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Issue 682793003: Revert of Optimize QuadF's PointIsInTriangle function (Closed) Base URL: https://chromium.googlesource.com/chromium/src.git@master
Patch Set: Created 6 years, 1 month 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 // Translate point and triangle so that point lies at origin. 65 // Compute the barycentric coordinates (u, v, w) of |point| relative to the
66 // Then checking if the origin is contained in the translated triangle. 66 // triangle (r1, r2, r3) by the solving the system of equations:
67 // The origin O lies inside ABC if and only if the triangles OAB, OBC, 67 // 1) point = u * r1 + v * r2 + w * r3
68 // and OCA are all either clockwise or counterclockwise. 68 // 2) u + v + w = 1
69 // This algorithm is from Real-Time Collision Detection (Chaper 5.4.2). 69 // This algorithm comes from Christer Ericson's Real-Time Collision Detection.
70 70
71 Vector2dF a = r1 - point; 71 Vector2dF r31 = r1 - r3;
72 Vector2dF b = r2 - point; 72 Vector2dF r32 = r2 - r3;
73 Vector2dF c = r3 - point; 73 Vector2dF r3p = point - r3;
74 74
75 double u = CrossProduct(b, c); 75 float denom = r32.y() * r31.x() - r32.x() * r31.y();
76 double v = CrossProduct(c, a); 76 float u = (r32.y() * r3p.x() - r32.x() * r3p.y()) / denom;
77 double w = CrossProduct(a, b); 77 float v = (r31.x() * r3p.y() - r31.y() * r3p.x()) / denom;
78 return ((u * v < 0) || ((u * w) < 0) || ((v * w) < 0)) ? false : true; 78 float w = 1.f - u - v;
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);
79 } 83 }
80 84
81 bool QuadF::Contains(const PointF& point) const { 85 bool QuadF::Contains(const PointF& point) const {
82 return PointIsInTriangle(point, p1_, p2_, p3_) 86 return PointIsInTriangle(point, p1_, p2_, p3_)
83 || PointIsInTriangle(point, p1_, p3_, p4_); 87 || PointIsInTriangle(point, p1_, p3_, p4_);
84 } 88 }
85 89
86 void QuadF::Scale(float x_scale, float y_scale) { 90 void QuadF::Scale(float x_scale, float y_scale) {
87 p1_.Scale(x_scale, y_scale); 91 p1_.Scale(x_scale, y_scale);
88 p2_.Scale(x_scale, y_scale); 92 p2_.Scale(x_scale, y_scale);
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110 return result; 114 return result;
111 } 115 }
112 116
113 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) { 117 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) {
114 QuadF result = lhs; 118 QuadF result = lhs;
115 result -= rhs; 119 result -= rhs;
116 return result; 120 return result;
117 } 121 }
118 122
119 } // namespace gfx 123 } // namespace gfx
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