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462 lines
14 KiB
C++
462 lines
14 KiB
C++
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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
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/* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla SVG Project code.
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*
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* The Initial Developer of the Original Code is the Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2010
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#include "SVGPathSegUtils.h"
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#include "nsSVGElement.h"
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#include "nsSVGSVGElement.h"
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#include "nsSVGPathDataParser.h"
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#include "nsString.h"
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#include "nsSVGUtils.h"
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#include "nsContentUtils.h"
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#include "nsTextFormatter.h"
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#include "prdtoa.h"
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#include <limits>
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#include "nsMathUtils.h"
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#include "prtypes.h"
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using namespace mozilla;
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static const float PATH_SEG_LENGTH_TOLERANCE = 0.0000001f;
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static const PRUint32 MAX_RECURSION = 10;
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/* static */ void
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SVGPathSegUtils::GetValueAsString(const float *aSeg, nsAString& aValue)
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{
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// Adding new seg type? Is the formatting below acceptable for the new types?
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PR_STATIC_ASSERT(NS_SVG_PATH_SEG_MAX_ARGS == 7);
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PRUint32 type = DecodeType(aSeg[0]);
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PRUnichar typeAsChar = GetPathSegTypeAsLetter(type);
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// Special case arcs:
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if (type == nsIDOMSVGPathSeg::PATHSEG_ARC_ABS ||
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type == nsIDOMSVGPathSeg::PATHSEG_ARC_REL) {
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PRBool largeArcFlag = aSeg[4] != 0.0f;
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PRBool sweepFlag = aSeg[5] != 0.0f;
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nsTextFormatter::ssprintf(aValue,
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NS_LITERAL_STRING("%c%g,%g %g %d,%d %g,%g").get(),
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typeAsChar, aSeg[1], aSeg[2], aSeg[3],
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largeArcFlag, sweepFlag, aSeg[6], aSeg[7]);
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} else {
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switch (ArgCountForType(type)) {
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case 0:
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aValue = typeAsChar;
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break;
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case 1:
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nsTextFormatter::ssprintf(aValue, NS_LITERAL_STRING("%c%g").get(),
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typeAsChar, aSeg[1]);
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break;
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case 2:
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nsTextFormatter::ssprintf(aValue, NS_LITERAL_STRING("%c%g,%g").get(),
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typeAsChar, aSeg[1], aSeg[2]);
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break;
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case 4:
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nsTextFormatter::ssprintf(aValue, NS_LITERAL_STRING("%c%g,%g %g,%g").get(),
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typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4]);
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break;
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case 6:
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nsTextFormatter::ssprintf(aValue,
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NS_LITERAL_STRING("%c%g,%g %g,%g %g,%g").get(),
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typeAsChar, aSeg[1], aSeg[2], aSeg[3], aSeg[4],
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aSeg[5], aSeg[6]);
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break;
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default:
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NS_ABORT_IF_FALSE(PR_FALSE, "Unknown segment type");
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aValue = NS_LITERAL_STRING("<unknown-segment-type>").get();
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return;
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}
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}
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// nsTextFormatter::ssprintf is one of the nsTextFormatter methods that
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// randomly appends '\0' to its output string, which means that the length
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// of the output string is one too long. We need to manually remove that '\0'
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// until nsTextFormatter is fixed.
