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      1 /*
      2  * Copyright (C) 2008 Apple Inc. All rights reserved.
      3  * Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
      4  * Copyright (C) 2013 Xidorn Quan (quanxunzhen (at) gmail.com)
      5  *
      6  * Redistribution and use in source and binary forms, with or without
      7  * modification, are permitted provided that the following conditions
      8  * are met:
      9  *
     10  * 1.  Redistributions of source code must retain the above copyright
     11  *     notice, this list of conditions and the following disclaimer.
     12  * 2.  Redistributions in binary form must reproduce the above copyright
     13  *     notice, this list of conditions and the following disclaimer in the
     14  *     documentation and/or other materials provided with the distribution.
     15  * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
     16  *     its contributors may be used to endorse or promote products derived
     17  *     from this software without specific prior written permission.
     18  *
     19  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
     20  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     21  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
     22  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
     23  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
     24  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
     25  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
     26  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     27  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
     28  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     29  */
     30 
     31 #include "config.h"
     32 #include "platform/geometry/FloatQuad.h"
     33 
     34 #include <algorithm>
     35 #include <limits>
     36 
     37 namespace blink {
     38 
     39 static inline float min4(float a, float b, float c, float d)
     40 {
     41     return std::min(std::min(a, b), std::min(c, d));
     42 }
     43 
     44 static inline float max4(float a, float b, float c, float d)
     45 {
     46     return std::max(std::max(a, b), std::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 float determinant(const FloatSize& a, const FloatSize& b)
     55 {
     56     return a.width() * b.height() - a.height() * b.width();
     57 }
     58 
     59 inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3)
     60 {
     61     // Compute vectors
     62     FloatSize v0 = t3 - t1;
     63     FloatSize v1 = t2 - t1;
     64     FloatSize v2 = p - t1;
     65 
     66     // Compute dot products
     67     float dot00 = dot(v0, v0);
     68     float dot01 = dot(v0, v1);
     69     float dot02 = dot(v0, v2);
     70     float dot11 = dot(v1, v1);
     71     float dot12 = dot(v1, v2);
     72 
     73     // Compute barycentric coordinates
     74     float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
     75     float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
     76     float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
     77 
     78     // Check if point is in triangle
     79     return (u >= 0) && (v >= 0) && (u + v <= 1);
     80 }
     81 
     82 FloatRect FloatQuad::boundingBox() const
     83 {
     84     float left   = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
     85     float top    = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
     86 
     87     float right  = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
     88     float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
     89 
     90     return FloatRect(left, top, right - left, bottom - top);
     91 }
     92 
     93 static inline bool withinEpsilon(float a, float b)
     94 {
     95     return fabs(a - b) < std::numeric_limits<float>::epsilon();
     96 }
     97 
     98 bool FloatQuad::isRectilinear() const
     99 {
    100     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()))
    101         || (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()));
    102 }
    103 
    104 bool FloatQuad::containsPoint(const FloatPoint& p) const
    105 {
    106     return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4);
    107 }
    108 
    109 // Note that we only handle convex quads here.
    110 bool FloatQuad::containsQuad(const FloatQuad& other) const
    111 {
    112     return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4());
    113 }
    114 
    115 static inline FloatPoint rightMostCornerToVector(const FloatRect& rect, const FloatSize& vector)
    116 {
    117     // Return the corner of the rectangle that if it is to the left of the vector
    118     // would mean all of the rectangle is to the left of the vector.
    119     // The vector here represents the side between two points in a clockwise convex polygon.
    120     //
    121     //  Q  XXX
    122     // QQQ XXX   If the lower left corner of X is left of the vector that goes from the top corner of Q to
    123     //  QQQ      the right corner of Q, then all of X is left of the vector, and intersection impossible.
    124     //   Q
    125     //
    126     FloatPoint point;
    127     if (vector.width() >= 0)
    128         point.setY(rect.maxY());
    129     else
    130         point.setY(rect.y());
    131     if (vector.height() >= 0)
    132         point.setX(rect.x());
    133     else
    134         point.setX(rect.maxX());
    135     return point;
    136 }
    137 
    138 bool FloatQuad::intersectsRect(const FloatRect& rect) const
    139 {
    140     // For each side of the quad clockwise we check if the rectangle is to the left of it
    141     // since only content on the right can onlap with the quad.
