() ? nextCut / m_lineLength : tForLength(nextCut);
++ if (cutT < 1) {
++ m_currentT = cutT;
++ m_currentPoint = m_element.pointAtFraction(m_currentT);
++ m_consumed = nextCut;
++ return true;
++ } else {
++ m_currentT = 1;
++ m_currentPoint = m_element.endPoint();
++ return false;
++ }
++ }
++
++ QVector2D currentCutPoint()
++ {
++ return m_currentPoint;
++ }
++
++ QVector2D currentControlPoint()
++ {
++ Q_ASSERT(!m_element.isLine());
++ // Split curve right at lastT, yields { lastPoint, rcp, endPoint } quad segment
++ QVector2D rcp = (1 - m_lastT) * m_element.controlPoint() + m_lastT * m_element.endPoint();
++ // Split that left at currentT, yields { lastPoint, lcp, currentPoint } quad segment
++ float segmentT = (m_currentT - m_lastT) / (1 - m_lastT);
++ QVector2D lcp = (1 - segmentT) * m_lastPoint + segmentT * rcp;
++ return lcp;
++ }
++
++ float lastLength()
++ {
++ float elemLength = m_element.isLine() ? m_lineLength : m_lut.last();
++ return elemLength - m_consumed;
++ }
++
++ private:
++ void fillLUT()
++ {
++ Q_ASSERT(!m_element.isLine());
++ QVector2D ap = m_element.startPoint() - 2 * m_element.controlPoint() + m_element.endPoint();
++ QVector2D bp = 2 * m_element.controlPoint() - 2 * m_element.startPoint();
++ float A = 4 * QVector2D::dotProduct(ap, ap);
++ float B = 4 * QVector2D::dotProduct(ap, bp);
++ float C = QVector2D::dotProduct(bp, bp);
++ float b = B / (2 * A);
++ float c = C / A;
++ float k = c - (b * b);
++ float l2 = b * std::sqrt(b * b + k);
++ float lnom = b + std::sqrt(b * b + k);
++ float l0 = 0.5f * std::sqrt(A);
++
++ m_lut.resize(LUTSize, 0);
++ for (int i = 1; i < LUTSize; i++) {
++ float t = float(i) / (LUTSize - 1);
++ float u = t + b;
++ float w = std::sqrt(u * u + k);
++ float l1 = u * w;
++ float lden = u + w;
++ float l3 = k * std::log(std::fabs(lden / lnom));
++ float res = l0 * (l1 - l2 + l3);
++ m_lut[i] = res;
++ }
++ }
++
++ float tForLength(float length)
++ {
++ Q_ASSERT(!m_element.isLine());
++ Q_ASSERT(!m_lut.isEmpty());
++
++ float res = 2; // I.e. invalid, outside [0, 1] range
++ auto it = std::upper_bound(m_lut.cbegin(), m_lut.cend(), length);
++ if (it != m_lut.cend()) {
++ float nextLength = *it--;
++ float prevLength = *it;
++ int prevIndex = std::distance(m_lut.cbegin(), it);
++ float fraction = (length - prevLength) / (nextLength - prevLength);
++ res = (prevIndex + fraction) / (LUTSize - 1);
++ }
++ return res;
++ }
++
++ const QQuadPath::Element &m_element;
++ float m_lastT = 0;
++ float m_currentT = 0;
++ QVector2D m_lastPoint;
++ QVector2D m_currentPoint;
++ float m_consumed = 0;
++ // For line elements:
++ float m_lineLength;
++ // For quadratic curve elements:
++ static constexpr int LUTSize = 21;
++ QVarLengthArray<float, LUTSize> m_lut;
++ };
++
++ QQuadPath QQuadPath::dashed(qreal lineWidth, const QList<qreal> &dashPattern, qreal dashOffset) const
++ {
++ QVarLengthArray<float, 16> pattern;
++ float patternLength = 0;
++ for (int i = 0; i < 2 * (dashPattern.length() / 2); i++) {
++ float dashLength = qMax(lineWidth * dashPattern[i], qreal(0));
++ pattern.append(dashLength);
++ patternLength += dashLength;
++ }
++ if (patternLength == 0)
++ return {};
++
++ int startIndex = 0;
++ float startOffset = std::fmod(lineWidth * dashOffset, patternLength);
++ if (startOffset < 0)
++ startOffset += patternLength;
++ for (float dashLength : pattern) {
++ if (dashLength > startOffset)
++ break;
++ startIndex = (startIndex + 1) % pattern.size(); // The % guards against accuracy issues
++ startOffset -= dashLength;
++ }
++
++ int dashIndex = startIndex;
++ float offset = startOffset;
