| Index: third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| diff --git a/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp b/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| index 90197b1e1987bb5c68c78c566cc61a370b20daf0..ccfa882942899dcc4d0ca1e06271ae79919f9ef5 100644
|
| --- a/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| +++ b/third_party/WebKit/Source/platform/geometry/FloatQuad.cpp
|
| @@ -50,7 +50,7 @@ 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) {
|
| +inline float Determinant2(const FloatSize& a, const FloatSize& b) {
|
| return a.Width() * b.Height() - a.Height() * b.Width();
|
| }
|
|
|
| @@ -169,19 +169,19 @@ bool FloatQuad::IntersectsRect(const FloatRect& rect) const {
|
| }
|
|
|
| FloatPoint p = RightMostCornerToVector(rect, v1);
|
| - if (Determinant(v1, p - p1_) < 0)
|
| + if (Determinant2(v1, p - p1_) < 0)
|
| return false;
|
|
|
| p = RightMostCornerToVector(rect, v2);
|
| - if (Determinant(v2, p - p2_) < 0)
|
| + if (Determinant2(v2, p - p2_) < 0)
|
| return false;
|
|
|
| p = RightMostCornerToVector(rect, v3);
|
| - if (Determinant(v3, p - p3_) < 0)
|
| + if (Determinant2(v3, p - p3_) < 0)
|
| return false;
|
|
|
| p = RightMostCornerToVector(rect, v4);
|
| - if (Determinant(v4, p - p4_) < 0)
|
| + if (Determinant2(v4, p - p4_) < 0)
|
| return false;
|
|
|
| // If not all of the rectangle is outside one of the quad's four sides, then
|
| @@ -245,7 +245,7 @@ bool FloatQuad::IntersectsEllipse(const FloatPoint& center,
|
| 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(p2_ - p1_, p3_ - p2_) < 0;
|
| + return Determinant2(p2_ - p1_, p3_ - p2_) < 0;
|
| }
|
|
|
| String FloatQuad::ToString() const {
|
|
|