| /* |
| * Copyright (C) 2008 Apple Inc. All rights reserved. |
| * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies) |
| * |
| * 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> |
| #include <limits> |
| |
| using namespace std; |
| |
| 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 float determinant(const FloatSize& a, const FloatSize& b) |
| { |
| return a.width() * b.height() - a.height() * b.width(); |
| } |
| |
| 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); |
| } |
| |
| static inline bool withinEpsilon(float a, float b) |
| { |
| return fabs(a - b) < numeric_limits<float>::epsilon(); |
| } |
| |
| bool FloatQuad::isRectilinear() const |
| { |
| return (withinEpsilon(m_p1.x(), m_p2.x()) && withinEpsilon(m_p2.y(), m_p3.y()) && withinEpsilon(m_p3.x(), m_p4.x()) && withinEpsilon(m_p4.y(), m_p1.y())) |
| || (withinEpsilon(m_p1.y(), m_p2.y()) && withinEpsilon(m_p2.x(), m_p3.x()) && withinEpsilon(m_p3.y(), m_p4.y()) && withinEpsilon(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()); |
| } |
| |
| static inline FloatPoint rightMostCornerToVector(const FloatRect& rect, const FloatSize& vector) |
| { |
| // Return the corner of the rectangle that if it is to the left of the vector |
| // would mean all of the rectangle is to the left of the vector. |
| // The vector here represents the side between two points in a clockwise convex polygon. |
| // |
| // Q XXX |
| // QQQ XXX If the lower left corner of X is left of the vector that goes from the top corner of Q to |
| // QQQ the right corner of Q, then all of X is left of the vector, and intersection impossible. |
| // Q |
| // |
| FloatPoint point; |
| if (vector.width() >= 0) |
| point.setY(rect.maxY()); |
| else |
| point.setY(rect.y()); |
| if (vector.height() >= 0) |
| point.setX(rect.x()); |
| else |
| point.setX(rect.maxX()); |
| return point; |
| } |
| |
| bool FloatQuad::intersectsRect(const FloatRect& rect) const |
| { |
| // For each side of the quad clockwise we check if the rectangle is to the left of it |
| // since only content on the right can onlap with the quad. |
| // This only works if the quad is convex. |
| FloatSize v1, v2, v3, v4; |
| |
| // Ensure we use clockwise vectors. |
| if (!isCounterclockwise()) { |
| v1 = m_p2 - m_p1; |
| v2 = m_p3 - m_p2; |
| v3 = m_p4 - m_p3; |
| v4 = m_p1 - m_p4; |
| } else { |
| v1 = m_p4 - m_p1; |
| v2 = m_p1 - m_p2; |
| v3 = m_p2 - m_p3; |
| v4 = m_p3 - m_p4; |
| } |
| |
| FloatPoint p = rightMostCornerToVector(rect, v1); |
| if (determinant(v1, p - m_p1) < 0) |
| return false; |
| |
| p = rightMostCornerToVector(rect, v2); |
| if (determinant(v2, p - m_p2) < 0) |
| return false; |
| |
| p = rightMostCornerToVector(rect, v3); |
| if (determinant(v3, p - m_p3) < 0) |
| return false; |
| |
| p = rightMostCornerToVector(rect, v4); |
| if (determinant(v4, p - m_p4) < 0) |
| return false; |
| |
| // If not all of the rectangle is outside one of the quad's four sides, then that means at least |
| // a part of the rectangle is overlapping the quad. |
| return true; |
| } |
| |
| bool FloatQuad::isCounterclockwise() const |
| { |
| // Return if the two first vectors are turning clockwise. If the quad is convex then all following vectors will turn the same way. |
| return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0; |
| } |
| |
| } // namespace WebCore |