| Index: third_party/WebKit/Source/devtools/front_end/layer_viewer/Layers3DView.js
|
| diff --git a/third_party/WebKit/Source/devtools/front_end/layer_viewer/Layers3DView.js b/third_party/WebKit/Source/devtools/front_end/layer_viewer/Layers3DView.js
|
| index a872455041c06ff3c8f58fac64570c1ff8525e01..52f1fe91877c8271ea7c8dd77101e04e5f0e91b7 100644
|
| --- a/third_party/WebKit/Source/devtools/front_end/layer_viewer/Layers3DView.js
|
| +++ b/third_party/WebKit/Source/devtools/front_end/layer_viewer/Layers3DView.js
|
| @@ -265,7 +265,7 @@ LayerViewer.Layers3DView = class extends UI.VBox {
|
|
|
| var bounds;
|
| for (var i = 0; i < this._rects.length; ++i)
|
| - bounds = Common.Geometry.boundsForTransformedPoints(scaleAndRotationMatrix, this._rects[i].vertices, bounds);
|
| + bounds = UI.Geometry.boundsForTransformedPoints(scaleAndRotationMatrix, this._rects[i].vertices, bounds);
|
|
|
| this._transformController.clampOffsets(
|
| (paddingX - bounds.maxX) / window.devicePixelRatio,
|
| @@ -1106,12 +1106,12 @@ LayerViewer.Layers3DView.Rectangle = class {
|
| // Vertices of the quad with transform matrix applied
|
| var points = [];
|
| for (i = 0; i < 4; ++i) {
|
| - points[i] = Common.Geometry.multiplyVectorByMatrixAndNormalize(
|
| - new Common.Geometry.Vector(this.vertices[i * 3], this.vertices[i * 3 + 1], this.vertices[i * 3 + 2]), matrix);
|
| + points[i] = UI.Geometry.multiplyVectorByMatrixAndNormalize(
|
| + new UI.Geometry.Vector(this.vertices[i * 3], this.vertices[i * 3 + 1], this.vertices[i * 3 + 2]), matrix);
|
| }
|
| // Calculating quad plane normal
|
| - var normal = Common.Geometry.crossProduct(
|
| - Common.Geometry.subtract(points[1], points[0]), Common.Geometry.subtract(points[2], points[1]));
|
| + var normal = UI.Geometry.crossProduct(
|
| + UI.Geometry.subtract(points[1], points[0]), UI.Geometry.subtract(points[2], points[1]));
|
| // General form of the equation of the quad plane: A * x + B * y + C * z + D = 0
|
| var A = normal.x;
|
| var B = normal.y;
|
| @@ -1120,14 +1120,14 @@ LayerViewer.Layers3DView.Rectangle = class {
|
| // Finding t from the equation
|
| var t = -(D + A * x0 + B * y0) / C;
|
| // Point of the intersection
|
| - var pt = new Common.Geometry.Vector(x0, y0, t);
|
| + var pt = new UI.Geometry.Vector(x0, y0, t);
|
| // Vectors from the intersection point to vertices of the quad
|
| - var tVects = points.map(Common.Geometry.subtract.bind(null, pt));
|
| + var tVects = points.map(UI.Geometry.subtract.bind(null, pt));
|
| // Intersection point lies inside of the polygon if scalar products of normal of the plane and
|
| // cross products of successive tVects are all nonstrictly above or all nonstrictly below zero
|
| for (i = 0; i < tVects.length; ++i) {
|
| - var product = Common.Geometry.scalarProduct(
|
| - normal, Common.Geometry.crossProduct(tVects[i], tVects[(i + 1) % tVects.length]));
|
| + var product =
|
| + UI.Geometry.scalarProduct(normal, UI.Geometry.crossProduct(tVects[i], tVects[(i + 1) % tVects.length]));
|
| if (product < 0)
|
| return undefined;
|
| }
|
|
|