Improved clipping stability for colinear points.

This commit is contained in:
Nathan Sweet 2024-06-06 13:05:24 -04:00
parent e622c6b5dd
commit a0caef69f5

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@ -302,8 +302,8 @@ public class SkeletonClipping {
for (int ii = 0; ii < inputVerticesLength; ii += 2) { for (int ii = 0; ii < inputVerticesLength; ii += 2) {
float inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3];
boolean side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; boolean side2 = deltaX * (inputY2 - edgeY2) > deltaY * (inputX2 - edgeX2) - 1e6f;
if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { if (deltaX * (inputY - edgeY2) > deltaY * (inputX - edgeX2) - 1e6f) {
if (side2) { // v1 inside, v2 inside if (side2) { // v1 inside, v2 inside
output.add(inputX2); output.add(inputX2);
output.add(inputY2); output.add(inputY2);
@ -312,7 +312,7 @@ public class SkeletonClipping {
// v1 inside, v2 outside // v1 inside, v2 outside
float c0 = inputY2 - inputY, c2 = inputX2 - inputX; float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.abs(s) > 0.000001f) { if (Math.abs(s) > 1e6f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.add(edgeX + (edgeX2 - edgeX) * ua); output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua); output.add(edgeY + (edgeY2 - edgeY) * ua);
@ -323,7 +323,7 @@ public class SkeletonClipping {
} else if (side2) { // v1 outside, v2 inside } else if (side2) { // v1 outside, v2 inside
float c0 = inputY2 - inputY, c2 = inputX2 - inputX; float c0 = inputY2 - inputY, c2 = inputX2 - inputX;
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY);
if (Math.abs(s) > 0.000001f) { if (Math.abs(s) > 1e6f) {
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s;
output.add(edgeX + (edgeX2 - edgeX) * ua); output.add(edgeX + (edgeX2 - edgeX) * ua);
output.add(edgeY + (edgeY2 - edgeY) * ua); output.add(edgeY + (edgeY2 - edgeY) * ua);