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

Issue 25494003: Move geometry classes from core/platform/graphics to platform/geometry (Closed) Base URL: svn://svn.chromium.org/blink/trunk
Patch Set: Created 7 years, 2 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
deleted file mode 100644
index 0a7e09284f4934089a20b820f94864bb60a74715..0000000000000000000000000000000000000000
--- a/Source/core/platform/graphics/FloatQuad.cpp
+++ /dev/null
@@ -1,236 +0,0 @@
-/*
- * Copyright (C) 2008 Apple Inc. All rights reserved.
- * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
- * Copyright (C) 2013 Xidorn Quan (quanxunzhen@gmail.com)
- *
- * Redistribution and use in source and binary forms, with or without
- * modification, are permitted provided that the following conditions
- * are met:
- *
- * 1. Redistributions of source code must retain the above copyright
- * 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.
- * 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.
- *
- * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
- * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
- * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
- * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
- * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
- * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
- * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
- * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
- * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
- */
-
-#include "config.h"
-#include "core/platform/graphics/FloatQuad.h"
-
-#include <algorithm>
-#include <limits>
-
-using namespace std;
-
-namespace WebCore {
-
-static inline float min4(float a, float b, float c, float d)
-{
- return min(min(a, b), min(c, d));
-}
-
-static inline float max4(float a, float b, float c, float d)
-{
- return max(max(a, b), max(c, d));
-}
-
-inline float dot(const FloatSize& a, const FloatSize& b)
-{
- return a.width() * b.width() + a.height() * b.height();
-}
-
-inline float determinant(const FloatSize& a, const FloatSize& b)
-{
- return a.width() * b.height() - a.height() * b.width();
-}
-
-inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3)
-{
- // 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);
- float dot02 = dot(v0, v2);
- float dot11 = dot(v1, v1);
- float dot12 = dot(v1, v2);
-
- // Compute barycentric coordinates
- float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
- float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
- float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
-
- // Check if point is in triangle
- return (u >= 0) && (v >= 0) && (u + v <= 1);
-}
-
-FloatRect FloatQuad::boundingBox() const
-{
- float left = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
- float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
-
- 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);
-}
-
-static inline bool withinEpsilon(float a, float b)
-{
- return fabs(a - b) < numeric_limits<float>::epsilon();
-}
-
-bool FloatQuad::isRectilinear() const
-{
- return (withinEpsilon(m_p1.x(), m_p2.x()) && withinEpsilon(m_p2.y(), m_p3.y()) && withinEpsilon(m_p3.x(), m_p4.x()) && withinEpsilon(m_p4.y(), m_p1.y()))
- || (withinEpsilon(m_p1.y(), m_p2.y()) && withinEpsilon(m_p2.x(), m_p3.x()) && withinEpsilon(m_p3.y(), m_p4.y()) && withinEpsilon(m_p4.x(), m_p1.x()));
-}
-
-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
-{
- return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4());
-}
-
-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.
- //
- // 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
- //
- FloatPoint point;
- if (vector.width() >= 0)
- point.setY(rect.maxY());
- else
- point.setY(rect.y());
- if (vector.height() >= 0)
- point.setX(rect.x());
- else
- point.setX(rect.maxX());
- return point;
-}
-
-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.
- FloatSize v1, v2, v3, v4;
-
- // Ensure we use clockwise vectors.
- if (!isCounterclockwise()) {
- v1 = m_p2 - m_p1;
- v2 = m_p3 - m_p2;
- v3 = m_p4 - m_p3;
- v4 = m_p1 - m_p4;
- } else {
- v1 = m_p4 - m_p1;
- v2 = m_p1 - m_p2;
- v3 = m_p2 - m_p3;
- v4 = m_p3 - m_p4;
- }
-
- FloatPoint p = rightMostCornerToVector(rect, v1);
- if (determinant(v1, p - m_p1) < 0)
- return false;
-
- p = rightMostCornerToVector(rect, v2);
- if (determinant(v2, p - m_p2) < 0)
- return false;
-
- p = rightMostCornerToVector(rect, v3);
- if (determinant(v3, p - m_p3) < 0)
- return false;
-
- p = rightMostCornerToVector(rect, v4);
- 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.
- return true;
-}
-
-// Tests whether the line is contained by or intersected with the circle.
-static inline bool lineIntersectsCircle(const FloatPoint& center, float radius, const FloatPoint& p0, const FloatPoint& p1)
-{
- float x0 = p0.x() - center.x(), y0 = p0.y() - center.y();
- float x1 = p1.x() - center.x(), y1 = p1.y() - center.y();
- float radius2 = radius * radius;
- if ((x0 * x0 + y0 * y0) <= radius2 || (x1 * x1 + y1 * y1) <= radius2)
- return true;
- if (p0 == p1)
- return false;
-
- float a = y0 - y1;
- float b = x1 - x0;
- float c = x0 * y1 - x1 * y0;
- float distance2 = c * c / (a * a + b * b);
- // If distance between the center point and the line > the radius,
- // the line doesn't cross (or is contained by) the ellipse.
- if (distance2 > radius2)
- return false;
-
- // The nearest point on the line is between p0 and p1?
- float x = - a * c / (a * a + b * b);
- float y = - b * c / (a * a + b * b);
- return (((x0 <= x && x <= x1) || (x0 >= x && x >= x1))
- && ((y0 <= y && y <= y1) || (y1 <= y && y <= y0)));
-}
-
-bool FloatQuad::intersectsCircle(const FloatPoint& center, float radius) const
-{
- return containsPoint(center) // The circle may be totally contained by the quad.
- || lineIntersectsCircle(center, radius, m_p1, m_p2)
- || lineIntersectsCircle(center, radius, m_p2, m_p3)
- || lineIntersectsCircle(center, radius, m_p3, m_p4)
- || lineIntersectsCircle(center, radius, m_p4, m_p1);
-}
-
-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.
- FloatQuad transformedQuad(*this);
- transformedQuad.move(-center.x(), -center.y());
- transformedQuad.scale(radii.height(), radii.width());
-
- FloatPoint originPoint;
- return transformedQuad.intersectsCircle(originPoint, radii.height() * radii.width());
-
-}
-
-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 determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
-}
-
-} // namespace WebCore
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