Index: ui/gfx/quad_f.cc |
diff --git a/ui/gfx/quad_f.cc b/ui/gfx/quad_f.cc |
new file mode 100644 |
index 0000000000000000000000000000000000000000..d58d7db16eb38cd85abcb65443ae115914db792f |
--- /dev/null |
+++ b/ui/gfx/quad_f.cc |
@@ -0,0 +1,151 @@ |
+// 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 <cmath> |
+#include <limits> |
+ |
+#include "base/stringprintf.h" |
+ |
+namespace gfx { |
+ |
+QuadF::QuadF() { |
+} |
+ |
+QuadF::QuadF(const PointF& p1, |
+ const PointF& p2, |
+ const PointF& p3, |
+ const PointF& p4) |
+ : p1_(p1), |
+ p2_(p2), |
+ p3_(p3), |
+ p4_(p4) { |
+} |
+ |
+QuadF::QuadF(const RectF& rect) |
+ : p1_(rect.x(), rect.y()), |
Peter Kasting
2012/11/02 18:09:37
Nit: could be rect.origin() (2 places)
danakj
2012/11/02 18:34:10
Ya, I liked the clarity of having each of x(), y()
|
+ p2_(rect.right(), rect.y()), |
+ p3_(rect.right(), rect.bottom()), |
+ p4_(rect.x(), rect.bottom()) { |
+} |
+ |
+QuadF::~QuadF() { |
+} |
+ |
+void QuadF::operator=(const QuadF& quad) { |
+ p1_ = quad.p1_; |
+ p2_ = quad.p2_; |
+ p3_ = quad.p3_; |
+ p4_ = quad.p4_; |
+} |
+ |
+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()); |
Peter Kasting
2012/11/02 18:09:37
Nit: simpler:
return p1_.ToString() + ";" + p2_
|
+} |
+ |
+static inline bool WithinEpsilon(float a, float b) { |
Peter Kasting
2012/11/02 18:09:37
Nit: Prefer to place in an anonymous namespace ato
|
+ return std::abs(a - b) < std::numeric_limits<float>::epsilon(); |
Peter Kasting
2012/11/02 18:09:37
I know very little about floating-point. Is it ev
danakj
2012/11/02 18:34:10
#include <limits>
#include <cmath>
#include <iostr
danakj
2012/11/02 18:38:42
To further explain this. epsilon is difference to
|
+} |
+ |
+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 { |
+ // Compute if the first three points turn counter-clockwise. If the quad is |
+ // convex, this will match the result for all other triples of points as well. |
Peter Kasting
2012/11/02 18:09:37
Should we have some sort of IsConvex() function th
danakj
2012/11/02 18:34:10
I thought about this too, but I'm not sure if it i
|
+ return CrossProduct(p2_ - p1_, p3_ - p2_) < 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_); |
Peter Kasting
2012/11/02 18:09:37
Nit: operator goes on end of previous line
|
+} |
+ |
+RectF QuadF::BoundingBox() const { |
+ float rl = std::min(std::min(p1_.x(), p2_.x()), std::min(p3_.x(), p4_.x())); |
+ float rr = std::max(std::max(p1_.x(), p2_.x()), std::max(p3_.x(), p4_.x())); |
+ float rt = std::min(std::min(p1_.y(), p2_.y()), std::min(p3_.y(), p4_.y())); |
+ float rb = std::max(std::max(p1_.y(), p2_.y()), std::max(p3_.y(), p4_.y())); |
+ return RectF(rl, rt, rr - rl, rb - rt); |
+} |
+ |
+void QuadF::Scale(float x_scale, float y_scale) { |
+ p1_ = p1_.Scale(x_scale, y_scale); |
+ p2_ = p2_.Scale(x_scale, y_scale); |
+ p3_ = p3_.Scale(x_scale, y_scale); |
+ p4_ = 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 |