| Index: third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| diff --git a/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp b/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| index 91f3a226254c5fa77d791f409718abb11ad5ef26..7fd34813bd85707a4dc8f8bc05e3e6731db72486 100644
|
| --- a/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| +++ b/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| @@ -133,12 +133,13 @@ static inline FloatPoint rightMostCornerToVector(const FloatRect& rect,
|
| const FloatSize& vector) {
|
| // Return the corner of the rectangle that if it is to the left of the vector
|
| // would mean all of the rectangle is to the left of the vector.
|
| - // The vector here represents the side between two points in a clockwise convex polygon.
|
| + // The vector here represents the side between two points in a clockwise
|
| + // convex polygon.
|
| //
|
| // Q XXX
|
| - // QQQ XXX If the lower left corner of X is left of the vector that goes from the top corner of Q to
|
| - // QQQ the right corner of Q, then all of X is left of the vector, and intersection impossible.
|
| - // Q
|
| + // QQQ XXX If the lower left corner of X is left of the vector that goes
|
| + // QQQ from the top corner of Q to the right corner of Q, then all of X
|
| + // Q is left of the vector, and intersection impossible.
|
| //
|
| FloatPoint point;
|
| if (vector.width() >= 0)
|
| @@ -153,9 +154,9 @@ static inline FloatPoint rightMostCornerToVector(const FloatRect& rect,
|
| }
|
|
|
| bool FloatQuad::intersectsRect(const FloatRect& rect) const {
|
| - // For each side of the quad clockwise we check if the rectangle is to the left of it
|
| - // since only content on the right can onlap with the quad.
|
| - // This only works if the quad is convex.
|
| + // For each side of the quad clockwise we check if the rectangle is to the
|
| + // left of it since only content on the right can onlap with the quad. This
|
| + // only works if the quad is convex.
|
| FloatSize v1, v2, v3, v4;
|
|
|
| // Ensure we use clockwise vectors.
|
| @@ -187,8 +188,8 @@ bool FloatQuad::intersectsRect(const FloatRect& rect) const {
|
| if (determinant(v4, p - m_p4) < 0)
|
| return false;
|
|
|
| - // If not all of the rectangle is outside one of the quad's four sides, then that means at least
|
| - // a part of the rectangle is overlapping the quad.
|
| + // If not all of the rectangle is outside one of the quad's four sides, then
|
| + // that means at least a part of the rectangle is overlapping the quad.
|
| return true;
|
| }
|
|
|
| @@ -233,8 +234,9 @@ bool FloatQuad::intersectsCircle(const FloatPoint& center, float radius) const {
|
|
|
| bool FloatQuad::intersectsEllipse(const FloatPoint& center,
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| const FloatSize& radii) const {
|
| - // Transform the ellipse to an origin-centered circle whose radius is the product of major radius and minor radius.
|
| - // Here we apply the same transformation to the quad.
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| + // Transform the ellipse to an origin-centered circle whose radius is the
|
| + // product of major radius and minor radius. Here we apply the same
|
| + // transformation to the quad.
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| FloatQuad transformedQuad(*this);
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| transformedQuad.move(-center.x(), -center.y());
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| transformedQuad.scale(radii.height(), radii.width());
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| @@ -245,7 +247,8 @@ bool FloatQuad::intersectsEllipse(const FloatPoint& center,
|
| }
|
|
|
| bool FloatQuad::isCounterclockwise() const {
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| - // Return if the two first vectors are turning clockwise. If the quad is convex then all following vectors will turn the same way.
|
| + // Return if the two first vectors are turning clockwise. If the quad is
|
| + // convex then all following vectors will turn the same way.
|
| return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
|
| }
|
|
|
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|