chromium/third_party/skia/src/pathops/SkDQuadLineIntersection.cpp

/*
 * Copyright 2012 Google Inc.
 *
 * Use of this source code is governed by a BSD-style license that can be
 * found in the LICENSE file.
 */
#include "include/core/SkPath.h"
#include "include/core/SkPoint.h"
#include "include/core/SkScalar.h"
#include "src/pathops/SkIntersections.h"
#include "src/pathops/SkPathOpsCurve.h"
#include "src/pathops/SkPathOpsDebug.h"
#include "src/pathops/SkPathOpsLine.h"
#include "src/pathops/SkPathOpsPoint.h"
#include "src/pathops/SkPathOpsQuad.h"
#include "src/pathops/SkPathOpsTypes.h"

#include <cmath>

/*
Find the intersection of a line and quadratic by solving for valid t values.

From http://stackoverflow.com/questions/1853637/how-to-find-the-mathematical-function-defining-a-bezier-curve

"A Bezier curve is a parametric function. A quadratic Bezier curve (i.e. three
control points) can be expressed as: F(t) = A(1 - t)^2 + B(1 - t)t + Ct^2 where
A, B and C are points and t goes from zero to one.

This will give you two equations:

  x = a(1 - t)^2 + b(1 - t)t + ct^2
  y = d(1 - t)^2 + e(1 - t)t + ft^2

If you add for instance the line equation (y = kx + m) to that, you'll end up
with three equations and three unknowns (x, y and t)."

Similar to above, the quadratic is represented as
  x = a(1-t)^2 + 2b(1-t)t + ct^2
  y = d(1-t)^2 + 2e(1-t)t + ft^2
and the line as
  y = g*x + h

Using Mathematica, solve for the values of t where the quadratic intersects the
line:

  (in)  t1 = Resultant[a*(1 - t)^2 + 2*b*(1 - t)*t + c*t^2 - x,
                       d*(1 - t)^2 + 2*e*(1 - t)*t  + f*t^2 - g*x - h, x]
  (out) -d + h + 2 d t - 2 e t - d t^2 + 2 e t^2 - f t^2 +
         g  (a - 2 a t + 2 b t + a t^2 - 2 b t^2 + c t^2)
  (in)  Solve[t1 == 0, t]
  (out) {
    {t -> (-2 d + 2 e +   2 a g - 2 b g    -
      Sqrt[(2 d - 2 e -   2 a g + 2 b g)^2 -
          4 (-d + 2 e - f + a g - 2 b g    + c g) (-d + a g + h)]) /
         (2 (-d + 2 e - f + a g - 2 b g    + c g))
         },
    {t -> (-2 d + 2 e +   2 a g - 2 b g    +
      Sqrt[(2 d - 2 e -   2 a g + 2 b g)^2 -
          4 (-d + 2 e - f + a g - 2 b g    + c g) (-d + a g + h)]) /
         (2 (-d + 2 e - f + a g - 2 b g    + c g))
         }
        }

Using the results above (when the line tends towards horizontal)
       A =   (-(d - 2*e + f) + g*(a - 2*b + c)     )
       B = 2*( (d -   e    ) - g*(a -   b    )     )
       C =   (-(d          ) + g*(a          ) + h )

If g goes to infinity, we can rewrite the line in terms of x.
  x = g'*y + h'

And solve accordingly in Mathematica:

  (in)  t2 = Resultant[a*(1 - t)^2 + 2*b*(1 - t)*t + c*t^2 - g'*y - h',
                       d*(1 - t)^2 + 2*e*(1 - t)*t  + f*t^2 - y, y]
  (out)  a - h' - 2 a t + 2 b t + a t^2 - 2 b t^2 + c t^2 -
         g'  (d - 2 d t + 2 e t + d t^2 - 2 e t^2 + f t^2)
  (in)  Solve[t2 == 0, t]
  (out) {
    {t -> (2 a - 2 b -   2 d g' + 2 e g'    -
    Sqrt[(-2 a + 2 b +   2 d g' - 2 e g')^2 -
          4 (a - 2 b + c - d g' + 2 e g' - f g') (a - d g' - h')]) /
         (2 (a - 2 b + c - d g' + 2 e g' - f g'))
         },
    {t -> (2 a - 2 b -   2 d g' + 2 e g'    +
    Sqrt[(-2 a + 2 b +   2 d g' - 2 e g')^2 -
          4 (a - 2 b + c - d g' + 2 e g' - f g') (a - d g' - h')])/
         (2 (a - 2 b + c - d g' + 2 e g' - f g'))
         }
        }

Thus, if the slope of the line tends towards vertical, we use:
       A =   ( (a - 2*b + c) - g'*(d  - 2*e + f)      )
       B = 2*(-(a -   b    ) + g'*(d  -   e    )      )
       C =   ( (a          ) - g'*(d           ) - h' )
 */

class LineQuadraticIntersections {};

int SkIntersections::horizontal(const SkDQuad& quad, double left, double right, double y,
                                bool flipped) {}

int SkIntersections::vertical(const SkDQuad& quad, double top, double bottom, double x,
                              bool flipped) {}

int SkIntersections::intersect(const SkDQuad& quad, const SkDLine& line) {}

int SkIntersections::intersectRay(const SkDQuad& quad, const SkDLine& line) {}

int SkIntersections::HorizontalIntercept(const SkDQuad& quad, SkScalar y, double* roots) {}

int SkIntersections::VerticalIntercept(const SkDQuad& quad, SkScalar x, double* roots) {}

// SkDQuad accessors to Intersection utilities

int SkDQuad::horizontalIntersect(double yIntercept, double roots[2]) const {}

int SkDQuad::verticalIntersect(double xIntercept, double roots[2]) const {}