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Unified Diff: ui/gfx/quad_f.cc

Issue 109433013: Move geometric types to a separate, more lightweight target. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: . Created 7 years ago
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Index: ui/gfx/quad_f.cc
diff --git a/ui/gfx/quad_f.cc b/ui/gfx/quad_f.cc
deleted file mode 100644
index 2796bf192b26ce1ab943ff295dbf35bdf945590e..0000000000000000000000000000000000000000
--- a/ui/gfx/quad_f.cc
+++ /dev/null
@@ -1,127 +0,0 @@
-// Copyright (c) 2012 The Chromium Authors. All rights reserved.
-// Use of this source code is governed by a BSD-style license that can be
-// found in the LICENSE file.
-
-#include "ui/gfx/quad_f.h"
-
-#include <limits>
-
-#include "base/strings/stringprintf.h"
-
-namespace gfx {
-
-void QuadF::operator=(const RectF& rect) {
- p1_ = PointF(rect.x(), rect.y());
- p2_ = PointF(rect.right(), rect.y());
- p3_ = PointF(rect.right(), rect.bottom());
- p4_ = PointF(rect.x(), rect.bottom());
-}
-
-std::string QuadF::ToString() const {
- return base::StringPrintf("%s;%s;%s;%s",
- p1_.ToString().c_str(),
- p2_.ToString().c_str(),
- p3_.ToString().c_str(),
- p4_.ToString().c_str());
-}
-
-static inline bool WithinEpsilon(float a, float b) {
- return std::abs(a - b) < std::numeric_limits<float>::epsilon();
-}
-
-bool QuadF::IsRectilinear() const {
- return
- (WithinEpsilon(p1_.x(), p2_.x()) && WithinEpsilon(p2_.y(), p3_.y()) &&
- WithinEpsilon(p3_.x(), p4_.x()) && WithinEpsilon(p4_.y(), p1_.y())) ||
- (WithinEpsilon(p1_.y(), p2_.y()) && WithinEpsilon(p2_.x(), p3_.x()) &&
- WithinEpsilon(p3_.y(), p4_.y()) && WithinEpsilon(p4_.x(), p1_.x()));
-}
-
-bool QuadF::IsCounterClockwise() const {
- // This math computes the signed area of the quad. Positive area
- // indicates the quad is clockwise; negative area indicates the quad is
- // counter-clockwise. Note carefully: this is backwards from conventional
- // math because our geometric space uses screen coordiantes with y-axis
- // pointing downards.
- // Reference: http://mathworld.wolfram.com/PolygonArea.html
-
- // Up-cast to double so this cannot overflow.
- double determinant1 = static_cast<double>(p1_.x()) * p2_.y()
- - static_cast<double>(p2_.x()) * p1_.y();
- double determinant2 = static_cast<double>(p2_.x()) * p3_.y()
- - static_cast<double>(p3_.x()) * p2_.y();
- double determinant3 = static_cast<double>(p3_.x()) * p4_.y()
- - static_cast<double>(p4_.x()) * p3_.y();
- double determinant4 = static_cast<double>(p4_.x()) * p1_.y()
- - static_cast<double>(p1_.x()) * p4_.y();
-
- return determinant1 + determinant2 + determinant3 + determinant4 < 0;
-}
-
-static inline bool PointIsInTriangle(const PointF& point,
- const PointF& r1,
- const PointF& r2,
- const PointF& r3) {
- // Compute the barycentric coordinates of |point| relative to the triangle
- // (r1, r2, r3). This algorithm comes from Christer Ericson's Real-Time
- // Collision Detection.
- Vector2dF v0 = r2 - r1;
- Vector2dF v1 = r3 - r1;
- Vector2dF v2 = point - r1;
-
- double dot00 = DotProduct(v0, v0);
- double dot01 = DotProduct(v0, v1);
- double dot11 = DotProduct(v1, v1);
- double dot20 = DotProduct(v2, v0);
- double dot21 = DotProduct(v2, v1);
-
- double denom = dot00 * dot11 - dot01 * dot01;
-
- double v = (dot11 * dot20 - dot01 * dot21) / denom;
- double w = (dot00 * dot21 - dot01 * dot20) / denom;
- double u = 1 - v - w;
-
- // Use the barycentric coordinates to test if |point| is inside the
- // triangle (r1, r2, r2).
- return (v >= 0) && (w >= 0) && (u >= 0);
-}
-
-bool QuadF::Contains(const PointF& point) const {
- return PointIsInTriangle(point, p1_, p2_, p3_)
- || PointIsInTriangle(point, p1_, p3_, p4_);
-}
-
-void QuadF::Scale(float x_scale, float y_scale) {
- p1_.Scale(x_scale, y_scale);
- p2_.Scale(x_scale, y_scale);
- p3_.Scale(x_scale, y_scale);
- p4_.Scale(x_scale, y_scale);
-}
-
-void QuadF::operator+=(const Vector2dF& rhs) {
- p1_ += rhs;
- p2_ += rhs;
- p3_ += rhs;
- p4_ += rhs;
-}
-
-void QuadF::operator-=(const Vector2dF& rhs) {
- p1_ -= rhs;
- p2_ -= rhs;
- p3_ -= rhs;
- p4_ -= rhs;
-}
-
-QuadF operator+(const QuadF& lhs, const Vector2dF& rhs) {
- QuadF result = lhs;
- result += rhs;
- return result;
-}
-
-QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) {
- QuadF result = lhs;
- result -= rhs;
- return result;
-}
-
-} // namespace gfx
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