Line data Source code
1 : /*
2 : * Copyright 2015 Google Inc.
3 : *
4 : * Use of this source code is governed by a BSD-style license that can be
5 : * found in the LICENSE file.
6 : */
7 :
8 : #include "SkPoint3.h"
9 :
10 : // Returns the square of the Euclidian distance to (x,y,z).
11 0 : static inline float get_length_squared(float x, float y, float z) {
12 0 : return x * x + y * y + z * z;
13 : }
14 :
15 : // Calculates the square of the Euclidian distance to (x,y,z) and stores it in
16 : // *lengthSquared. Returns true if the distance is judged to be "nearly zero".
17 : //
18 : // This logic is encapsulated in a helper method to make it explicit that we
19 : // always perform this check in the same manner, to avoid inconsistencies
20 : // (see http://code.google.com/p/skia/issues/detail?id=560 ).
21 0 : static inline bool is_length_nearly_zero(float x, float y, float z, float *lengthSquared) {
22 0 : *lengthSquared = get_length_squared(x, y, z);
23 0 : return *lengthSquared <= (SK_ScalarNearlyZero * SK_ScalarNearlyZero);
24 : }
25 :
26 0 : SkScalar SkPoint3::Length(SkScalar x, SkScalar y, SkScalar z) {
27 0 : float magSq = get_length_squared(x, y, z);
28 0 : if (SkScalarIsFinite(magSq)) {
29 0 : return sk_float_sqrt(magSq);
30 : } else {
31 0 : double xx = x;
32 0 : double yy = y;
33 0 : double zz = z;
34 0 : return (float)sqrt(xx * xx + yy * yy + zz * zz);
35 : }
36 : }
37 :
38 : /*
39 : * We have to worry about 2 tricky conditions:
40 : * 1. underflow of magSq (compared against nearlyzero^2)
41 : * 2. overflow of magSq (compared w/ isfinite)
42 : *
43 : * If we underflow, we return false. If we overflow, we compute again using
44 : * doubles, which is much slower (3x in a desktop test) but will not overflow.
45 : */
46 0 : bool SkPoint3::normalize() {
47 : float magSq;
48 0 : if (is_length_nearly_zero(fX, fY, fZ, &magSq)) {
49 0 : this->set(0, 0, 0);
50 0 : return false;
51 : }
52 :
53 : float scale;
54 0 : if (SkScalarIsFinite(magSq)) {
55 0 : scale = 1.0f / sk_float_sqrt(magSq);
56 : } else {
57 : // our magSq step overflowed to infinity, so use doubles instead.
58 : // much slower, but needed when x, y or z is very large, otherwise we
59 : // divide by inf. and return (0,0,0) vector.
60 0 : double xx = fX;
61 0 : double yy = fY;
62 0 : double zz = fZ;
63 : #ifdef SK_CPU_FLUSH_TO_ZERO
64 : // The iOS ARM processor discards small denormalized numbers to go faster.
65 : // Casting this to a float would cause the scale to go to zero. Keeping it
66 : // as a double for the multiply keeps the scale non-zero.
67 : double dscale = 1.0f / sqrt(xx * xx + yy * yy + zz * zz);
68 : fX = x * dscale;
69 : fY = y * dscale;
70 : fZ = z * dscale;
71 : return true;
72 : #else
73 0 : scale = (float)(1.0f / sqrt(xx * xx + yy * yy + zz * zz));
74 : #endif
75 : }
76 0 : fX *= scale;
77 0 : fY *= scale;
78 0 : fZ *= scale;
79 0 : return true;
80 : }
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