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      1 /*
      2  * Copyright (C) 2008 Apple Inc. All rights reserved.
      3  *
      4  * Redistribution and use in source and binary forms, with or without
      5  * modification, are permitted provided that the following conditions
      6  * are met:
      7  *
      8  * 1.  Redistributions of source code must retain the above copyright
      9  *     notice, this list of conditions and the following disclaimer.
     10  * 2.  Redistributions in binary form must reproduce the above copyright
     11  *     notice, this list of conditions and the following disclaimer in the
     12  *     documentation and/or other materials provided with the distribution.
     13  * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
     14  *     its contributors may be used to endorse or promote products derived
     15  *     from this software without specific prior written permission.
     16  *
     17  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
     18  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     19  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
     20  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
     21  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
     22  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
     23  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
     24  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     25  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
     26  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     27  */
     28 
     29 #include "config.h"
     30 #include "FloatQuad.h"
     31 
     32 #include <algorithm>
     33 
     34 using std::max;
     35 using std::min;
     36 
     37 namespace WebCore {
     38 
     39 static inline float min4(float a, float b, float c, float d)
     40 {
     41     return min(min(a, b), min(c, d));
     42 }
     43 
     44 static inline float max4(float a, float b, float c, float d)
     45 {
     46     return max(max(a, b), max(c, d));
     47 }
     48 
     49 inline float dot(const FloatSize& a, const FloatSize& b)
     50 {
     51     return a.width() * b.width() + a.height() * b.height();
     52 }
     53 
     54 inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3)
     55 {
     56     // Compute vectors
     57     FloatSize v0 = t3 - t1;
     58     FloatSize v1 = t2 - t1;
     59     FloatSize v2 = p - t1;
     60 
     61     // Compute dot products
     62     float dot00 = dot(v0, v0);
     63     float dot01 = dot(v0, v1);
     64     float dot02 = dot(v0, v2);
     65     float dot11 = dot(v1, v1);
     66     float dot12 = dot(v1, v2);
     67 
     68     // Compute barycentric coordinates
     69     float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
     70     float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
     71     float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
     72 
     73     // Check if point is in triangle
     74     return (u >= 0) && (v >= 0) && (u + v <= 1);
     75 }
     76 
     77 FloatRect FloatQuad::boundingBox() const
     78 {
     79     float left   = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
     80     float top    = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
     81 
     82     float right  = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
     83     float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
     84 
     85     return FloatRect(left, top, right - left, bottom - top);
     86 }
     87 
     88 bool FloatQuad::isRectilinear() const
     89 {
     90     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())
     91         || (m_p1.y() == m_p2.y() && m_p2.x() == m_p3.x() && m_p3.y() == m_p4.y() && m_p4.x() == m_p1.x());
     92 }
     93 
     94 bool FloatQuad::containsPoint(const FloatPoint& p) const
     95 {
     96     return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4);
     97 }
     98 
     99 // Note that we only handle convex quads here.
    100 bool FloatQuad::containsQuad(const FloatQuad& other) const
    101 {
    102     return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4());
    103 }
    104 
    105 } // namespace WebCore
    106