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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/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