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+//----------------------------------------------------------------------------
+// Anti-Grain Geometry - Version 2.4
+// Copyright (C) 2002-2005 Maxim Shemanarev (http://www.antigrain.com)
+//
+// Permission to copy, use, modify, sell and distribute this software
+// is granted provided this copyright notice appears in all copies.
+// This software is provided "as is" without express or implied
+// warranty, and with no claim as to its suitability for any purpose.
+//
+//----------------------------------------------------------------------------
+// Contact: mcseem@antigrain.com
+// mcseemagg@yahoo.com
+// http://www.antigrain.com
+//----------------------------------------------------------------------------
+// Bessel function (besj) was adapted for use in AGG library by Andy Wilk
+// Contact: castor.vulgaris@gmail.com
+//----------------------------------------------------------------------------
+
+#ifndef AGG_MATH_INCLUDED
+#define AGG_MATH_INCLUDED
+
+#include <math.h>
+#include "agg_basics.h"
+
+namespace agg
+{
+
+ //------------------------------------------------------vertex_dist_epsilon
+ // Coinciding points maximal distance (Epsilon)
+ const double vertex_dist_epsilon = 1e-14;
+
+ //-----------------------------------------------------intersection_epsilon
+ // See calc_intersection
+ const double intersection_epsilon = 1.0e-30;
+
+ //------------------------------------------------------------cross_product
+ AGG_INLINE double cross_product(double x1, double y1,
+ double x2, double y2,
+ double x, double y)
+ {
+ return (x - x2) * (y2 - y1) - (y - y2) * (x2 - x1);
+ }
+
+ //--------------------------------------------------------point_in_triangle
+ AGG_INLINE bool point_in_triangle(double x1, double y1,
+ double x2, double y2,
+ double x3, double y3,
+ double x, double y)
+ {
+ bool cp1 = cross_product(x1, y1, x2, y2, x, y) < 0.0;
+ bool cp2 = cross_product(x2, y2, x3, y3, x, y) < 0.0;
+ bool cp3 = cross_product(x3, y3, x1, y1, x, y) < 0.0;
+ return cp1 == cp2 && cp2 == cp3 && cp3 == cp1;
+ }
+
+ //-----------------------------------------------------------calc_distance
+ AGG_INLINE double calc_distance(double x1, double y1, double x2, double y2)
+ {
+ double dx = x2-x1;
+ double dy = y2-y1;
+ return sqrt(dx * dx + dy * dy);
+ }
+
+ //--------------------------------------------------------calc_sq_distance
+ AGG_INLINE double calc_sq_distance(double x1, double y1, double x2, double y2)
+ {
+ double dx = x2-x1;
+ double dy = y2-y1;
+ return dx * dx + dy * dy;
+ }
+
+ //------------------------------------------------calc_line_point_distance
+ AGG_INLINE double calc_line_point_distance(double x1, double y1,
+ double x2, double y2,
+ double x, double y)
+ {
+ double dx = x2-x1;
+ double dy = y2-y1;
+ double d = sqrt(dx * dx + dy * dy);
+ if(d < vertex_dist_epsilon)
+ {
+ return calc_distance(x1, y1, x, y);
+ }
+ return ((x - x2) * dy - (y - y2) * dx) / d;
+ }
+
+ //-------------------------------------------------------calc_line_point_u
+ AGG_INLINE double calc_segment_point_u(double x1, double y1,
+ double x2, double y2,
+ double x, double y)
+ {
+ double dx = x2 - x1;
+ double dy = y2 - y1;
+
+ if(dx == 0 && dy == 0)
+ {
+ return 0;
+ }
+
+ double pdx = x - x1;
+ double pdy = y - y1;
+
+ return (pdx * dx + pdy * dy) / (dx * dx + dy * dy);
+ }
+
+ //---------------------------------------------calc_line_point_sq_distance
+ AGG_INLINE double calc_segment_point_sq_distance(double x1, double y1,
+ double x2, double y2,
+ double x, double y,
+ double u)
+ {
+ if(u <= 0)
+ {
+ return calc_sq_distance(x, y, x1, y1);
+ }
+ else
+ if(u >= 1)
+ {
+ return calc_sq_distance(x, y, x2, y2);
+ }
+ return calc_sq_distance(x, y, x1 + u * (x2 - x1), y1 + u * (y2 - y1));
+ }
+
+ //---------------------------------------------calc_line_point_sq_distance
+ AGG_INLINE double calc_segment_point_sq_distance(double x1, double y1,
+ double x2, double y2,
+ double x, double y)
+ {
+ return
+ calc_segment_point_sq_distance(
+ x1, y1, x2, y2, x, y,
+ calc_segment_point_u(x1, y1, x2, y2, x, y));
+ }
+
+ //-------------------------------------------------------calc_intersection
+ AGG_INLINE bool calc_intersection(double ax, double ay, double bx, double by,
+ double cx, double cy, double dx, double dy,
+ double* x, double* y)
+ {
+ double num = (ay-cy) * (dx-cx) - (ax-cx) * (dy-cy);
+ double den = (bx-ax) * (dy-cy) - (by-ay) * (dx-cx);
+ if(fabs(den) < intersection_epsilon) return false;
+ double r = num / den;
+ *x = ax + r * (bx-ax);
+ *y = ay + r * (by-ay);
+ return true;
+ }
+
+ //-----------------------------------------------------intersection_exists
+ AGG_INLINE bool intersection_exists(double x1, double y1, double x2, double y2,
+ double x3, double y3, double x4, double y4)
+ {
+ // It's less expensive but you can't control the
+ // boundary conditions: Less or LessEqual
+ double dx1 = x2 - x1;
+ double dy1 = y2 - y1;
+ double dx2 = x4 - x3;
+ double dy2 = y4 - y3;
+ return ((x3 - x2) * dy1 - (y3 - y2) * dx1 < 0.0) !=
+ ((x4 - x2) * dy1 - (y4 - y2) * dx1 < 0.0) &&
+ ((x1 - x4) * dy2 - (y1 - y4) * dx2 < 0.0) !=
+ ((x2 - x4) * dy2 - (y2 - y4) * dx2 < 0.0);
+
+ // It's is more expensive but more flexible
+ // in terms of boundary conditions.
