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 |