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| 1 /* | |
| 2 * Copyright (C) 2008 Apple Inc. All rights reserved. | |
| 3 * | |
| 4 * Redistribution and use in source and binary forms, with or without | |
| 5 * modification, are permitted provided that the following conditions | |
| 6 * are met: | |
| 7 * | |
| 8 * 1. Redistributions of source code must retain the above copyright | |
| 9 * notice, this list of conditions and the following disclaimer. | |
| 10 * 2. Redistributions in binary form must reproduce the above copyright | |
| 11 * notice, this list of conditions and the following disclaimer in the | |
| 12 * documentation and/or other materials provided with the distribution. | |
| 13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of | |
| 14 * its contributors may be used to endorse or promote products derived | |
| 15 * from this software without specific prior written permission. | |
| 16 * | |
| 17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY | |
| 18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED | |
| 19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE | |
| 20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY | |
| 21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES | |
| 22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; | |
| 23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND | |
| 24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT | |
| 25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF | |
| 26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. | |
| 27 */ | |
| 28 | |
| 29 #ifndef FloatQuad_h | |
| 30 #define FloatQuad_h | |
| 31 | |
| 32 #include "core/platform/graphics/FloatPoint.h" | |
| 33 #include "core/platform/graphics/FloatRect.h" | |
| 34 #include "core/platform/graphics/IntRect.h" | |
| 35 | |
| 36 namespace WebCore { | |
| 37 | |
| 38 // A FloatQuad is a collection of 4 points, often representing the result of | |
| 39 // mapping a rectangle through transforms. When initialized from a rect, the | |
| 40 // points are in clockwise order from top left. | |
| 41 class FloatQuad { | |
| 42 public: | |
| 43 FloatQuad() | |
| 44 { | |
| 45 } | |
| 46 | |
| 47 FloatQuad(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& p3,
const FloatPoint& p4) | |
| 48 : m_p1(p1) | |
| 49 , m_p2(p2) | |
| 50 , m_p3(p3) | |
| 51 , m_p4(p4) | |
| 52 { | |
| 53 } | |
| 54 | |
| 55 FloatQuad(const FloatRect& inRect) | |
| 56 : m_p1(inRect.location()) | |
| 57 , m_p2(inRect.maxX(), inRect.y()) | |
| 58 , m_p3(inRect.maxX(), inRect.maxY()) | |
| 59 , m_p4(inRect.x(), inRect.maxY()) | |
| 60 { | |
| 61 } | |
| 62 | |
| 63 FloatPoint p1() const { return m_p1; } | |
| 64 FloatPoint p2() const { return m_p2; } | |
| 65 FloatPoint p3() const { return m_p3; } | |
| 66 FloatPoint p4() const { return m_p4; } | |
| 67 | |
| 68 void setP1(const FloatPoint& p) { m_p1 = p; } | |
| 69 void setP2(const FloatPoint& p) { m_p2 = p; } | |
| 70 void setP3(const FloatPoint& p) { m_p3 = p; } | |
| 71 void setP4(const FloatPoint& p) { m_p4 = p; } | |
| 72 | |
| 73 // isEmpty tests that the bounding box is empty. This will not identify | |
| 74 // "slanted" empty quads. | |
| 75 bool isEmpty() const { return boundingBox().isEmpty(); } | |
| 76 | |
| 77 // Tests whether this quad can be losslessly represented by a FloatRect, | |
| 78 // that is, if two edges are parallel to the x-axis and the other two | |
| 79 // are parallel to the y-axis. If this method returns true, the | |
