1 /*
2  * Copyright (C) 2008 Apple Inc. All rights reserved.
3  *
4  * Redistribution and use in source and binary forms, with or without
5  * modification, are permitted provided that the following conditions
6  * are met:
7  *
8  * 1.  Redistributions of source code must retain the above copyright
9  *     notice, this list of conditions and the following disclaimer.
10  * 2.  Redistributions in binary form must reproduce the above copyright
11  *     notice, this list of conditions and the following disclaimer in the
12  *     documentation and/or other materials provided with the distribution.
13  * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
14  *     its contributors may be used to endorse or promote products derived
15  *     from this software without specific prior written permission.
16  *
17  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
18  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
19  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
20  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
21  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
22  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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24  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
25  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
26  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27  */
28 
29 #include "config.h"
30 #include "FloatQuad.h"
31 
32 #include <algorithm>
33 
34 using std::max;
35 using std::min;
36 
37 namespace WebCore {
38 
min4(float a,float b,float c,float d)39 static inline float min4(float a, float b, float c, float d)
40 {
41     return min(min(a, b), min(c, d));
42 }
43 
max4(float a,float b,float c,float d)44 static inline float max4(float a, float b, float c, float d)
45 {
46     return max(max(a, b), max(c, d));
47 }
48 
dot(const FloatSize & a,const FloatSize & b)49 inline float dot(const FloatSize& a, const FloatSize& b)
50 {
51     return a.width() * b.width() + a.height() * b.height();
52 }
53 
isPointInTriangle(const FloatPoint & p,const FloatPoint & t1,const FloatPoint & t2,const FloatPoint & t3)54 inline bool isPointInTriangle(const FloatPoint& p, const FloatPoint& t1, const FloatPoint& t2, const FloatPoint& t3)
55 {
56     // Compute vectors
57     FloatSize v0 = t3 - t1;
58     FloatSize v1 = t2 - t1;
59     FloatSize v2 = p - t1;
60 
61     // Compute dot products
62     float dot00 = dot(v0, v0);
63     float dot01 = dot(v0, v1);
64     float dot02 = dot(v0, v2);
65     float dot11 = dot(v1, v1);
66     float dot12 = dot(v1, v2);
67 
68     // Compute barycentric coordinates
69     float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
70     float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
71     float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
72 
73     // Check if point is in triangle
74     return (u >= 0) && (v >= 0) && (u + v <= 1);
75 }
76 
boundingBox() const77 FloatRect FloatQuad::boundingBox() const
78 {
79     float left   = min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
80     float top    = min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
81 
82     float right  = max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x());
83     float bottom = max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y());
84 
85     return FloatRect(left, top, right - left, bottom - top);
86 }
87 
isRectilinear() const88 bool FloatQuad::isRectilinear() const
89 {
90     return (m_p1.x() == m_p2.x() && m_p2.y() == m_p3.y() && m_p3.x() == m_p4.x() && m_p4.y() == m_p1.y())
91         || (m_p1.y() == m_p2.y() && m_p2.x() == m_p3.x() && m_p3.y() == m_p4.y() && m_p4.x() == m_p1.x());
92 }
93 
containsPoint(const FloatPoint & p) const94 bool FloatQuad::containsPoint(const FloatPoint& p) const
95 {
96     return isPointInTriangle(p, m_p1, m_p2, m_p3) || isPointInTriangle(p, m_p1, m_p3, m_p4);
97 }
98 
99 // Note that we only handle convex quads here.
containsQuad(const FloatQuad & other) const100 bool FloatQuad::containsQuad(const FloatQuad& other) const
101 {
102     return containsPoint(other.p1()) && containsPoint(other.p2()) && containsPoint(other.p3()) && containsPoint(other.p4());
103 }
104 
105 } // namespace WebCore
106