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/*
* Copyright (C) 2012 Adobe Systems Incorporated. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above
* copyright notice, this list of conditions and the following
* disclaimer.
* 2. Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following
* disclaimer in the documentation and/or other materials
* provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS
* FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE
* COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT,
* INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
* SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION)
* HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT,
* STRICT LIABILITY, OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE)
* ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF ADVISED
* OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#pragma once
#include "FloatPoint.h"
#include "FloatRect.h"
#include "PODIntervalTree.h"
#include "WindRule.h"
#include <memory>
#include <wtf/Vector.h>
namespace WebCore {
class FloatPolygonEdge;
class FloatPolygon {
public:
FloatPolygon(Vector<FloatPoint>&& vertices, WindRule fillRule);
const FloatPoint& vertexAt(unsigned index) const { return m_vertices[index]; }
unsigned numberOfVertices() const { return m_vertices.size(); }
WindRule fillRule() const { return m_fillRule; }
const FloatPolygonEdge& edgeAt(unsigned index) const { return m_edges[index]; }
unsigned numberOfEdges() const { return m_edges.size(); }
FloatRect boundingBox() const { return m_boundingBox; }
Vector<std::reference_wrapper<const FloatPolygonEdge>> overlappingEdges(float minY, float maxY) const;
bool contains(const FloatPoint&) const;
bool isEmpty() const { return m_empty; }
private:
using EdgeIntervalTree = PODIntervalTree<float, FloatPolygonEdge*>;
bool containsNonZero(const FloatPoint&) const;
bool containsEvenOdd(const FloatPoint&) const;
Vector<FloatPoint> m_vertices;
WindRule m_fillRule;
FloatRect m_boundingBox;
bool m_empty;
Vector<FloatPolygonEdge> m_edges;
EdgeIntervalTree m_edgeTree; // Each EdgeIntervalTree node stores minY, maxY, and a ("UserData") pointer to a FloatPolygonEdge.
};
class VertexPair {
public:
virtual ~VertexPair() = default;
virtual const FloatPoint& vertex1() const = 0;
virtual const FloatPoint& vertex2() const = 0;
float minX() const { return std::min(vertex1().x(), vertex2().x()); }
float minY() const { return std::min(vertex1().y(), vertex2().y()); }
float maxX() const { return std::max(vertex1().x(), vertex2().x()); }
float maxY() const { return std::max(vertex1().y(), vertex2().y()); }
bool overlapsRect(const FloatRect&) const;
bool intersection(const VertexPair&, FloatPoint&) const;
};
class FloatPolygonEdge : public VertexPair {
friend class FloatPolygon;
public:
const FloatPoint& vertex1() const override
{
ASSERT(m_polygon);
return m_polygon->vertexAt(m_vertexIndex1);
}
const FloatPoint& vertex2() const override
{
ASSERT(m_polygon);
return m_polygon->vertexAt(m_vertexIndex2);
}
const FloatPolygonEdge& previousEdge() const
{
ASSERT(m_polygon && m_polygon->numberOfEdges() > 1);
return m_polygon->edgeAt((m_edgeIndex + m_polygon->numberOfEdges() - 1) % m_polygon->numberOfEdges());
}
const FloatPolygonEdge& nextEdge() const
{
ASSERT(m_polygon && m_polygon->numberOfEdges() > 1);
return m_polygon->edgeAt((m_edgeIndex + 1) % m_polygon->numberOfEdges());
}
const FloatPolygon* polygon() const { return m_polygon; }
unsigned vertexIndex1() const { return m_vertexIndex1; }
unsigned vertexIndex2() const { return m_vertexIndex2; }
unsigned edgeIndex() const { return m_edgeIndex; }
private:
// Edge vertex index1 is less than index2, except the last edge, where index2 is 0. When a polygon edge
// is defined by 3 or more colinear vertices, index2 can be the index of the last colinear vertex.
unsigned m_vertexIndex1;
unsigned m_vertexIndex2;
unsigned m_edgeIndex;
const FloatPolygon* m_polygon;
};
#ifndef NDEBUG
TextStream& operator<<(TextStream&, const FloatPolygonEdge&);
#endif
} // namespace WebCore