+ //--------------------
+ //double den = (x2-x1) * (y4-y3) - (y2-y1) * (x4-x3);
+ //if(fabs(den) < intersection_epsilon) return false;
+ //double nom1 = (x4-x3) * (y1-y3) - (y4-y3) * (x1-x3);
+ //double nom2 = (x2-x1) * (y1-y3) - (y2-y1) * (x1-x3);
+ //double ua = nom1 / den;
+ //double ub = nom2 / den;
+ //return ua >= 0.0 && ua <= 1.0 && ub >= 0.0 && ub <= 1.0;
+ }
+
+ //--------------------------------------------------------calc_orthogonal
+ AGG_INLINE void calc_orthogonal(double thickness,
+ double x1, double y1,
+ double x2, double y2,
+ double* x, double* y)
+ {
+ double dx = x2 - x1;
+ double dy = y2 - y1;
+ double d = sqrt(dx*dx + dy*dy);
+ *x = thickness * dy / d;
+ *y = -thickness * dx / d;
+ }
+
+ //--------------------------------------------------------dilate_triangle
+ AGG_INLINE void dilate_triangle(double x1, double y1,
+ double x2, double y2,
+ double x3, double y3,
+ double *x, double* y,
+ double d)
+ {
+ double dx1=0.0;
+ double dy1=0.0;
+ double dx2=0.0;
+ double dy2=0.0;
+ double dx3=0.0;
+ double dy3=0.0;
+ double loc = cross_product(x1, y1, x2, y2, x3, y3);
+ if(fabs(loc) > intersection_epsilon)
+ {
+ if(cross_product(x1, y1, x2, y2, x3, y3) > 0.0)
+ {
+ d = -d;
+ }
+ calc_orthogonal(d, x1, y1, x2, y2, &dx1, &dy1);
+ calc_orthogonal(d, x2, y2, x3, y3, &dx2, &dy2);
+ calc_orthogonal(d, x3, y3, x1, y1, &dx3, &dy3);
+ }
+ *x++ = x1 + dx1; *y++ = y1 + dy1;
+ *x++ = x2 + dx1; *y++ = y2 + dy1;
+ *x++ = x2 + dx2; *y++ = y2 + dy2;
+ *x++ = x3 + dx2; *y++ = y3 + dy2;
+ *x++ = x3 + dx3; *y++ = y3 + dy3;
+ *x++ = x1 + dx3; *y++ = y1 + dy3;
+ }
+
+ //------------------------------------------------------calc_triangle_area
+ AGG_INLINE double calc_triangle_area(double x1, double y1,
+ double x2, double y2,
+ double x3, double y3)
+ {
+ return (x1*y2 - x2*y1 + x2*y3 - x3*y2 + x3*y1 - x1*y3) * 0.5;
+ }
+
+ //-------------------------------------------------------calc_polygon_area
+ template<class Storage> double calc_polygon_area(const Storage& st)
+ {
+ unsigned i;
+ double sum = 0.0;
+ double x = st[0].x;
+ double y = st[0].y;
+ double xs = x;
+ double ys = y;
+
+ for(i = 1; i < st.size(); i++)
+ {
+ const typename Storage::value_type& v = st[i];
+ sum += x * v.y - y * v.x;
+ x = v.x;
+ y = v.y;
+ }
+ return (sum + x * ys - y * xs) * 0.5;
+ }
+
+ //------------------------------------------------------------------------
+ // Tables for fast sqrt
+ extern int16u g_sqrt_table[1024];
+ extern int8 g_elder_bit_table[256];
+
+
+ //---------------------------------------------------------------fast_sqrt
+ //Fast integer Sqrt - really fast: no cycles, divisions or multiplications
+ #if defined(_MSC_VER)
+ #pragma warning(push)
+ #pragma warning(disable : 4035) //Disable warning "no return value"
+ #endif
+ AGG_INLINE unsigned fast_sqrt(unsigned val)
+ {
+ #if defined(_M_IX86) && defined(_MSC_VER) && !defined(AGG_NO_ASM)
+ //For Ix86 family processors this assembler code is used.
