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Unified Diff: ui/gfx/geometry/quad_f.cc

Issue 458173002: Optimize QuadF's PointIsInTriangle function (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 4 months ago
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Index: ui/gfx/geometry/quad_f.cc
diff --git a/ui/gfx/geometry/quad_f.cc b/ui/gfx/geometry/quad_f.cc
index dbc50458b3fa1e04aedfdee3c51d5ae00351b46a..ff3e0363025b1247c769b64845c5cfda7376213d 100644
--- a/ui/gfx/geometry/quad_f.cc
+++ b/ui/gfx/geometry/quad_f.cc
@@ -62,24 +62,20 @@ static inline bool PointIsInTriangle(const PointF& point,
const PointF& r1,
const PointF& r2,
const PointF& r3) {
- // Compute the barycentric coordinates (u, v, w) of |point| relative to the
- // triangle (r1, r2, r3) by the solving the system of equations:
- // 1) point = u * r1 + v * r2 + w * r3
- // 2) u + v + w = 1
- // This algorithm comes from Christer Ericson's Real-Time Collision Detection.
-
- Vector2dF r31 = r1 - r3;
- Vector2dF r32 = r2 - r3;
- Vector2dF r3p = point - r3;
-
- float denom = r32.y() * r31.x() - r32.x() * r31.y();
- float u = (r32.y() * r3p.x() - r32.x() * r3p.y()) / denom;
- float v = (r31.x() * r3p.y() - r31.y() * r3p.x()) / denom;
- float w = 1.f - u - v;
-
- // Use the barycentric coordinates to test if |point| is inside the
- // triangle (r1, r2, r2).
- return (u >= 0) && (v >= 0) && (w >= 0);
+ // Translate point and triangle so that point lies at origin.
+ // Then checking if the origin is contained in the translated triangle.
+ // The origin O lies inside ABC if and only if the triangles OAB, OBC,
+ // and OCA are all either clockwise or counterclockwise.
+ // This algorithm is from Real-Time Collision Detection (Chaper 5.4.2).
+
+ Vector2dF a = r1 - point;
+ Vector2dF b = r2 - point;
+ Vector2dF c = r3 - point;
+
+ double u = CrossProduct(b, c);
+ double v = CrossProduct(c, a);
+ double w = CrossProduct(a, b);
+ return ((u * v < 0) || ((u * w) < 0) || ((v * w) < 0)) ? false : true;
}
bool QuadF::Contains(const PointF& point) const {
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