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Side by Side Diff: ui/gfx/geometry/quad_f.h

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 #ifndef UI_GFX_GEOMETRY_QUAD_F_H_ 5 #ifndef UI_GFX_GEOMETRY_QUAD_F_H_
6 #define UI_GFX_GEOMETRY_QUAD_F_H_ 6 #define UI_GFX_GEOMETRY_QUAD_F_H_
7 7
8 #include <algorithm> 8 #include <algorithm>
9 #include <cmath> 9 #include <cmath>
10 #include <string> 10 #include <string>
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45 const PointF& p4() const { return p4_; } 45 const PointF& p4() const { return p4_; }
46 46
47 // Returns true if the quad is an axis-aligned rectangle. 47 // Returns true if the quad is an axis-aligned rectangle.
48 bool IsRectilinear() const; 48 bool IsRectilinear() const;
49 49
50 // Returns true if the points of the quad are in counter-clockwise order. This 50 // Returns true if the points of the quad are in counter-clockwise order. This
51 // assumes that the quad is convex, and that no three points are collinear. 51 // assumes that the quad is convex, and that no three points are collinear.
52 bool IsCounterClockwise() const; 52 bool IsCounterClockwise() const;
53 53
54 // Returns true if the |point| is contained within the quad, or lies on on 54 // Returns true if the |point| is contained within the quad, or lies on on
55 // edge of the quad. 55 // edge of the quad. This assumes that the quad is convex.
56 bool Contains(const gfx::PointF& point) const; 56 bool Contains(const gfx::PointF& point) const;
57 57
58 // Returns a rectangle that bounds the four points of the quad. The points of 58 // Returns a rectangle that bounds the four points of the quad. The points of
59 // the quad may lie on the right/bottom edge of the resulting rectangle, 59 // the quad may lie on the right/bottom edge of the resulting rectangle,
60 // rather than being strictly inside it. 60 // rather than being strictly inside it.
61 RectF BoundingBox() const { 61 RectF BoundingBox() const {
62 float rl = std::min(std::min(p1_.x(), p2_.x()), std::min(p3_.x(), p4_.x())); 62 float rl = std::min(std::min(p1_.x(), p2_.x()), std::min(p3_.x(), p4_.x()));
63 float rr = std::max(std::max(p1_.x(), p2_.x()), std::max(p3_.x(), p4_.x())); 63 float rr = std::max(std::max(p1_.x(), p2_.x()), std::max(p3_.x(), p4_.x()));
64 float rt = std::min(std::min(p1_.y(), p2_.y()), std::min(p3_.y(), p4_.y())); 64 float rt = std::min(std::min(p1_.y(), p2_.y()), std::min(p3_.y(), p4_.y()));
65 float rb = std::max(std::max(p1_.y(), p2_.y()), std::max(p3_.y(), p4_.y())); 65 float rb = std::max(std::max(p1_.y(), p2_.y()), std::max(p3_.y(), p4_.y()));
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100 100
101 // Add a vector to a quad, offseting each point in the quad by the vector. 101 // Add a vector to a quad, offseting each point in the quad by the vector.
102 GFX_EXPORT QuadF operator+(const QuadF& lhs, const Vector2dF& rhs); 102 GFX_EXPORT QuadF operator+(const QuadF& lhs, const Vector2dF& rhs);
103 // Subtract a vector from a quad, offseting each point in the quad by the 103 // Subtract a vector from a quad, offseting each point in the quad by the
104 // inverse of the vector. 104 // inverse of the vector.
105 GFX_EXPORT QuadF operator-(const QuadF& lhs, const Vector2dF& rhs); 105 GFX_EXPORT QuadF operator-(const QuadF& lhs, const Vector2dF& rhs);
106 106
107 } // namespace gfx 107 } // namespace gfx
108 108
109 #endif // UI_GFX_GEOMETRY_QUAD_F_H_ 109 #endif // UI_GFX_GEOMETRY_QUAD_F_H_
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