| 80 // corresponding FloatRect can be retrieved with boundingBox(). | |
| 81 bool isRectilinear() const; | |
| 82 | |
| 83 // Tests whether the given point is inside, or on an edge or corner of this
quad. | |
| 84 bool containsPoint(const FloatPoint&) const; | |
| 85 | |
| 86 // Tests whether the four corners of other are inside, or coincident with th
e sides of this quad. | |
| 87 // Note that this only works for convex quads, but that includes all quads t
hat originate | |
| 88 // from transformed rects. | |
| 89 bool containsQuad(const FloatQuad&) const; | |
| 90 | |
| 91 // Tests whether any part of the rectangle intersects with this quad. | |
| 92 // This only works for convex quads. | |
| 93 bool intersectsRect(const FloatRect&) const; | |
| 94 | |
| 95 // Test whether any part of the circle/ellipse intersects with this quad. | |
| 96 // Note that these two functions only work for convex quads. | |
| 97 bool intersectsCircle(const FloatPoint& center, float radius) const; | |
| 98 bool intersectsEllipse(const FloatPoint& center, const FloatSize& radii) con
st; | |
| 99 | |
| 100 // The center of the quad. If the quad is the result of a affine-transformed
rectangle this is the same as the original center transformed. | |
| 101 FloatPoint center() const | |
| 102 { | |
| 103 return FloatPoint((m_p1.x() + m_p2.x() + m_p3.x() + m_p4.x()) / 4.0, | |
| 104 (m_p1.y() + m_p2.y() + m_p3.y() + m_p4.y()) / 4.0); | |
| 105 } | |
| 106 | |
| 107 FloatRect boundingBox() const; | |
| 108 IntRect enclosingBoundingBox() const | |
| 109 { | |
| 110 return enclosingIntRect(boundingBox()); | |
| 111 } | |
| 112 | |
| 113 void move(const FloatSize& offset) | |
| 114 { | |
| 115 m_p1 += offset; | |
| 116 m_p2 += offset; | |
| 117 m_p3 += offset; | |
| 118 m_p4 += offset; | |
| 119 } | |
| 120 | |
| 121 void move(float dx, float dy) | |
| 122 { | |
| 123 m_p1.move(dx, dy); | |
| 124 m_p2.move(dx, dy); | |
| 125 m_p3.move(dx, dy); | |
| 126 m_p4.move(dx, dy); | |
| 127 } | |
| 128 | |
| 129 void scale(float dx, float dy) | |
| 130 { | |
| 131 m_p1.scale(dx, dy); | |
| 132 m_p2.scale(dx, dy); | |
| 133 m_p3.scale(dx, dy); | |
| 134 m_p4.scale(dx, dy); | |
| 135 } | |
| 136 | |
| 137 // Tests whether points are in clock-wise, or counter clock-wise order. | |
| 138 // Note that output is undefined when all points are colinear. | |
| 139 bool isCounterclockwise() const; | |
| 140 | |
| 141 private: | |
| 142 FloatPoint m_p1; | |
| 143 FloatPoint m_p2; | |
| 144 FloatPoint m_p3; | |
| 145 FloatPoint m_p4; | |
| 146 }; | |
| 147 | |
| 148 inline FloatQuad& operator+=(FloatQuad& a, const FloatSize& b) | |
| 149 { | |
| 150 a.move(b); | |
| 151 return a; | |
| 152 } | |
| 153 | |
| 154 inline FloatQuad& operator-=(FloatQuad& a, const FloatSize& b) | |
| 155 { | |
| 156 a.move(-b.width(), -b.height()); | |
| 157 return a; | |
| 158 } | |
| 159 | |
| 160 inline bool operator==(const FloatQuad& a, const FloatQuad& b) | |
| 161 { | |
| 162 return a.p1() == b.p1() && | |
| 163 a.p2() == b.p2() && | |
| 164 a.p3() == b.p3() && | |
| 165 a.p4() == b.p4(); | |
| 166 } | |
| 167 | |
| 168 inline bool operator!=(const FloatQuad& a, const FloatQuad& b) | |
| 169 { | |
| 170 return a.p1() != b.p1() || | |
| 171 a.p2() != b.p2() || | |
| 172 a.p3() != b.p3() || | |
| 173 a.p4() != b.p4(); | |
| 174 } | |
| 175 | |
| 176 } // namespace WebCore | |
| 177 | |
| 178 | |
| 179 #endif // FloatQuad_h | |
| 180 | |
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