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      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
      3 // found in the LICENSE file.
      4 
      5 #include "ui/gfx/quad_f.h"
      6 
      7 #include <limits>
      8 
      9 #include "base/strings/stringprintf.h"
     10 
     11 namespace gfx {
     12 
     13 void QuadF::operator=(const RectF& rect) {
     14   p1_ = PointF(rect.x(), rect.y());
     15   p2_ = PointF(rect.right(), rect.y());
     16   p3_ = PointF(rect.right(), rect.bottom());
     17   p4_ = PointF(rect.x(), rect.bottom());
     18 }
     19 
     20 std::string QuadF::ToString() const {
     21   return base::StringPrintf("%s;%s;%s;%s",
     22                             p1_.ToString().c_str(),
     23                             p2_.ToString().c_str(),
     24                             p3_.ToString().c_str(),
     25                             p4_.ToString().c_str());
     26 }
     27 
     28 static inline bool WithinEpsilon(float a, float b) {
     29   return std::abs(a - b) < std::numeric_limits<float>::epsilon();
     30 }
     31 
     32 bool QuadF::IsRectilinear() const {
     33   return
     34       (WithinEpsilon(p1_.x(), p2_.x()) && WithinEpsilon(p2_.y(), p3_.y()) &&
     35        WithinEpsilon(p3_.x(), p4_.x()) && WithinEpsilon(p4_.y(), p1_.y())) ||
     36       (WithinEpsilon(p1_.y(), p2_.y()) && WithinEpsilon(p2_.x(), p3_.x()) &&
     37        WithinEpsilon(p3_.y(), p4_.y()) && WithinEpsilon(p4_.x(), p1_.x()));
     38 }
     39 
     40 bool QuadF::IsCounterClockwise() const {
     41   // This math computes the signed area of the quad. Positive area
     42   // indicates the quad is clockwise; negative area indicates the quad is
     43   // counter-clockwise. Note carefully: this is backwards from conventional
     44   // math because our geometric space uses screen coordiantes with y-axis
     45   // pointing downards.
     46   // Reference: http://mathworld.wolfram.com/PolygonArea.html
     47 
     48   // Up-cast to double so this cannot overflow.
     49   double determinant1 = static_cast<double>(p1_.x()) * p2_.y()
     50       - static_cast<double>(p2_.x()) * p1_.y();
     51   double determinant2 = static_cast<double>(p2_.x()) * p3_.y()
     52       - static_cast<double>(p3_.x()) * p2_.y();
     53   double determinant3 = static_cast<double>(p3_.x()) * p4_.y()
     54       - static_cast<double>(p4_.x()) * p3_.y();
     55   double determinant4 = static_cast<double>(p4_.x()) * p1_.y()
     56       - static_cast<double>(p1_.x()) * p4_.y();
     57 
     58   return determinant1 + determinant2 + determinant3 + determinant4 < 0;
     59 }
     60 
     61 static inline bool PointIsInTriangle(const PointF& point,
     62                                      const PointF& r1,
     63                                      const PointF& r2,
     64                                      const PointF& r3) {
     65   // Compute the barycentric coordinates of |point| relative to the triangle
     66   // (r1, r2, r3). This algorithm comes from Christer Ericson's Real-Time
     67   // Collision Detection.
     68   Vector2dF v0 = r2 - r1;
     69   Vector2dF v1 = r3 - r1;
     70   Vector2dF v2 = point - r1;
     71 
     72   double dot00 = DotProduct(v0, v0);
     73   double dot01 = DotProduct(v0, v1);
     74   double dot11 = DotProduct(v1, v1);
     75   double dot20 = DotProduct(v2, v0);
     76   double dot21 = DotProduct(v2, v1);
     77 
     78   double denom = dot00 * dot11 - dot01 * dot01;
     79 
     80   double v = (dot11 * dot20 - dot01 * dot21) / denom;
     81   double w = (dot00 * dot21 - dot01 * dot20) / denom;
     82   double u = 1 - v - w;
     83 
     84   // Use the barycentric coordinates to test if |point| is inside the
     85   // triangle (r1, r2, r2).
     86   return (v >= 0) && (w >= 0) && (u >= 0);
     87 }
     88 
     89 bool QuadF::Contains(const PointF& point) const {
     90   return PointIsInTriangle(point, p1_, p2_, p3_)
     91       || PointIsInTriangle(point, p1_, p3_, p4_);
     92 }
     93 
     94 void QuadF::Scale(float x_scale, float y_scale) {
     95   p1_.Scale(x_scale, y_scale);
     96   p2_.Scale(x_scale, y_scale);
     97   p3_.Scale(x_scale, y_scale);
     98   p4_.Scale(x_scale, y_scale);
     99 }
    100 
    101 void QuadF::operator+=(const Vector2dF& rhs) {
    102   p1_ += rhs;
    103   p2_ += rhs;
    104   p3_ += rhs;
    105   p4_ += rhs;
    106 }
    107 
    108 void QuadF::operator-=(const Vector2dF& rhs) {
    109   p1_ -= rhs;
    110   p2_ -= rhs;
    111   p3_ -= rhs;
    112   p4_ -= rhs;
    113 }
    114 
    115 QuadF operator+(const QuadF& lhs, const Vector2dF& rhs) {
    116   QuadF result = lhs;
    117   result += rhs;
    118   return result;
    119 }
    120 
    121 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) {
    122   QuadF result = lhs;
    123   result -= rhs;
    124   return result;
    125 }
    126 
    127 }  // namespace gfx
    128