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//
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if (aValue[aValue.Length() - 1] == PRUnichar('\0')) {
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aValue.SetLength(aValue.Length() - 1);
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}
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}
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static float
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CalcDistanceBetweenPoints(const gfxPoint &p1, const gfxPoint &p2)
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{
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return NS_hypot(p2.x - p1.x, p2.y - p1.y);
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}
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static void SplitQuadraticBezier(const gfxPoint *curve,
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gfxPoint *left,
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gfxPoint *right)
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{
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left[0].x = curve[0].x;
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left[0].y = curve[0].y;
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right[2].x = curve[2].x;
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right[2].y = curve[2].y;
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left[1].x = (curve[0].x + curve[1].x) / 2;
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left[1].y = (curve[0].y + curve[1].y) / 2;
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right[1].x = (curve[1].x + curve[2].x) / 2;
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right[1].y = (curve[1].y + curve[2].y) / 2;
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left[2].x = right[0].x = (left[1].x + right[1].x) / 2;
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left[2].y = right[0].y = (left[1].y + right[1].y) / 2;
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}
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static void SplitCubicBezier(const gfxPoint *curve,
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gfxPoint *left,
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gfxPoint *right)
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{
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gfxPoint tmp;
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tmp.x = (curve[1].x + curve[2].x) / 4;
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tmp.y = (curve[1].y + curve[2].y) / 4;
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left[0].x = curve[0].x;
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left[0].y = curve[0].y;
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right[3].x = curve[3].x;
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right[3].y = curve[3].y;
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left[1].x = (curve[0].x + curve[1].x) / 2;
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left[1].y = (curve[0].y + curve[1].y) / 2;
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right[2].x = (curve[2].x + curve[3].x) / 2;
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right[2].y = (curve[2].y + curve[3].y) / 2;
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left[2].x = left[1].x / 2 + tmp.x;
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left[2].y = left[1].y / 2 + tmp.y;
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right[1].x = right[2].x / 2 + tmp.x;
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right[1].y = right[2].y / 2 + tmp.y;
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left[3].x = right[0].x = (left[2].x + right[1].x) / 2;
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left[3].y = right[0].y = (left[2].y + right[1].y) / 2;
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}
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static gfxFloat CalcBezLengthHelper(gfxPoint *curve, PRUint32 numPts,
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PRUint32 recursion_count,
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void (*split)(const gfxPoint*, gfxPoint*, gfxPoint*))
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{
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gfxPoint left[4];
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gfxPoint right[4];
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gfxFloat length = 0, dist;
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for (PRUint32 i = 0; i < numPts - 1; i++) {
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length += CalcDistanceBetweenPoints(curve[i], curve[i+1]);
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}
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dist = CalcDistanceBetweenPoints(curve[0], curve[numPts - 1]);
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if (length - dist > PATH_SEG_LENGTH_TOLERANCE && recursion_count < MAX_RECURSION) {
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split(curve, left, right);
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++recursion_count;
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return CalcBezLengthHelper(left, numPts, recursion_count, split) +
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CalcBezLengthHelper(right, numPts, recursion_count, split);
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}
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return length;
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}
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static inline gfxFloat
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CalcLengthOfCubicBezier(const gfxPoint &pos, const gfxPoint &cp1,
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const gfxPoint &cp2, const gfxPoint &to)
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{
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gfxPoint curve[4] = { pos, cp1, cp2, to };
