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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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