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This caused us to lose our gn check certification. :( Turns out gn check was just ignoring all the header paths it didn't understand and so gn check passing for sky wasn't meaning much. I tried to straighten out some of the mess in this CL, but its going to take several more rounds of massaging before gn check passes again. On the bright side (almost) all of our headers are absolute now. Turns out my script (attached to the bug) didn't notice ../ includes but I'll fix that in the next patch. R=abarth@chromium.org BUG=435361 Review URL: https://codereview.chromium.org/746023002
235 lines
7.4 KiB
C++
235 lines
7.4 KiB
C++
/*
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* Copyright (C) 2006, 2007 Eric Seidel <eric@webkit.org>
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*
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* This library is free software; you can redistribute it and/or
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* modify it under the terms of the GNU Library General Public
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* License as published by the Free Software Foundation; either
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* version 2 of the License, or (at your option) any later version.
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*
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* This library is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* Library General Public License for more details.
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*
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* You should have received a copy of the GNU Library General Public License
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* along with this library; see the file COPYING.LIB. If not, write to
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* the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
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* Boston, MA 02110-1301, USA.
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*/
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#include "sky/engine/config.h"
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#include "sky/engine/platform/graphics/PathTraversalState.h"
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#include "sky/engine/wtf/MathExtras.h"
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#include "sky/engine/wtf/Vector.h"
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namespace blink {
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static inline FloatPoint midPoint(const FloatPoint& first, const FloatPoint& second)
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{
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return FloatPoint((first.x() + second.x()) / 2.0f, (first.y() + second.y()) / 2.0f);
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}
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static inline float distanceLine(const FloatPoint& start, const FloatPoint& end)
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{
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return sqrtf((end.x() - start.x()) * (end.x() - start.x()) + (end.y() - start.y()) * (end.y() - start.y()));
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}
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struct QuadraticBezier {
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QuadraticBezier() { }
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QuadraticBezier(const FloatPoint& s, const FloatPoint& c, const FloatPoint& e)
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: start(s)
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, control(c)
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, end(e)
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, splitDepth(0)
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{
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}
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double magnitudeSquared() const
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{
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return ((double)(start.dot(start)) + (double)(control.dot(control)) + (double)(end.dot(end))) / 9.0;
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}
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float approximateDistance() const
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{
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return distanceLine(start, control) + distanceLine(control, end);
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}
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void split(QuadraticBezier& left, QuadraticBezier& right) const
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{
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left.control = midPoint(start, control);
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right.control = midPoint(control, end);
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FloatPoint leftControlToRightControl = midPoint(left.control, right.control);
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left.end = leftControlToRightControl;
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right.start = leftControlToRightControl;
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left.start = start;
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right.end = end;
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left.splitDepth = right.splitDepth = splitDepth + 1;
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}
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FloatPoint start;
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FloatPoint control;
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FloatPoint end;
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unsigned short splitDepth;
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};
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struct CubicBezier {
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CubicBezier() { }
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CubicBezier(const FloatPoint& s, const FloatPoint& c1, const FloatPoint& c2, const FloatPoint& e)
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: start(s)
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, control1(c1)
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, control2(c2)
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, end(e)
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, splitDepth(0)
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{
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}
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double magnitudeSquared() const
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{
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return ((double)(start.dot(start)) + (double)(control1.dot(control1)) + (double)(control2.dot(control2)) + (double)(end.dot(end))) / 16.0;
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}
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float approximateDistance() const
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{
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return distanceLine(start, control1) + distanceLine(control1, control2) + distanceLine(control2, end);
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}
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void split(CubicBezier& left, CubicBezier& right) const
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{
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FloatPoint startToControl1 = midPoint(control1, control2);
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left.start = start;
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left.control1 = midPoint(start, control1);
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left.control2 = midPoint(left.control1, startToControl1);
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right.control2 = midPoint(control2, end);
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right.control1 = midPoint(right.control2, startToControl1);
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right.end = end;
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FloatPoint leftControl2ToRightControl1 = midPoint(left.control2, right.control1);
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left.end = leftControl2ToRightControl1;
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right.start = leftControl2ToRightControl1;
