| Index: Source/core/platform/graphics/FloatQuad.cpp
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| diff --git a/Source/core/platform/graphics/FloatQuad.cpp b/Source/core/platform/graphics/FloatQuad.cpp
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| deleted file mode 100644
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| index 0a7e09284f4934089a20b820f94864bb60a74715..0000000000000000000000000000000000000000
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| --- a/Source/core/platform/graphics/FloatQuad.cpp
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| +++ /dev/null
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| @@ -1,236 +0,0 @@
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| -/*
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| - * Copyright (C) 2008 Apple Inc. All rights reserved.
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| - * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
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| - * Copyright (C) 2013 Xidorn Quan (quanxunzhen@gmail.com)
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| - *
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| - * Redistribution and use in source and binary forms, with or without
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| - * modification, are permitted provided that the following conditions
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| - * are met:
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| - *
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| - * 1. Redistributions of source code must retain the above copyright
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| - * notice, this list of conditions and the following disclaimer.
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| - * 2. Redistributions in binary form must reproduce the above copyright
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| - * notice, this list of conditions and the following disclaimer in the
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| - * documentation and/or other materials provided with the distribution.
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| - * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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| - * its contributors may be used to endorse or promote products derived
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| - * from this software without specific prior written permission.
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| - *
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| - * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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| - * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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| - * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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| - * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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| - * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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| - * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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| - * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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| - * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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| - * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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| - * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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| - */
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| -
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| -#include "config.h"
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| -#include "core/platform/graphics/FloatQuad.h"
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| -
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| -#include <algorithm>
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| -#include <limits>
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| -
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| -using namespace std;
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| -
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| -namespace WebCore {
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| -
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| -static inline float min4(float a, float b, float c, float d)
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| -{
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| - return min(min(a, b), min(c, d));
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| -}
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| -
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| -static inline float max4(float a, float b, float c, float d)
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| -{
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| - return max(max(a, b), max(c, d));
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| -}
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| -
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| -inline float dot(const FloatSize& a, const FloatSize& b)
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| -{
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| - return a.width() * b.width() + a.height() * b.height();
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| -}
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| -
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| -inline float determinant(const FloatSize& a, const FloatSize& b)
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| -{
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| - return a.width() * b.height() - a.height() * b.width();
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| -}
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| -
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| -inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3)
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| -{
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| - // Compute vectors
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| - FloatSize v0 = t3 - t1;
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| - FloatSize v1 = t2 - t1;
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| - FloatSize v2 = p - t1;
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| -
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| - // Compute dot products
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| - float dot00 = dot(v0, v0);
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| - float dot01 = dot(v0, v1);
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| - float dot02 = dot(v0, v2);
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| - float dot11 = dot(v1, v1);
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| - float dot12 = dot(v1, v2);
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| -
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| - // Compute barycentric coordinates
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| - float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
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| - float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
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| - float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
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| -
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| - // Check if point is in triangle
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| - return (u >= 0) && (v >= 0) && (u + v <= 1);
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| -}
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| -
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| -FloatRect FloatQuad::boundingBox() const
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| -{
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| - float left = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
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| - float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
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| -
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| - float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
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| - float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
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| -
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| - return FloatRect(left, top, right - left, bottom - top);
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| -}
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| -
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| -static inline bool withinEpsilon(float a, float b)
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| -{
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| - return fabs(a - b) < numeric_limits<float>::epsilon();
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| -}
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| -
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| -bool FloatQuad::isRectilinear() const
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| -{
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| - 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()))
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| - || (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()));
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| -}
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| -
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| -bool FloatQuad::containsPoint(const FloatPoint& p) const
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| -{
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| - return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4);
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| -}
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| -
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| -// Note that we only handle convex quads here.
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| -bool FloatQuad::containsQuad(const FloatQuad& other) const
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| -{
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| - return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4());
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| -}
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| -
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| -static inline FloatPoint rightMostCornerToVector(const FloatRect& rect, const FloatSize& vector)
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| -{
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| - // Return the corner of the rectangle that if it is to the left of the vector
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| - // would mean all of the rectangle is to the left of the vector.
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| - // The vector here represents the side between two points in a clockwise convex polygon.
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| - //
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| - // Q XXX
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| - // QQQ XXX If the lower left corner of X is left of the vector that goes from the top corner of Q to
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| - // QQQ the right corner of Q, then all of X is left of the vector, and intersection impossible.
