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 // The equation can be written: 48 // Signed area = determinant1 + determinant2 + determinant3 + determinant4 49 // In practise, Refactoring the computation of adding determinants so that 50 // reducing the number of operations. The equation is: 51 // Signed area = element1 + element2 - element3 - element4 52 53 float p24 = p2_.y() - p4_.y(); 54 float p31 = p3_.y() - p1_.y(); 55 56 // Up-cast to double so this cannot overflow. 57 double element1 = static_cast<double>(p1_.x()) * p24; 58 double element2 = static_cast<double>(p2_.x()) * p31; 59 double element3 = static_cast<double>(p3_.x()) * p24; 60 double element4 = static_cast<double>(p4_.x()) * p31; 61 62 return element1 + element2 < element3 + element4; 63 } 64 65 static inline bool PointIsInTriangle(const PointF& point, 66 const PointF& r1, 67 const PointF& r2, 68 const PointF& r3) { 69 // Translate point and triangle so that point lies at origin. 70 // Then checking if the origin is contained in the translated triangle. 71 // The origin O lies inside ABC if and only if the triangles OAB, OBC, 72 // and OCA are all either clockwise or counterclockwise. 73 // This algorithm is from Real-Time Collision Detection (Chaper 5.4.2). 74 75 Vector2dF a = r1 - point; 76 Vector2dF b = r2 - point; 77 Vector2dF c = r3 - point; 78 79 double u = CrossProduct(b, c); 80 double v = CrossProduct(c, a); 81 double w = CrossProduct(a, b); 82 return ((u * v < 0) || ((u * w) < 0) || ((v * w) < 0)) ? false : true; 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