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Unified Diff: third_party/WebKit/Source/platform/geometry/FloatQuad.cpp

Issue 2392543003: reflow comments in platform/geometry (Closed)
Patch Set: Created 4 years, 2 months ago
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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,
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.
+ // 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.
FloatQuad transformedQuad(*this);
transformedQuad.move(-center.x(), -center.y());
transformedQuad.scale(radii.height(), radii.width());
@@ -245,7 +247,8 @@ bool FloatQuad::intersectsEllipse(const FloatPoint& center,
}
bool FloatQuad::isCounterclockwise() const {
- // 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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