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return CalcBezLengthHelper(curve, 4, 0, SplitCubicBezier);
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}
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static inline gfxFloat
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CalcLengthOfQuadraticBezier(const gfxPoint &pos, const gfxPoint &cp,
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const gfxPoint &to)
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{
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gfxPoint curve[3] = { pos, cp, to };
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return CalcBezLengthHelper(curve, 3, 0, SplitQuadraticBezier);
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}
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static float GetLengthOfClosePath(const float *aArgs, SVGPathTraversalState &aState)
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{
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float dist = CalcDistanceBetweenPoints(aState.pos, aState.start);
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aState.pos = aState.cp1 = aState.cp2 = aState.start;
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return dist;
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}
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static float GetLengthOfMovetoAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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aState.start = aState.pos = aState.cp1 = aState.cp2 = gfxPoint(aArgs[0], aArgs[1]);
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return 0.0;
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}
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static float GetLengthOfMovetoRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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// aState.pos must be second from right due to +=
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aState.start = aState.cp1 = aState.cp2 = aState.pos += gfxPoint(aArgs[0], aArgs[1]);
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return 0.0;
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}
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static float GetLengthOfLinetoAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint to(aArgs[0], aArgs[1]);
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float dist = CalcDistanceBetweenPoints(aState.pos, to);
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aState.pos = aState.cp1 = aState.cp2 = to;
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return dist;
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}
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static float GetLengthOfLinetoRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint to = aState.pos + gfxPoint(aArgs[0], aArgs[1]);
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float dist = CalcDistanceBetweenPoints(aState.pos, to);
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aState.pos = aState.cp1 = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfLinetoHorizontalAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint to(aArgs[0], aState.pos.y);
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float dist = fabs(to.x - aState.pos.x);
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aState.pos = aState.cp1 = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfLinetoHorizontalRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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aState.cp1 = aState.cp2 = aState.pos += gfxPoint(aArgs[0], 0.0);
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return fabs(aArgs[0]);
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}
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static float
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GetLengthOfLinetoVerticalAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint to(aState.pos.x, aArgs[0]);
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float dist = fabs(to.y - aState.pos.y);
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aState.pos = aState.cp1 = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfLinetoVerticalRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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aState.cp1 = aState.cp2 = aState.pos += gfxPoint(0.0, aArgs[0]);
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return fabs(aArgs[0]);
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}
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static float GetLengthOfCurvetoCubicAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp1(aArgs[0], aArgs[1]);
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gfxPoint cp2(aArgs[2], aArgs[3]);
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gfxPoint to(aArgs[4], aArgs[5]);
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float dist = (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to);
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aState.cp2 = cp2;
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aState.pos = aState.cp1 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoCubicSmoothAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp1 = aState.pos - (aState.cp2 - aState.pos);
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gfxPoint cp2(aArgs[0], aArgs[1]);
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gfxPoint to(aArgs[2], aArgs[3]);
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float dist = (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to);
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aState.cp2 = cp2;
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aState.pos = aState.cp1 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoCubicRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp1 = aState.pos + gfxPoint(aArgs[0], aArgs[1]);
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gfxPoint cp2 = aState.pos + gfxPoint(aArgs[2], aArgs[3]);
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gfxPoint to = aState.pos + gfxPoint(aArgs[4], aArgs[5]);