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| - // Q
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| - //
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| - FloatPoint point;
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| - if (vector.width() >= 0)
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| - point.setY(rect.maxY());
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| - else
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| - point.setY(rect.y());
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| - if (vector.height() >= 0)
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| - point.setX(rect.x());
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| - else
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| - point.setX(rect.maxX());
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| - return point;
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| -}
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| -
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| -bool FloatQuad::intersectsRect(const FloatRect& rect) const
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| -{
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| - // For each side of the quad clockwise we check if the rectangle is to the left of it
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| - // since only content on the right can onlap with the quad.
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| - // This only works if the quad is convex.
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| - FloatSize v1, v2, v3, v4;
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| -
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| - // Ensure we use clockwise vectors.
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| - if (!isCounterclockwise()) {
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| - v1 = m_p2 - m_p1;
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| - v2 = m_p3 - m_p2;
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| - v3 = m_p4 - m_p3;
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| - v4 = m_p1 - m_p4;
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| - } else {
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| - v1 = m_p4 - m_p1;
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| - v2 = m_p1 - m_p2;
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| - v3 = m_p2 - m_p3;
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| - v4 = m_p3 - m_p4;
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| - }
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| -
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| - FloatPoint p = rightMostCornerToVector(rect, v1);
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| - if (determinant(v1, p - m_p1) < 0)
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| - return false;
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| -
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| - p = rightMostCornerToVector(rect, v2);
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| - if (determinant(v2, p - m_p2) < 0)
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| - return false;
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| -
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| - p = rightMostCornerToVector(rect, v3);
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| - if (determinant(v3, p - m_p3) < 0)
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| - return false;
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| -
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| - p = rightMostCornerToVector(rect, v4);
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| - if (determinant(v4, p - m_p4) < 0)
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| - return false;
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| -
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| - // If not all of the rectangle is outside one of the quad's four sides, then that means at least
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| - // a part of the rectangle is overlapping the quad.
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| - return true;
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| -}
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| -
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| -// Tests whether the line is contained by or intersected with the circle.
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| -static inline bool lineIntersectsCircle(const FloatPoint& center, float radius, const FloatPoint& p0, const FloatPoint& p1)
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| -{
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| - float x0 = p0.x() - center.x(), y0 = p0.y() - center.y();
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| - float x1 = p1.x() - center.x(), y1 = p1.y() - center.y();
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| - float radius2 = radius * radius;
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| - if ((x0 * x0 + y0 * y0) <= radius2 || (x1 * x1 + y1 * y1) <= radius2)
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| - return true;
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| - if (p0 == p1)
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| - return false;
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| -
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| - float a = y0 - y1;
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| - float b = x1 - x0;
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| - float c = x0 * y1 - x1 * y0;
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| - float distance2 = c * c / (a * a + b * b);
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| - // If distance between the center point and the line > the radius,
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| - // the line doesn't cross (or is contained by) the ellipse.
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| - if (distance2 > radius2)
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| - return false;
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| -
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| - // The nearest point on the line is between p0 and p1?
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| - float x = - a * c / (a * a + b * b);
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| - float y = - b * c / (a * a + b * b);
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| - return (((x0 <= x && x <= x1) || (x0 >= x && x >= x1))
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| - && ((y0 <= y && y <= y1) || (y1 <= y && y <= y0)));
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| -}
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| -
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| -bool FloatQuad::intersectsCircle(const FloatPoint& center, float radius) const
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| -{
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| - return containsPoint(center) // The circle may be totally contained by the quad.
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| - || lineIntersectsCircle(center, radius, m_p1, m_p2)
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| - || lineIntersectsCircle(center, radius, m_p2, m_p3)
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| - || lineIntersectsCircle(center, radius, m_p3, m_p4)
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| - || lineIntersectsCircle(center, radius, m_p4, m_p1);
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| -}
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| -
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| -bool FloatQuad::intersectsEllipse(const FloatPoint& center, const FloatSize& radii) const
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| -{
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| - // Transform the ellipse to an origin-centered circle whose radius is the product of major radius and minor radius.
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| - // Here we apply the same transformation to the quad.
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| - FloatQuad transformedQuad(*this);
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| - transformedQuad.move(-center.x(), -center.y());
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| - transformedQuad.scale(radii.height(), radii.width());
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| -
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| - FloatPoint originPoint;
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| - return transformedQuad.intersectsCircle(originPoint, radii.height() * radii.width());
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| -
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| -}
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| -
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| -bool FloatQuad::isCounterclockwise() const
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| -{
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| - // Return if the two first vectors are turning clockwise. If the quad is convex then all following vectors will turn the same way.
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| - return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
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| -}
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| -
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| -} // namespace WebCore
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