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rewrite the line merging code, to ease future optimizations
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@ -295,33 +295,33 @@ void HTMLRenderer::check_state_change(GfxState * state)
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bool merged = false;
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double dx = 0;
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double dy = 0;
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if(tm_equal(old_tm, cur_text_tm, 4))
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{
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double lhs1 = cur_text_tm[4] - old_tm[4] - old_tm[2] * (draw_ty - cur_ty) - old_tm[0] * (draw_tx - cur_tx);
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double lhs2 = cur_text_tm[5] - old_tm[5] - old_tm[3] * (draw_ty - cur_ty) - old_tm[1] * (draw_tx - cur_tx);
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double lhs1 = cur_text_tm[4] - old_tm[4] - old_tm[0] * (draw_tx - cur_tx) - old_tm[2] * (draw_ty - cur_ty);
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double lhs2 = cur_text_tm[5] - old_tm[5] - old_tm[1] * (draw_tx - cur_tx) - old_tm[3] * (draw_ty - cur_ty);
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if(equal(old_tm[0] * lhs2, old_tm[1] * lhs1))
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/*
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* Now the equation system becomes
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*
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* lhs1 = OldTM[0] * dx + OldTM[2] * dy
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* lhs2 = OldTM[1] * dx + OldTM[3] * dy
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*/
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double det = old_tm[0] * old_tm[3] - old_tm[1] * old_tm[2];
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if(!equal(det, 0))
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{
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if(!equal(old_tm[0], 0))
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double inverted[4];
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inverted[0] = old_tm[3] / det;
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inverted[1] = -old_tm[1] / det;
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inverted[2] = -old_tm[2] / det;
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inverted[3] = old_tm[0] / det;
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dx = inverted[0] * lhs1 + inverted[2] * lhs2;
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dy = inverted[1] * lhs1 + inverted[3] * lhs2;
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if(equal(dy, 0))
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{
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dx = lhs1 / old_tm[0];
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merged = true;
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}
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else if (!equal(old_tm[1], 0))
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{
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dx = lhs2 / old_tm[1];
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merged = true;
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}
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else
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{
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if((equal(lhs1,0)) && (equal(lhs2,0)))
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{
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// free
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dx = 0;
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merged = true;
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}
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// else fail
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}
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}
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//else no solution
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}
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