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/*
* Copyright (C) 2008 Apple Inc. All rights reserved.
* Copyright (C) 2012 Nokia Corporation and/or its subsidiary(-ies)
* Copyright (C) 2013 Xidorn Quan (quanxunzhen@gmail.com)
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
*
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
* its contributors may be used to endorse or promote products derived
* from this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "platform/geometry/FloatQuad.h"
#include "third_party/skia/include/core/SkPoint.h"
#include "wtf/text/WTFString.h"
#include <algorithm>
#include <cmath>
#include <limits>
namespace blink {
static inline float min4(float a, float b, float c, float d) {
return std::min(std::min(a, b), std::min(c, d));
}
static inline float max4(float a, float b, float c, float d) {
return std::max(std::max(a, b), std::max(c, d));
}
inline float dot(const FloatSize& a, const FloatSize& b) {
return a.width() * b.width() + a.height() * b.height();
}
inline float determinant(const FloatSize& a, const FloatSize& b) {
return a.width() * b.height() - a.height() * b.width();
}
inline bool isPointInTriangle(const FloatPoint& p,
const FloatPoint& t1,
const FloatPoint& t2,
const FloatPoint& t3) {
// Compute vectors
FloatSize v0 = t3 - t1;
FloatSize v1 = t2 - t1;
FloatSize v2 = p - t1;
// Compute dot products
float dot00 = dot(v0, v0);
float dot01 = dot(v0, v1);
float dot02 = dot(v0, v2);
float dot11 = dot(v1, v1);
float dot12 = dot(v1, v2);
// Compute barycentric coordinates
float invDenom = 1.0f / (dot00 * dot11 - dot01 * dot01);
float u = (dot11 * dot02 - dot01 * dot12) * invDenom;
float v = (dot00 * dot12 - dot01 * dot02) * invDenom;
// Check if point is in triangle
return (u >= 0) && (v >= 0) && (u + v <= 1);
}
static inline float saturateInf(float value) {
if (UNLIKELY(std::isinf(value))) {
return std::signbit(value) ? std::numeric_limits<int>::min()
: std::numeric_limits<int>::min();
}
return value;
}
FloatRect FloatQuad::boundingBox() const {
float left = saturateInf(min4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()));
float top = saturateInf(min4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()));
float right = saturateInf(max4(m_p1.x(), m_p2.x(), m_p3.x(), m_p4.x()));
float bottom = saturateInf(max4(m_p1.y(), m_p2.y(), m_p3.y(), m_p4.y()));
return FloatRect(left, top, right - left, bottom - top);
}
static inline bool withinEpsilon(float a, float b) {
return fabs(a - b) < std::numeric_limits<float>::epsilon();
}
FloatQuad::FloatQuad(const SkPoint (&quad)[4])
: FloatQuad(FloatPoint(quad[0]),
FloatPoint(quad[1]),
FloatPoint(quad[2]),
FloatPoint(quad[3])) {}
bool FloatQuad::isRectilinear() const {
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())) ||
(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()));
}
bool FloatQuad::containsPoint(const FloatPoint& p) const {
return isPointInTriangle(p, m_p1, m_p2, m_p3) ||
isPointInTriangle(p, m_p1, m_p3, m_p4);
}
// Note that we only handle convex quads here.
bool FloatQuad::containsQuad(const FloatQuad& other) const {
return containsPoint(other.p1()) && containsPoint(other.p2()) &&
containsPoint(other.p3()) && containsPoint(other.p4());
}
static inline FloatPoint rightMostCornerToVector(const FloatRect& rect,
const FloatSize& vector) {
// Return the corner of the rectangle that if it is to the left of the vector
// would mean all of the rectangle is to the left of the vector.
// The vector here represents the side between two points in a clockwise
// convex polygon.
//
// Q XXX
// QQQ XXX If the lower left corner of X is left of the vector that goes
// QQQ from the top corner of Q to the right corner of Q, then all of X
// Q is left of the vector, and intersection impossible.
