Home | History | Annotate | Download | only in geometry
      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/geometry/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 (u, v, w) of |point| relative to the
     66   // triangle (r1, r2, r3) by the solving the system of equations:
     67   //   1) point = u * r1 + v * r2 + w * r3
     68   //   2) u + v + w = 1
     69   // This algorithm comes from Christer Ericson's Real-Time Collision Detection.
     70 
     71   Vector2dF r31 = r1 - r3;
     72   Vector2dF r32 = r2 - r3;
     73   Vector2dF r3p = point - r3;
     74 
     75   float denom = r32.y() * r31.x() - r32.x() * r31.y();
     76   float u = (r32.y() * r3p.x() - r32.x() * r3p.y()) / denom;
     77   float v = (r31.x() * r3p.y() - r31.y() * r3p.x()) / denom;
     78   float w = 1.f - u - v;
     79 
     80   // Use the barycentric coordinates to test if |point| is inside the
     81   // triangle (r1, r2, r2).
     82   return (u >= 0) && (v >= 0) && (w >= 0);
     83 }
     84 
     85 bool QuadF::Contains(const PointF& point) const {
     86   return PointIsInTriangle(point, p1_, p2_, p3_)
     87       || PointIsInTriangle(point, p1_, p3_, p4_);
     88 }
     89 
     90 void QuadF::Scale(float x_scale, float y_scale) {
     91   p1_.Scale(x_scale, y_scale);
     92   p2_.Scale(x_scale, y_scale);
     93   p3_.Scale(x_scale, y_scale);
     94   p4_.Scale(x_scale, y_scale);
     95 }
     96 
     97 void QuadF::operator+=(const Vector2dF& rhs) {
     98   p1_ += rhs;
     99   p2_ += rhs;
    100   p3_ += rhs;
    101   p4_ += rhs;
    102 }
    103 
    104 void QuadF::operator-=(const Vector2dF& rhs) {
    105   p1_ -= rhs;
    106   p2_ -= rhs;
    107   p3_ -= rhs;
    108   p4_ -= rhs;
    109 }
    110 
    111 QuadF operator+(const QuadF& lhs, const Vector2dF& rhs) {
    112   QuadF result = lhs;
    113   result += rhs;
    114   return result;
    115 }
    116 
    117 QuadF operator-(const QuadF& lhs, const Vector2dF& rhs) {
    118   QuadF result = lhs;
    119   result -= rhs;
    120   return result;
    121 }
    122 
    123 }  // namespace gfx
    124