| /* |
| * Copyright (C) 2008 Apple Inc. All rights reserved. |
| * |
| * 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. |
| */ |
| |
| #ifndef FloatQuad_h |
| #define FloatQuad_h |
| |
| #include "platform/geometry/FloatPoint.h" |
| #include "platform/geometry/FloatRect.h" |
| #include "platform/geometry/IntRect.h" |
| #include "platform/geometry/LayoutSize.h" |
| #include "wtf/Allocator.h" |
| #include <iosfwd> |
| |
| struct SkPoint; |
| |
| namespace blink { |
| |
| // A FloatQuad is a collection of 4 points, often representing the result of |
| // mapping a rectangle through transforms. When initialized from a rect, the |
| // points are in clockwise order from top left. |
| class PLATFORM_EXPORT FloatQuad { |
| USING_FAST_MALLOC(FloatQuad); |
| |
| public: |
| FloatQuad() {} |
| |
| FloatQuad(const FloatPoint& p1, |
| const FloatPoint& p2, |
| const FloatPoint& p3, |
| const FloatPoint& p4) |
| : m_p1(p1), m_p2(p2), m_p3(p3), m_p4(p4) {} |
| |
| FloatQuad(const FloatRect& inRect) |
| : m_p1(inRect.location()), |
| m_p2(inRect.maxX(), inRect.y()), |
| m_p3(inRect.maxX(), inRect.maxY()), |
| m_p4(inRect.x(), inRect.maxY()) {} |
| |
| // Converts from an array of four SkPoints, as from SkMatrix::mapRectToQuad. |
| explicit FloatQuad(const SkPoint (&)[4]); |
| |
| FloatPoint p1() const { return m_p1; } |
| FloatPoint p2() const { return m_p2; } |
| FloatPoint p3() const { return m_p3; } |
| FloatPoint p4() const { return m_p4; } |
| |
| void setP1(const FloatPoint& p) { m_p1 = p; } |
| void setP2(const FloatPoint& p) { m_p2 = p; } |
| void setP3(const FloatPoint& p) { m_p3 = p; } |
| void setP4(const FloatPoint& p) { m_p4 = p; } |
| |
| // isEmpty tests that the bounding box is empty. This will not identify |
| // "slanted" empty quads. |
| bool isEmpty() const { return boundingBox().isEmpty(); } |
| |
| // Tests whether this quad can be losslessly represented by a FloatRect, |
| // that is, if two edges are parallel to the x-axis and the other two |
| // are parallel to the y-axis. If this method returns true, the |
| // corresponding FloatRect can be retrieved with boundingBox(). |
| bool isRectilinear() const; |
| |
| // Tests whether the given point is inside, or on an edge or corner of this |
| // quad. |
| bool containsPoint(const FloatPoint&) const; |
| |
| // Tests whether the four corners of other are inside, or coincident with the |
| // sides of this quad. Note that this only works for convex quads, but that |
| // includes all quads that originate |
| // from transformed rects. |
| bool containsQuad(const FloatQuad&) const; |
| |
| // Tests whether any part of the rectangle intersects with this quad. |
| // This only works for convex quads. |
| bool intersectsRect(const FloatRect&) const; |
| |
| // Test whether any part of the circle/ellipse intersects with this quad. |
| // Note that these two functions only work for convex quads. |
| bool intersectsCircle(const FloatPoint& center, float radius) const; |
| bool intersectsEllipse(const FloatPoint& center, |
| const FloatSize& radii) const; |
| |
| // The center of the quad. If the quad is the result of a affine-transformed |
| // rectangle this is the same as the original center transformed. |
| FloatPoint center() const { |
| return FloatPoint((m_p1.x() + m_p2.x() + m_p3.x() + m_p4.x()) / 4.0, |
| (m_p1.y() + m_p2.y() + m_p3.y() + m_p4.y()) / 4.0); |
| } |
| |
| FloatRect boundingBox() const; |
| IntRect enclosingBoundingBox() const { |
| return enclosingIntRect(boundingBox()); |
| } |
| |
| void move(const FloatSize& offset) { |
| m_p1 += offset; |
| m_p2 += offset; |
| m_p3 += offset; |
| m_p4 += offset; |
| } |
| |
| void move(const LayoutSize& offset) { |
| move(offset.width().toFloat(), offset.height().toFloat()); |
| } |
| |
| void move(float dx, float dy) { |
| m_p1.move(dx, dy); |
| m_p2.move(dx, dy); |
| m_p3.move(dx, dy); |
| m_p4.move(dx, dy); |
| } |
| |
| void scale(float dx, float dy) { |
| m_p1.scale(dx, dy); |
| m_p2.scale(dx, dy); |
| m_p3.scale(dx, dy); |
| m_p4.scale(dx, dy); |
| } |
| |
| // Tests whether points are in clock-wise, or counter clock-wise order. |
| // Note that output is undefined when all points are colinear. |
| bool isCounterclockwise() const; |
| |
| String toString() const; |
| |
| private: |
| FloatPoint m_p1; |
| FloatPoint m_p2; |
| FloatPoint m_p3; |
| FloatPoint m_p4; |
| }; |
| |
| inline FloatQuad& operator+=(FloatQuad& a, const FloatSize& b) { |
| a.move(b); |
| return a; |
| } |
| |
| inline FloatQuad& operator-=(FloatQuad& a, const FloatSize& b) { |
| a.move(-b.width(), -b.height()); |
| return a; |
| } |
| |
| inline bool operator==(const FloatQuad& a, const FloatQuad& b) { |
| return a.p1() == b.p1() && a.p2() == b.p2() && a.p3() == b.p3() && |
| a.p4() == b.p4(); |
| } |
| |
| inline bool operator!=(const FloatQuad& a, const FloatQuad& b) { |
| return a.p1() != b.p1() || a.p2() != b.p2() || a.p3() != b.p3() || |
| a.p4() != b.p4(); |
| } |
| |
| // Redeclared here to avoid ODR issues. |
| // See platform/testing/GeometryPrinters.h. |
| void PrintTo(const FloatQuad&, std::ostream*); |
| |
| } // namespace blink |
| |
| #endif // FloatQuad_h |