| OLD | NEW |
| 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 |
| (...skipping 44 matching lines...) Expand 10 before | Expand all | Expand 10 after Loading... |
| 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 (u, v, w) of |point| relative to the | 65 // Translate point and triangle so that point lies at origin. |
| 66 // triangle (r1, r2, r3) by the solving the system of equations: | 66 // Then checking if the origin is contained in the translated triangle. |
| 67 // 1) point = u * r1 + v * r2 + w * r3 | 67 // The origin O lies inside ABC if and only if the triangles OAB, OBC, |
| 68 // 2) u + v + w = 1 | 68 // and OCA are all either clockwise or counterclockwise. |
| 69 // This algorithm comes from Christer Ericson's Real-Time Collision Detection. | 69 // This algorithm is from Real-Time Collision Detection (Chaper 5.4.2). |
| 70 | 70 |
| 71 Vector2dF r31 = r1 - r3; | 71 Vector2dF a = r1 - point; |
| 72 Vector2dF r32 = r2 - r3; | 72 Vector2dF b = r2 - point; |
| 73 Vector2dF r3p = point - r3; | 73 Vector2dF c = r3 - point; |
| 74 | 74 |
| 75 float denom = r32.y() * r31.x() - r32.x() * r31.y(); | 75 double u = CrossProduct(b, c); |
| 76 float u = (r32.y() * r3p.x() - r32.x() * r3p.y()) / denom; | 76 double v = CrossProduct(c, a); |
| 77 float v = (r31.x() * r3p.y() - r31.y() * r3p.x()) / denom; | 77 double w = CrossProduct(a, b); |
| 78 float w = 1.f - u - v; | 78 return ((u * v < 0) || ((u * w) < 0) || ((v * w) < 0)) ? false : true; |
| 79 | |
| 80 // Use the barycentric coordinates to test if |point| is inside the | |
| 81 // triangle (r1, r2, r2). | |
| 82 return (u >= 0) && (v >= 0) && (w >= 0); | |
| 83 } | 79 } |
| 84 | 80 |
| 85 bool QuadF::Contains(const PointF& point) const { | 81 bool QuadF::Contains(const PointF& point) const { |
| 86 return PointIsInTriangle(point, p1_, p2_, p3_) | 82 return PointIsInTriangle(point, p1_, p2_, p3_) |
| 87 || PointIsInTriangle(point, p1_, p3_, p4_); | 83 || PointIsInTriangle(point, p1_, p3_, p4_); |
| 88 } | 84 } |
| 89 | 85 |
| 90 void QuadF::Scale(float x_scale, float y_scale) { | 86 void QuadF::Scale(float x_scale, float y_scale) { |
| 91 p1_.Scale(x_scale, y_scale); | 87 p1_.Scale(x_scale, y_scale); |
| 92 p2_.Scale(x_scale, y_scale); | 88 p2_.Scale(x_scale, y_scale); |
| (...skipping 21 matching lines...) Expand all Loading... |
| 114 return result; | 110 return result; |
| 115 } | 111 } |
| 116 | 112 |
| 117 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) { | 113 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) { |
| 118 QuadF result = lhs; | 114 QuadF result = lhs; |
| 119 result -= rhs; | 115 result -= rhs; |
| 120 return result; | 116 return result; |
| 121 } | 117 } |
| 122 | 118 |
| 123 } // namespace gfx | 119 } // namespace gfx |
| OLD | NEW |