    142     // This only works if the quad is convex.
    143     FloatSize v1, v2, v3, v4;
    144 
    145     // Ensure we use clockwise vectors.
    146     if (!isCounterclockwise()) {
    147         v1 = m_p2 - m_p1;
    148         v2 = m_p3 - m_p2;
    149         v3 = m_p4 - m_p3;
    150         v4 = m_p1 - m_p4;
    151     } else {
    152         v1 = m_p4 - m_p1;
    153         v2 = m_p1 - m_p2;
    154         v3 = m_p2 - m_p3;
    155         v4 = m_p3 - m_p4;
    156     }
    157 
    158     FloatPoint p = rightMostCornerToVector(rect, v1);
    159     if (determinant(v1, p - m_p1) < 0)
    160         return false;
    161 
    162     p = rightMostCornerToVector(rect, v2);
    163     if (determinant(v2, p - m_p2) < 0)
    164         return false;
    165 
    166     p = rightMostCornerToVector(rect, v3);
    167     if (determinant(v3, p - m_p3) < 0)
    168         return false;
    169 
    170     p = rightMostCornerToVector(rect, v4);
    171     if (determinant(v4, p - m_p4) < 0)
    172         return false;
    173 
    174     // If not all of the rectangle is outside one of the quad's four sides, then that means at least
    175     // a part of the rectangle is overlapping the quad.
    176     return true;
    177 }
    178 
    179 // Tests whether the line is contained by or intersected with the circle.
    180 static inline bool lineIntersectsCircle(const FloatPoint& center, float radius, const FloatPoint& p0, const FloatPoint& p1)
    181 {
    182     float x0 = p0.x() - center.x(), y0 = p0.y() - center.y();
    183     float x1 = p1.x() - center.x(), y1 = p1.y() - center.y();
    184     float radius2 = radius * radius;
    185     if ((x0 * x0 + y0 * y0) <= radius2 || (x1 * x1 + y1 * y1) <= radius2)
    186         return true;
    187     if (p0 == p1)
    188         return false;
    189 
    190     float a = y0 - y1;
    191     float b = x1 - x0;
    192     float c = x0 * y1 - x1 * y0;
    193     float distance2 = c * c / (a * a + b * b);
    194     // If distance between the center point and the line > the radius,
    195     // the line doesn't cross (or is contained by) the ellipse.
    196     if (distance2 > radius2)
    197         return false;
    198 
    199     // The nearest point on the line is between p0 and p1?
    200     float x = - a * c / (a * a + b * b);
    201     float y = - b * c / (a * a + b * b);
    202     return (((x0 <= x && x <= x1) || (x0 >= x && x >= x1))
    203         && ((y0 <= y && y <= y1) || (y1 <= y && y <= y0)));
    204 }
    205 
    206 bool FloatQuad::intersectsCircle(const FloatPoint& center, float radius) const
    207 {
    208     return containsPoint(center) // The circle may be totally contained by the quad.
    209         || lineIntersectsCircle(center, radius, m_p1, m_p2)
    210         || lineIntersectsCircle(center, radius, m_p2, m_p3)
    211         || lineIntersectsCircle(center, radius, m_p3, m_p4)
    212         || lineIntersectsCircle(center, radius, m_p4, m_p1);
    213 }
    214 
    215 bool FloatQuad::intersectsEllipse(const FloatPoint& center, const FloatSize& radii) const
    216 {
    217     // Transform the ellipse to an origin-centered circle whose radius is the product of major radius and minor radius.
    218     // Here we apply the same transformation to the quad.
    219     FloatQuad transformedQuad(*this);
    220     transformedQuad.move(-center.x(), -center.y());
    221     transformedQuad.scale(radii.height(), radii.width());
    222 
    223     FloatPoint originPoint;
    224     return transformedQuad.intersectsCircle(originPoint, radii.height() * radii.width());
    225 
    226 }
    227 
    228 bool FloatQuad::isCounterclockwise() const
    229 {
    230     // Return if the two first vectors are turning clockwise. If the quad is convex then all following vectors will turn the same way.
    231     return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
    232 }
    233 
    234 } // namespace blink
    235