[c] Ported clipping fixes for colinear points (a0caef6 and 932c33a). See #2546.

This commit is contained in:
Mario Zechner 2024-06-11 13:45:02 +02:00
parent f997a5f131
commit ac4ff96915

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@ -125,7 +125,6 @@ int /*boolean*/ spSkeletonClipping_isClipping(spSkeletonClipping *self) {
int /*boolean*/ int /*boolean*/
_clip(spSkeletonClipping *self, float x1, float y1, float x2, float y2, float x3, float y3, spFloatArray *clippingArea, _clip(spSkeletonClipping *self, float x1, float y1, float x2, float y2, float x3, float y3, spFloatArray *clippingArea,
spFloatArray *output) { spFloatArray *output) {
int i;
spFloatArray *originalOutput = output; spFloatArray *originalOutput = output;
int clipped = 0; int clipped = 0;
float *clippingVertices; float *clippingVertices;
@ -149,55 +148,51 @@ _clip(spSkeletonClipping *self, float x1, float y1, float x2, float y2, float x3
spFloatArray_add(input, y1); spFloatArray_add(input, y1);
spFloatArray_clear(output); spFloatArray_clear(output);
clippingVertices = clippingArea->items;
clippingVerticesLast = clippingArea->size - 4; clippingVerticesLast = clippingArea->size - 4;
for (i = 0;; i += 2) { clippingVertices = clippingArea->items;
int ii; for (int i = 0;; i += 2) {
spFloatArray *temp; spFloatArray *temp;
float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1]; float edgeX = clippingVertices[i], edgeY = clippingVertices[i + 1];
float edgeX2 = clippingVertices[i + 2], edgeY2 = clippingVertices[i + 3]; float ex = edgeX - clippingVertices[i + 2], ey = edgeY - clippingVertices[i + 3];
float deltaX = edgeX - edgeX2, deltaY = edgeY - edgeY2;
int outputStart = output->size;
float *inputVertices = input->items; float *inputVertices = input->items;
int inputVerticesLength = input->size - 2, outputStart = output->size; for (int ii = 0, nn = input->size - 2; ii < nn;) {
for (ii = 0; ii < inputVerticesLength; ii += 2) { float inputX = inputVertices[ii], inputY = inputVertices[ii + 1];
float inputX = inputVertices[ii], inputY = inputVertices[ii + 1]; ii += 2;
float inputX2 = inputVertices[ii + 2], inputY2 = inputVertices[ii + 3]; float inputX2 = inputVertices[ii], inputY2 = inputVertices[ii + 1];
int side2 = deltaX * (inputY2 - edgeY2) - deltaY * (inputX2 - edgeX2) > 0; float s2 = ey * (edgeX - inputX2) > ex * (edgeY - inputY2);
if (deltaX * (inputY - edgeY2) - deltaY * (inputX - edgeX2) > 0) { float s1 = ey * (edgeX - inputX) - ex * (edgeY - inputY);
float c0, c2; if (s1 > 0) {
float s, ua; if (s2) { // v1 inside, v2 inside
if (side2) { spFloatArray_add(output, inputX2);
spFloatArray_add(output, inputX2); spFloatArray_add(output, inputY2);
spFloatArray_add(output, inputY2); continue;
continue; }
} // v1 inside, v2 outside
c0 = inputY2 - inputY, c2 = inputX2 - inputX; float ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex);
s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); if (t >= 0 && t <= 1) {
if (ABS(s) > 0.000001f) { spFloatArray_add(output, inputX + ix * t);
ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; spFloatArray_add(output, inputY + iy * t);
spFloatArray_add(output, edgeX + (edgeX2 - edgeX) * ua); } else {
spFloatArray_add(output, edgeY + (edgeY2 - edgeY) * ua); spFloatArray_add(output, inputX2);
} else { spFloatArray_add(output, inputY2);
spFloatArray_add(output, edgeX); }
spFloatArray_add(output, edgeY); } else if (s2) { // v1 outside, v2 inside
} float ix = inputX2 - inputX, iy = inputY2 - inputY, t = s1 / (ix * ey - iy * ex);
} else if (side2) { if (t >= 0 && t <= 1) {
float c0 = inputY2 - inputY, c2 = inputX2 - inputX; spFloatArray_add(output, inputX + ix * t);
float s = c0 * (edgeX2 - edgeX) - c2 * (edgeY2 - edgeY); spFloatArray_add(output, inputY + iy * t);
if (ABS(s) > 0.000001f) { spFloatArray_add(output, inputX2);
float ua = (c2 * (edgeY - inputY) - c0 * (edgeX - inputX)) / s; spFloatArray_add(output, inputY2);
spFloatArray_add(output, edgeX + (edgeX2 - edgeX) * ua); } else {
spFloatArray_add(output, edgeY + (edgeY2 - edgeY) * ua); spFloatArray_add(output, inputX2);
} else { spFloatArray_add(output, inputY2);
spFloatArray_add(output, edgeX); continue;
spFloatArray_add(output, edgeY); }
} }
spFloatArray_add(output, inputX2); clipped = -1;
spFloatArray_add(output, inputY2); }
}
clipped = 1;
}
if (outputStart == output->size) { if (outputStart == output->size) {
spFloatArray_clear(originalOutput); spFloatArray_clear(originalOutput);