| /* |
| * Copyright (C) 2008 Apple Inc. 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. |
| * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of |
| * its contributors may be used to endorse or promote products derived |
| * from this software without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS 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 APPLE OR ITS 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. |
| */ |
| |
| #include "config.h" |
| #include "FloatQuad.h" |
| |
| #include <algorithm> |
| |
| using std::max; |
| using std::min; |
| |
| namespace WebCore { |
| |
| static inline float min4(float a, float b, float c, float d) |
| { |
| return min(min(a, b), min(c, d)); |
| } |
| |
| static inline float max4(float a, float b, float c, float d) |
| { |
| return max(max(a, b), max(c, d)); |
| } |
| |
| inline float dot(const FloatSize& a, const FloatSize& b) |
| { |
| return a.width() * b.width() + a.height() * b.height(); |
| } |
| |
| inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3) |
| { |
| // Compute vectors |
| FloatSize v0 = t3 - t1; |
| FloatSize v1 = t2 - t1; |
| FloatSize v2 = p - t1; |
| |
| // Compute dot products |
| float dot00 = dot(v0, v0); |
| float dot01 = dot(v0, v1); |
| float dot02 = dot(v0, v2); |
| float dot11 = dot(v1, v1); |
| float dot12 = dot(v1, v2); |
| |
| // Compute barycentric coordinates |
| float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01); |
| float u = (dot11 * dot02 - dot01 * dot12) * invDenom; |
| float v = (dot00 * dot12 - dot01 * dot02) * invDenom; |
| |
| // Check if point is in triangle |
| return (u >= 0) && (v >= 0) && (u + v <= 1); |
| } |
| |
| FloatRect FloatQuad::boundingBox() const |
| { |
| float left = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); |
| float top = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); |
| |
| float right = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()); |
| float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()); |
| |
| return FloatRect(left, top, right - left, bottom - top); |
| } |
| |
| bool FloatQuad::isRectilinear() const |
| { |
| return (m_p1.x() == m_p2.x() && m_p2.y() == m_p3.y() && m_p3.x() == m_p4.x() && m_p4.y() == m_p1.y()) |
| || (m_p1.y() == m_p2.y() && m_p2.x() == m_p3.x() && m_p3.y() == m_p4.y() && m_p4.x() == m_p1.x()); |
| } |
| |
| bool FloatQuad::containsPoint(const FloatPoint& p) const |
| { |
| return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4); |
| } |
| |
| // Note that we only handle convex quads here. |
| bool FloatQuad::containsQuad(const FloatQuad& other) const |
| { |
| return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4()); |
| } |
| |
| } // namespace WebCore |