//
FloatPoint point;
if (vector.width() >= 0)
point.setY(rect.maxY());
else
point.setY(rect.y());
if (vector.height() >= 0)
point.setX(rect.x());
else
point.setX(rect.maxX());
return point;
}
bool FloatQuad::intersectsRect(const FloatRect& rect) const {
// For each side of the quad clockwise we check if the rectangle is to the
// left of it since only content on the right can onlap with the quad. This
// only works if the quad is convex.
FloatSize v1, v2, v3, v4;
// Ensure we use clockwise vectors.
if (!isCounterclockwise()) {
v1 = m_p2 - m_p1;
v2 = m_p3 - m_p2;
v3 = m_p4 - m_p3;
v4 = m_p1 - m_p4;
} else {
v1 = m_p4 - m_p1;
v2 = m_p1 - m_p2;
v3 = m_p2 - m_p3;
v4 = m_p3 - m_p4;
}
FloatPoint p = rightMostCornerToVector(rect, v1);
if (determinant(v1, p - m_p1) < 0)
return false;
p = rightMostCornerToVector(rect, v2);
if (determinant(v2, p - m_p2) < 0)
return false;
p = rightMostCornerToVector(rect, v3);
if (determinant(v3, p - m_p3) < 0)
return false;
p = rightMostCornerToVector(rect, v4);
if (determinant(v4, p - m_p4) < 0)
return false;
// If not all of the rectangle is outside one of the quad's four sides, then
// that means at least a part of the rectangle is overlapping the quad.
return true;
}
// Tests whether the line is contained by or intersected with the circle.
static inline bool lineIntersectsCircle(const FloatPoint& center,
float radius,
const FloatPoint& p0,
const FloatPoint& p1) {
float x0 = p0.x() - center.x(), y0 = p0.y() - center.y();
float x1 = p1.x() - center.x(), y1 = p1.y() - center.y();
float radius2 = radius * radius;
if ((x0 * x0 + y0 * y0) <= radius2 || (x1 * x1 + y1 * y1) <= radius2)
return true;
if (p0 == p1)
return false;
float a = y0 - y1;
float b = x1 - x0;
float c = x0 * y1 - x1 * y0;
float distance2 = c * c / (a * a + b * b);
// If distance between the center point and the line > the radius,
// the line doesn't cross (or is contained by) the ellipse.
if (distance2 > radius2)
return false;
// The nearest point on the line is between p0 and p1?
float x = -a * c / (a * a + b * b);
float y = -b * c / (a * a + b * b);
return (((x0 <= x && x <= x1) || (x0 >= x && x >= x1)) &&
((y0 <= y && y <= y1) || (y1 <= y && y <= y0)));
}
bool FloatQuad::intersectsCircle(const FloatPoint& center, float radius) const {
return containsPoint(
center) // The circle may be totally contained by the quad.
|| lineIntersectsCircle(center, radius, m_p1, m_p2) ||
lineIntersectsCircle(center, radius, m_p2, m_p3) ||
lineIntersectsCircle(center, radius, m_p3, m_p4) ||
lineIntersectsCircle(center, radius, m_p4, m_p1);
}
bool FloatQuad::intersectsEllipse(const FloatPoint& center,
const FloatSize& radii) const {
// Transform the ellipse to an origin-centered circle whose radius is the
// product of major radius and minor radius. Here we apply the same
// transformation to the quad.
FloatQuad transformedQuad(*this);
transformedQuad.move(-center.x(), -center.y());
transformedQuad.scale(radii.height(), radii.width());
FloatPoint originPoint;
return transformedQuad.intersectsCircle(originPoint,
radii.height() * radii.width());
}
bool FloatQuad::isCounterclockwise() const {
// Return if the two first vectors are turning clockwise. If the quad is
// convex then all following vectors will turn the same way.
return determinant(m_p2 - m_p1, m_p3 - m_p2) < 0;
}
String FloatQuad::toString() const {
return String::format("%s; %s; %s; %s", m_p1.toString().ascii().data(),
m_p2.toString().ascii().data(),
m_p3.toString().ascii().data(),
m_p4.toString().ascii().data());
}
} // namespace blink