+ //The key command here is bsr - determination the number of the most
+ //significant bit of the value. For other processors
+ //(and maybe compilers) the pure C "#else" section is used.
+ __asm
+ {
+ mov ebx, val
+ mov edx, 11
+ bsr ecx, ebx
+ sub ecx, 9
+ jle less_than_9_bits
+ shr ecx, 1
+ adc ecx, 0
+ sub edx, ecx
+ shl ecx, 1
+ shr ebx, cl
+ less_than_9_bits:
+ xor eax, eax
+ mov ax, g_sqrt_table[ebx*2]
+ mov ecx, edx
+ shr eax, cl
+ }
+ #else
+
+ //This code is actually pure C and portable to most
+ //arcitectures including 64bit ones.
+ unsigned t = val;
+ int bit=0;
+ unsigned shift = 11;
+
+ //The following piece of code is just an emulation of the
+ //Ix86 assembler command "bsr" (see above). However on old
+ //Intels (like Intel MMX 233MHz) this code is about twice
+ //faster (sic!) then just one "bsr". On PIII and PIV the
+ //bsr is optimized quite well.
+ bit = t >> 24;
+ if(bit)
+ {
+ bit = g_elder_bit_table[bit] + 24;
+ }
+ else
+ {
+ bit = (t >> 16) & 0xFF;
+ if(bit)
+ {
+ bit = g_elder_bit_table[bit] + 16;
+ }
+ else
+ {
+ bit = (t >> 8) & 0xFF;
+ if(bit)
+ {
+ bit = g_elder_bit_table[bit] + 8;
+ }
+ else
+ {
+ bit = g_elder_bit_table[t];
+ }
+ }
+ }
+
+ //This code calculates the sqrt.
+ bit -= 9;
+ if(bit > 0)
+ {
+ bit = (bit >> 1) + (bit & 1);
+ shift -= bit;
+ val >>= (bit << 1);
+ }
+ return g_sqrt_table[val] >> shift;
+ #endif
+ }
+ #if defined(_MSC_VER)
+ #pragma warning(pop)
+ #endif
+
+
+
+
+ //--------------------------------------------------------------------besj
+ // Function BESJ calculates Bessel function of first kind of order n
+ // Arguments:
+ // n - an integer (>=0), the order
+ // x - value at which the Bessel function is required
+ //--------------------
+ // C++ Mathematical Library
+ // Convereted from equivalent FORTRAN library
+ // Converetd by Gareth Walker for use by course 392 computational project
+ // All functions tested and yield the same results as the corresponding
+ // FORTRAN versions.
+ //
+ // If you have any problems using these functions please report them to
+ // M.Muldoon@UMIST.ac.uk
+ //
+ // Documentation available on the web
+ // http://www.ma.umist.ac.uk/mrm/Teaching/392/libs/392.html
+ // Version 1.0 8/98
+ // 29 October, 1999
+ //--------------------
+ // Adapted for use in AGG library by Andy Wilk (castor.vulgaris@gmail.com)
+ //------------------------------------------------------------------------
+ inline double besj(double x, int n)
+ {
+ if(n < 0)
+ {
+ return 0;
+ }
+ double d = 1E-6;
+ double b = 0;
+ if(fabs(x) <= d)
+ {
+ if(n != 0) return 0;
+ return 1;
+ }
+ double b1 = 0; // b1 is the value from the previous iteration
+ // Set up a starting order for recurrence
+ int m1 = (int)fabs(x) + 6;
+ if(fabs(x) > 5)
+ {
+ m1 = (int)(fabs(1.4 * x + 60 / x));
+ }
+ int m2 = (int)(n + 2 + fabs(x) / 4);
+ if (m1 > m2)
+ {
+ m2 = m1;
+ }
+
+ // Apply recurrence down from curent max order
+ for(;;)
+ {
+ double c3 = 0;
+ double c2 = 1E-30;
+ double c4 = 0;
+ int m8 = 1;
+ if (m2 / 2 * 2 == m2)
+ {
+ m8 = -1;
+ }
+ int imax = m2 - 2;
+ for (int i = 1; i <= imax; i++)
+ {
+ double c6 = 2 * (m2 - i) * c2 / x - c3;
+ c3 = c2;
+ c2 = c6;
+ if(m2 - i - 1 == n)
+ {
+ b = c6;
+ }
+ m8 = -1 * m8;
+ if (m8 > 0)
+ {
+ c4 = c4 + 2 * c6;
+ }
+ }
+ double c6 = 2 * c2 / x - c3;
+ if(n == 0)
+ {
+ b = c6;
+ }
+ c4 += c6;
+ b /= c4;
+ if(fabs(b - b1) < d)
+ {
+ return b;
+ }
+ b1 = b;
+ m2 += 3;
+ }
+ }
+
+}
+
+
+#endif