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float dist = (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to);
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aState.cp2 = cp2;
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aState.pos = aState.cp1 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoCubicSmoothRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp1 = aState.pos - (aState.cp2 - aState.pos);
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gfxPoint cp2 = aState.pos + gfxPoint(aArgs[0], aArgs[1]);
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gfxPoint to = aState.pos + gfxPoint(aArgs[2], aArgs[3]);
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float dist = (float)CalcLengthOfCubicBezier(aState.pos, cp1, cp2, to);
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aState.cp2 = cp2;
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aState.pos = aState.cp1 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoQuadraticAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp(aArgs[0], aArgs[1]);
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gfxPoint to(aArgs[2], aArgs[3]);
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float dist = (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to);
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aState.cp1 = cp;
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aState.pos = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoQuadraticSmoothAbs(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp = aState.pos - (aState.cp1 - aState.pos);
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gfxPoint to(aArgs[0], aArgs[1]);
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float dist = (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to);
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aState.cp1 = cp;
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aState.pos = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoQuadraticRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp = aState.pos + gfxPoint(aArgs[0], aArgs[1]);
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gfxPoint to = aState.pos + gfxPoint(aArgs[2], aArgs[3]);
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float dist = (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to);
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aState.cp1 = cp;
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aState.pos = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfCurvetoQuadraticSmoothRel(const float *aArgs, SVGPathTraversalState &aState)
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{
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gfxPoint cp = aState.pos - (aState.cp1 - aState.pos);
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gfxPoint to = aState.pos + gfxPoint(aArgs[0], aArgs[1]);
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float dist = (float)CalcLengthOfQuadraticBezier(aState.pos, cp, to);
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aState.cp1 = cp;
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aState.pos = aState.cp2 = to;
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return dist;
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}
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static float
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GetLengthOfArcAbs(const float *aArgs, SVGPathTraversalState &aState)
|
||
|
{
|
||
|
gfxPoint radii(aArgs[0], aArgs[1]);
|
||
|
gfxPoint to(aArgs[5], aArgs[6]);
|
||
|
gfxPoint bez[4] = { aState.pos, gfxPoint(0,0), gfxPoint(0,0), gfxPoint(0,0) };
|
||
|
nsSVGArcConverter converter(aState.pos, to, radii, aArgs[2],
|
||
|
aArgs[3] != 0, aArgs[4] != 0);
|
||
|
float dist = 0;
|
||
|
while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3]))
|
||
|
{
|
||
|
dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier);
|
||
|
bez[0] = bez[3];
|
||
|
}
|
||
|
aState.pos = aState.cp1 = aState.cp2 = to;
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
static float
|
||
|
GetLengthOfArcRel(const float *aArgs, SVGPathTraversalState &aState)
|
||
|
{
|
||
|
gfxPoint radii(aArgs[0], aArgs[1]);
|
||
|
gfxPoint to = aState.pos + gfxPoint(aArgs[5], aArgs[6]);
|
||
|
gfxPoint bez[4] = { aState.pos, gfxPoint(0,0), gfxPoint(0,0), gfxPoint(0,0) };
|
||
|
nsSVGArcConverter converter(aState.pos, to, radii, aArgs[2],
|
||
|
aArgs[3] != 0, aArgs[4] != 0);
|
||
|
float dist = 0;
|
||
|
while (converter.GetNextSegment(&bez[1], &bez[2], &bez[3]))
|
||
|
{
|
||
|
dist += CalcBezLengthHelper(bez, 4, 0, SplitCubicBezier);
|
||
|
bez[0] = bez[3];
|
||
|
}
|
||
|
aState.pos = aState.cp1 = aState.cp2 = to;
|
||
|
return dist;
|
||
|
}
|
||
|
|
||
|
|
||
|
typedef float (*getLengthFunc)(const float*, SVGPathTraversalState&);
|
||
|
|
||
|
/* static */ float
|
||
|
SVGPathSegUtils::GetLength(const float *seg, SVGPathTraversalState &aState)
|
||
|
{
|
||
|
PRUint32 type = DecodeType(seg[0]);
|
||
|
|
||
|
static getLengthFunc lengthFuncTable[20] = {
|
||
|
nsnull, // 0 == PATHSEG_UNKNOWN
|
||
|
GetLengthOfClosePath,
|
||
|
GetLengthOfMovetoAbs,
|
||
|
GetLengthOfMovetoRel,
|
||
|
GetLengthOfLinetoAbs,
|
||
|
GetLengthOfLinetoRel,
|
||
|
GetLengthOfCurvetoCubicAbs,
|
||
|
GetLengthOfCurvetoCubicRel,
|
||
|
GetLengthOfCurvetoQuadraticAbs,
|
||
|
GetLengthOfCurvetoQuadraticRel,
|
||
|
GetLengthOfArcAbs,
|
||
|
GetLengthOfArcRel,
|
||
|
GetLengthOfLinetoHorizontalAbs,
|
||
|
GetLengthOfLinetoHorizontalRel,
|
||
|
GetLengthOfLinetoVerticalAbs,
|
||
|
GetLengthOfLinetoVerticalRel,
|
||
|
GetLengthOfCurvetoCubicSmoothAbs,
|
||
|
GetLengthOfCurvetoCubicSmoothRel,
|
||
|
GetLengthOfCurvetoQuadraticSmoothAbs,
|
||
|
GetLengthOfCurvetoQuadraticSmoothRel
|
||
|
};
|
||
|
|
||
|
NS_ABORT_IF_FALSE(IsValidType(type), "Seg type not recognized");
|
||
|
|
||
|
NS_ABORT_IF_FALSE(type > 0 && type < NS_ARRAY_LENGTH(lengthFuncTable),
|
||
|
"Seg type not recognized");
|
||
|
|
||
|
return lengthFuncTable[type](seg + 1, aState);
|
||
|
}
|
||
|
|