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163 lines
5.8 KiB
C++
163 lines
5.8 KiB
C++
/*
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* Copyright (C) 2008 Apple Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* are met:
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*
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of
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* its contributors may be used to endorse or promote products derived
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* from this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
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* WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
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* DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
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* DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
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* (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
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* LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
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* ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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* THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef SKY_ENGINE_PLATFORM_GEOMETRY_FLOATQUAD_H_
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#define SKY_ENGINE_PLATFORM_GEOMETRY_FLOATQUAD_H_
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#include "flutter/sky/engine/platform/geometry/FloatPoint.h"
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#include "flutter/sky/engine/platform/geometry/FloatRect.h"
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#include "flutter/sky/engine/platform/geometry/IntRect.h"
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namespace blink {
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// A FloatQuad is a collection of 4 points, often representing the result of
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// mapping a rectangle through transforms. When initialized from a rect, the
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// points are in clockwise order from top left.
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class PLATFORM_EXPORT FloatQuad {
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public:
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FloatQuad() {}
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FloatQuad(const FloatPoint& p1,
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const FloatPoint& p2,
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const FloatPoint& p3,
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const FloatPoint& p4)
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: m_p1(p1), m_p2(p2), m_p3(p3), m_p4(p4) {}
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FloatQuad(const FloatRect& inRect)
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: m_p1(inRect.location()),
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m_p2(inRect.maxX(), inRect.y()),
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m_p3(inRect.maxX(), inRect.maxY()),
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m_p4(inRect.x(), inRect.maxY()) {}
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FloatPoint p1() const { return m_p1; }
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FloatPoint p2() const { return m_p2; }
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FloatPoint p3() const { return m_p3; }
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FloatPoint p4() const { return m_p4; }
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void setP1(const FloatPoint& p) { m_p1 = p; }
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void setP2(const FloatPoint& p) { m_p2 = p; }
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void setP3(const FloatPoint& p) { m_p3 = p; }
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void setP4(const FloatPoint& p) { m_p4 = p; }
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// isEmpty tests that the bounding box is empty. This will not identify
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// "slanted" empty quads.
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bool isEmpty() const { return boundingBox().isEmpty(); }
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// Tests whether this quad can be losslessly represented by a FloatRect,
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// that is, if two edges are parallel to the x-axis and the other two
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// are parallel to the y-axis. If this method returns true, the
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// corresponding FloatRect can be retrieved with boundingBox().
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bool isRectilinear() const;
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// Tests whether the given point is inside, or on an edge or corner of this
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// quad.
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bool containsPoint(const FloatPoint&) const;
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// Tests whether the four corners of other are inside, or coincident with the
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// sides of this quad. Note that this only works for convex quads, but that
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// includes all quads that originate from transformed rects.
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bool containsQuad(const FloatQuad&) const;
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// Tests whether any part of the rectangle intersects with this quad.
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// This only works for convex quads.
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bool intersectsRect(const FloatRect&) const;
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// Test whether any part of the circle/ellipse intersects with this quad.
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// Note that these two functions only work for convex quads.
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bool intersectsCircle(const FloatPoint& center, float radius) const;
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bool intersectsEllipse(const FloatPoint& center,
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const FloatSize& radii) const;
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// The center of the quad. If the quad is the result of a affine-transformed
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// rectangle this is the same as the original center transformed.
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FloatPoint center() const {
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return FloatPoint((m_p1.x() + m_p2.x() + m_p3.x() + m_p4.x()) / 4.0,
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(m_p1.y() + m_p2.y() + m_p3.y() + m_p4.y()) / 4.0);
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}
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FloatRect boundingBox() const;
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IntRect enclosingBoundingBox() const {
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return enclosingIntRect(boundingBox());
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}
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void move(const FloatSize& offset) {
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m_p1 += offset;
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m_p2 += offset;
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m_p3 += offset;
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m_p4 += offset;
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}
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void move(float dx, float dy) {
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m_p1.move(dx, dy);
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m_p2.move(dx, dy);
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m_p3.move(dx, dy);
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m_p4.move(dx, dy);
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}
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void scale(float dx, float dy) {
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m_p1.scale(dx, dy);
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m_p2.scale(dx, dy);
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m_p3.scale(dx, dy);
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m_p4.scale(dx, dy);
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}
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// Tests whether points are in clock-wise, or counter clock-wise order.
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// Note that output is undefined when all points are colinear.
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bool isCounterclockwise() const;
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private:
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FloatPoint m_p1;
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FloatPoint m_p2;
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FloatPoint m_p3;
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FloatPoint m_p4;
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};
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inline FloatQuad& operator+=(FloatQuad& a, const FloatSize& b) {
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a.move(b);
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return a;
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}
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inline FloatQuad& operator-=(FloatQuad& a, const FloatSize& b) {
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a.move(-b.width(), -b.height());
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return a;
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}
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inline bool operator==(const FloatQuad& a, const FloatQuad& b) {
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return a.p1() == b.p1() && a.p2() == b.p2() && a.p3() == b.p3() &&
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a.p4() == b.p4();
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}
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inline bool operator!=(const FloatQuad& a, const FloatQuad& b) {
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return a.p1() != b.p1() || a.p2() != b.p2() || a.p3() != b.p3() ||
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a.p4() != b.p4();
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}
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} // namespace blink
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#endif // SKY_ENGINE_PLATFORM_GEOMETRY_FLOATQUAD_H_
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