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Issue 291493003: Optimize QuadF's PointIsInTriangle function (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Add comment with equations Created 6 years, 7 months ago
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1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be 2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file. 3 // found in the LICENSE file.
4 4
5 #include "ui/gfx/geometry/quad_f.h" 5 #include "ui/gfx/geometry/quad_f.h"
6 6
7 #include <limits> 7 #include <limits>
8 8
9 #include "base/strings/stringprintf.h" 9 #include "base/strings/stringprintf.h"
10 10
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55 double determinant4 = static_cast<double>(p4_.x()) * p1_.y() 55 double determinant4 = static_cast<double>(p4_.x()) * p1_.y()
56 - static_cast<double>(p1_.x()) * p4_.y(); 56 - static_cast<double>(p1_.x()) * p4_.y();
57 57
58 return determinant1 + determinant2 + determinant3 + determinant4 < 0; 58 return determinant1 + determinant2 + determinant3 + determinant4 < 0;
59 } 59 }
60 60
61 static inline bool PointIsInTriangle(const PointF& point, 61 static inline bool PointIsInTriangle(const PointF& point,
62 const PointF& r1, 62 const PointF& r1,
63 const PointF& r2, 63 const PointF& r2,
64 const PointF& r3) { 64 const PointF& r3) {
65 // Compute the barycentric coordinates of |point| relative to the triangle 65 // Compute the barycentric coordinates (u, v, w) of |point| relative to the
66 // (r1, r2, r3). This algorithm comes from Christer Ericson's Real-Time 66 // triangle (r1, r2, r3) by the solving the system of equations:
67 // Collision Detection. 67 // 1) point = u * r1 + v * r2 + w * r3
68 Vector2dF v0 = r2 - r1; 68 // 2) u + v + w = 1
69 Vector2dF v1 = r3 - r1; 69 // This algorithm comes from Christer Ericson's Real-Time Collision Detection.
70 Vector2dF v2 = point - r1;
71 70
72 double dot00 = DotProduct(v0, v0); 71 Vector2dF r31 = r1 - r3;
73 double dot01 = DotProduct(v0, v1); 72 Vector2dF r32 = r2 - r3;
74 double dot11 = DotProduct(v1, v1); 73 Vector2dF r3p = point - r3;
75 double dot20 = DotProduct(v2, v0);
76 double dot21 = DotProduct(v2, v1);
77 74
78 double denom = dot00 * dot11 - dot01 * dot01; 75 float denom = r32.y() * r31.x() - r32.x() * r31.y();
79 76 float u = (r32.y() * r3p.x() - r32.x() * r3p.y()) / denom;
80 double v = (dot11 * dot20 - dot01 * dot21) / denom; 77 float v = (r31.x() * r3p.y() - r31.y() * r3p.x()) / denom;
81 double w = (dot00 * dot21 - dot01 * dot20) / denom; 78 float w = 1.f - u - v;
82 double u = 1 - v - w;
83 79
84 // Use the barycentric coordinates to test if |point| is inside the 80 // Use the barycentric coordinates to test if |point| is inside the
85 // triangle (r1, r2, r2). 81 // triangle (r1, r2, r2).
86 return (v >= 0) && (w >= 0) && (u >= 0); 82 return (u >= 0) && (v >= 0) && (w >= 0);
87 } 83 }
88 84
89 bool QuadF::Contains(const PointF& point) const { 85 bool QuadF::Contains(const PointF& point) const {
90 return PointIsInTriangle(point, p1_, p2_, p3_) 86 return PointIsInTriangle(point, p1_, p2_, p3_)
91 || PointIsInTriangle(point, p1_, p3_, p4_); 87 || PointIsInTriangle(point, p1_, p3_, p4_);
92 } 88 }
93 89
94 void QuadF::Scale(float x_scale, float y_scale) { 90 void QuadF::Scale(float x_scale, float y_scale) {
95 p1_.Scale(x_scale, y_scale); 91 p1_.Scale(x_scale, y_scale);
96 p2_.Scale(x_scale, y_scale); 92 p2_.Scale(x_scale, y_scale);
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118 return result; 114 return result;
119 } 115 }
120 116
121 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) { 117 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) {
122 QuadF result = lhs; 118 QuadF result = lhs;
123 result -= rhs; 119 result -= rhs;
124 return result; 120 return result;
125 } 121 }
126 122
127 } // namespace gfx 123 } // namespace gfx
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