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Unified Diff: ui/gfx/quad_f.cc

Issue 11369043: ui: Create the gfx::QuadF class. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: nits Created 8 years, 1 month 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
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

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