++ QQuadPath res;
++ for (int i = 0; i < elementCount(); i++) {
++ const Element &element = elementAt(i);
++ if (element.isSubpathStart()) {
++ res.moveTo(element.startPoint());
++ dashIndex = startIndex;
++ offset = startOffset;
++ }
++ ElementCutter cutter(element);
++ while (true) {
++ bool gotAll = cutter.consume(pattern.at(dashIndex) - offset);
++ QVector2D nextPoint = cutter.currentCutPoint();
++ if (dashIndex & 1)
++ res.moveTo(nextPoint); // gap
++ else if (element.isLine())
++ res.lineTo(nextPoint); // dash in line
++ else
++ res.quadTo(cutter.currentControlPoint(), nextPoint); // dash in curve
++ if (gotAll) {
++ offset = 0;
++ dashIndex = (dashIndex + 1) % pattern.size();
++ } else {
++ offset += cutter.lastLength();
++ break;
++ }
++ }
++ }
++ res.setFillRule(fillRule());
++ res.setPathHints(pathHints());
++ return res;
++ }
++
++ void QQuadPath::splitElementAt(int index)
++ {
++ const int newChildIndex = m_childElements.size();
++ m_childElements.resize(newChildIndex + 2);
++ Element &parent = elementAt(index);
++ parent.m_numChildren = 2;
++ parent.m_firstChildIndex = newChildIndex;
++
++ Element &quad1 = m_childElements[newChildIndex];
++ const QVector2D mp = parent.midPoint();
++ quad1.sp = parent.sp;
++ quad1.cp = 0.5f * (parent.sp + parent.cp);
++ quad1.ep = mp;
++ quad1.m_isSubpathStart = parent.m_isSubpathStart;
++ quad1.m_isSubpathEnd = false;
++ quad1.m_curvatureFlags = parent.m_curvatureFlags;
++ quad1.m_isLine = parent.m_isLine; //### || isPointNearLine(quad1.cp, quad1.sp, quad1.ep);
++
++ Element &quad2 = m_childElements[newChildIndex + 1];
++ quad2.sp = mp;
++ quad2.cp = 0.5f * (parent.ep + parent.cp);
++ quad2.ep = parent.ep;
++ quad2.m_isSubpathStart = false;
++ quad2.m_isSubpathEnd = parent.m_isSubpathEnd;
++ quad2.m_curvatureFlags = parent.m_curvatureFlags;
++ quad2.m_isLine = parent.m_isLine; //### || isPointNearLine(quad2.cp, quad2.sp, quad2.ep);
++
++ #ifndef QT_NO_DEBUG
++ if (qFuzzyCompare(quad1.sp, quad1.ep) || qFuzzyCompare(quad2.sp, quad2.ep))
++ qCDebug(lcSGCurveProcessor) << "Splitting has resulted in ~null quad";
++ #endif
++ }
++
++ static void printElement(QDebug stream, const QQuadPath::Element &element)
++ {
++ auto printPoint = [&](QVector2D p) { stream << "(" << p.x() << ", " << p.y() << ") "; };
++ stream << "{ ";
++ printPoint(element.startPoint());
++ printPoint(element.controlPoint());
++ printPoint(element.endPoint());
++ stream << "} " << (element.isLine() ? "L " : "C ") << (element.isConvex() ? "X " : "O ")
++ << (element.isFillOnRight() ? "R " : "L ")
++ << (element.isSubpathStart() ? "S" : element.isSubpathEnd() ? "E" : "");
++ }
++
++ #ifndef QT_NO_DEBUG_STREAM
++ QDebug operator<<(QDebug stream, const QQuadPath::Element &element)
++ {
++ QDebugStateSaver saver(stream);
++ stream.nospace();
++ stream << "QuadPath::Element( ";
++ printElement(stream, element);
++ stream << " )";
++ return stream;
++ }
++
++ QDebug operator<<(QDebug stream, const QQuadPath &path)
++ {
++ QDebugStateSaver saver(stream);
++ stream.nospace();
++ stream << "QuadPath(" << path.elementCount() << " main elements, "
++ << path.elementCountRecursive() << " leaf elements, "
++ << (path.fillRule() == Qt::OddEvenFill ? "OddEven" : "Winding")
++ << ", hints: " << path.pathHints() << Qt::endl;
++ int count = 0;
++ path.iterateElements([&](const QQuadPath::Element &e, int) {
++ stream << " " << count++ << (e.isSubpathStart() ? ">" : e.isSubpathEnd() ? "<" : " ");
++ printElement(stream, e);
++ stream << Qt::endl;
++ });
++ stream << ")";
++ return stream;
++ }
++ #endif
++
++ QT_END_NAMESPACE