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Unified Diff: Source/core/platform/graphics/FloatQuad.cpp

Issue 20294002: Fix trailing whitespace in .cpp, .h, and .idl files (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Rebased Created 7 years, 5 months ago
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Index: Source/core/platform/graphics/FloatQuad.cpp
diff --git a/Source/core/platform/graphics/FloatQuad.cpp b/Source/core/platform/graphics/FloatQuad.cpp
index c556f4b3faede7ad9becee0153014996570d36c4..0a7e09284f4934089a20b820f94864bb60a74715 100644
--- a/Source/core/platform/graphics/FloatQuad.cpp
+++ b/Source/core/platform/graphics/FloatQuad.cpp
@@ -8,13 +8,13 @@
* are met:
*
* 1. Redistributions of source code must retain the above copyright
- * notice, this list of conditions and the following disclaimer.
+ * notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
- * documentation and/or other materials provided with the distribution.
+ * documentation and/or other materials provided with the distribution.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
- * from this software without specific prior written permission.
+ * from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
@@ -60,11 +60,11 @@ inline float determinant(const FloatSize& a, const FloatSize& b)
inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3)
{
- // Compute vectors
+ // Compute vectors
FloatSize v0 = t3 - t1;
FloatSize v1 = t2 - t1;
FloatSize v2 = p - t1;
-
+
// Compute dot products
float dot00 = dot(v0, v0);
float dot01 = dot(v0, v1);
@@ -88,7 +88,7 @@ FloatRect FloatQuad::boundingBox() const
float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
-
+
return FloatRect(left, top, right - left, bottom - top);
}
@@ -106,7 +106,7 @@ bool FloatQuad::isRectilinear() const
bool FloatQuad::containsPoint(const FloatPoint& p) const
{
return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4);
-}
+}
// Note that we only handle convex quads here.
bool FloatQuad::containsQuad(const FloatQuad& other) const
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