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left.splitDepth = right.splitDepth = splitDepth + 1;
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}
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FloatPoint start;
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FloatPoint control1;
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FloatPoint control2;
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FloatPoint end;
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unsigned short splitDepth;
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};
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template<class CurveType>
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static float curveLength(PathTraversalState& traversalState, CurveType curve)
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{
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static const unsigned short curveSplitDepthLimit = 20;
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static const double pathSegmentLengthToleranceSquared = 1.e-16;
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double curveScaleForToleranceSquared = curve.magnitudeSquared();
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if (curveScaleForToleranceSquared < pathSegmentLengthToleranceSquared)
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return 0;
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Vector<CurveType> curveStack;
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curveStack.append(curve);
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float totalLength = 0;
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do {
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float length = curve.approximateDistance();
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double lengthDiscrepancy = length - distanceLine(curve.start, curve.end);
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if ((lengthDiscrepancy * lengthDiscrepancy) / curveScaleForToleranceSquared > pathSegmentLengthToleranceSquared && curve.splitDepth < curveSplitDepthLimit) {
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CurveType leftCurve;
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CurveType rightCurve;
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curve.split(leftCurve, rightCurve);
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curve = leftCurve;
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curveStack.append(rightCurve);
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} else {
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totalLength += length;
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if (traversalState.m_action == PathTraversalState::TraversalPointAtLength || traversalState.m_action == PathTraversalState::TraversalNormalAngleAtLength) {
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traversalState.m_previous = curve.start;
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traversalState.m_current = curve.end;
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if (traversalState.m_totalLength + totalLength > traversalState.m_desiredLength)
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return totalLength;
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}
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curve = curveStack.last();
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curveStack.removeLast();
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}
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} while (!curveStack.isEmpty());
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return totalLength;
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}
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PathTraversalState::PathTraversalState(PathTraversalAction action)
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: m_action(action)
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, m_success(false)
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, m_totalLength(0)
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, m_segmentIndex(0)
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, m_desiredLength(0)
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, m_normalAngle(0)
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{
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}
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float PathTraversalState::closeSubpath()
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{
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float distance = distanceLine(m_current, m_start);
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m_current = m_start;
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return distance;
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}
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float PathTraversalState::moveTo(const FloatPoint& point)
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{
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m_current = m_start = point;
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return 0;
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}
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float PathTraversalState::lineTo(const FloatPoint& point)
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{
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float distance = distanceLine(m_current, point);
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m_current = point;
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return distance;
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}
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float PathTraversalState::quadraticBezierTo(const FloatPoint& newControl, const FloatPoint& newEnd)
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{
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float distance = curveLength<QuadraticBezier>(*this, QuadraticBezier(m_current, newControl, newEnd));
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if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength)
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m_current = newEnd;
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return distance;
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}
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float PathTraversalState::cubicBezierTo(const FloatPoint& newControl1, const FloatPoint& newControl2, const FloatPoint& newEnd)
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{
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float distance = curveLength<CubicBezier>(*this, CubicBezier(m_current, newControl1, newControl2, newEnd));
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if (m_action != TraversalPointAtLength && m_action != TraversalNormalAngleAtLength)
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m_current = newEnd;
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return distance;
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}
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void PathTraversalState::processSegment()
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{
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if (m_action == TraversalSegmentAtLength && m_totalLength >= m_desiredLength)
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m_success = true;
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if ((m_action == TraversalPointAtLength || m_action == TraversalNormalAngleAtLength) && m_totalLength >= m_desiredLength) {
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float slope = FloatPoint(m_current - m_previous).slopeAngleRadians();
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if (m_action == TraversalPointAtLength) {
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float offset = m_desiredLength - m_totalLength;
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m_current.move(offset * cosf(slope), offset * sinf(slope));
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} else {
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m_normalAngle = rad2deg(slope);
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}
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m_success = true;
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}
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m_previous = m_current;
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}
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} // namespace blink
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