1 // Copyright 2014 PDFium 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 // Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com
6
7 #include "core/fxcrt/fx_coordinates.h"
8
9 #include <algorithm>
10 #include <utility>
11
12 #include "core/fxcrt/fx_extension.h"
13
14 namespace {
15
MatchFloatRange(float f1,float f2,int * i1,int * i2)16 void MatchFloatRange(float f1, float f2, int* i1, int* i2) {
17 int length = static_cast<int>(ceil(f2 - f1));
18 int i1_1 = static_cast<int>(floor(f1));
19 int i1_2 = static_cast<int>(ceil(f1));
20 float error1 = f1 - i1_1 + fabsf(f2 - i1_1 - length);
21 float error2 = i1_2 - f1 + fabsf(f2 - i1_2 - length);
22
23 *i1 = error1 > error2 ? i1_2 : i1_1;
24 *i2 = *i1 + length;
25 }
26
27 } // namespace
28
Normalize()29 void FX_RECT::Normalize() {
30 if (left > right)
31 std::swap(left, right);
32 if (top > bottom)
33 std::swap(top, bottom);
34 }
35
Intersect(const FX_RECT & src)36 void FX_RECT::Intersect(const FX_RECT& src) {
37 FX_RECT src_n = src;
38 src_n.Normalize();
39 Normalize();
40 left = std::max(left, src_n.left);
41 top = std::max(top, src_n.top);
42 right = std::min(right, src_n.right);
43 bottom = std::min(bottom, src_n.bottom);
44 if (left > right || top > bottom) {
45 left = top = right = bottom = 0;
46 }
47 }
48
CFX_FloatRect(const FX_RECT & rect)49 CFX_FloatRect::CFX_FloatRect(const FX_RECT& rect) {
50 left = rect.left;
51 top = rect.bottom;
52 right = rect.right;
53 bottom = rect.top;
54 }
55
56 // static
GetBBox(const CFX_PointF * pPoints,int nPoints)57 CFX_FloatRect CFX_FloatRect::GetBBox(const CFX_PointF* pPoints, int nPoints) {
58 if (nPoints == 0)
59 return CFX_FloatRect();
60
61 float min_x = pPoints->x;
62 float max_x = pPoints->x;
63 float min_y = pPoints->y;
64 float max_y = pPoints->y;
65 for (int i = 1; i < nPoints; i++) {
66 min_x = std::min(min_x, pPoints[i].x);
67 max_x = std::max(max_x, pPoints[i].x);
68 min_y = std::min(min_y, pPoints[i].y);
69 max_y = std::max(max_y, pPoints[i].y);
70 }
71 return CFX_FloatRect(min_x, min_y, max_x, max_y);
72 }
73
Normalize()74 void CFX_FloatRect::Normalize() {
75 if (left > right)
76 std::swap(left, right);
77 if (bottom > top)
78 std::swap(top, bottom);
79 }
80
Reset()81 void CFX_FloatRect::Reset() {
82 left = 0.0f;
83 right = 0.0f;
84 bottom = 0.0f;
85 top = 0.0f;
86 }
87
Intersect(const CFX_FloatRect & other_rect)88 void CFX_FloatRect::Intersect(const CFX_FloatRect& other_rect) {
89 Normalize();
90 CFX_FloatRect other = other_rect;
91 other.Normalize();
92 left = std::max(left, other.left);
93 bottom = std::max(bottom, other.bottom);
94 right = std::min(right, other.right);
95 top = std::min(top, other.top);
96 if (left > right || bottom > top)
97 Reset();
98 }
99
Union(const CFX_FloatRect & other_rect)100 void CFX_FloatRect::Union(const CFX_FloatRect& other_rect) {
101 Normalize();
102 CFX_FloatRect other = other_rect;
103 other.Normalize();
104 left = std::min(left, other.left);
105 bottom = std::min(bottom, other.bottom);
106 right = std::max(right, other.right);
107 top = std::max(top, other.top);
108 }
109
GetOuterRect() const110 FX_RECT CFX_FloatRect::GetOuterRect() const {
111 FX_RECT rect;
112 rect.left = static_cast<int>(floor(left));
113 rect.bottom = static_cast<int>(ceil(top));
114 rect.right = static_cast<int>(ceil(right));
115 rect.top = static_cast<int>(floor(bottom));
116 rect.Normalize();
117 return rect;
118 }
119
GetInnerRect() const120 FX_RECT CFX_FloatRect::GetInnerRect() const {
121 FX_RECT rect;
122 rect.left = static_cast<int>(ceil(left));
123 rect.bottom = static_cast<int>(floor(top));
124 rect.right = static_cast<int>(floor(right));
125 rect.top = static_cast<int>(ceil(bottom));
126 rect.Normalize();
127 return rect;
128 }
129
GetClosestRect() const130 FX_RECT CFX_FloatRect::GetClosestRect() const {
131 FX_RECT rect;
132 MatchFloatRange(left, right, &rect.left, &rect.right);
133 MatchFloatRange(bottom, top, &rect.top, &rect.bottom);
134 rect.Normalize();
135 return rect;
136 }
137
GetCenterSquare() const138 CFX_FloatRect CFX_FloatRect::GetCenterSquare() const {
139 float fWidth = right - left;
140 float fHeight = top - bottom;
141 float fHalfWidth = (fWidth > fHeight) ? fHeight / 2 : fWidth / 2;
142
143 float fCenterX = (left + right) / 2.0f;
144 float fCenterY = (top + bottom) / 2.0f;
145 return CFX_FloatRect(fCenterX - fHalfWidth, fCenterY - fHalfWidth,
146 fCenterX + fHalfWidth, fCenterY + fHalfWidth);
147 }
148
Contains(const CFX_PointF & point) const149 bool CFX_FloatRect::Contains(const CFX_PointF& point) const {
150 CFX_FloatRect n1(*this);
151 n1.Normalize();
152 return point.x <= n1.right && point.x >= n1.left && point.y <= n1.top &&
153 point.y >= n1.bottom;
154 }
155
Contains(const CFX_FloatRect & other_rect) const156 bool CFX_FloatRect::Contains(const CFX_FloatRect& other_rect) const {
157 CFX_FloatRect n1(*this);
158 CFX_FloatRect n2(other_rect);
159 n1.Normalize();
160 n2.Normalize();
161 return n2.left >= n1.left && n2.right <= n1.right && n2.bottom >= n1.bottom &&
162 n2.top <= n1.top;
163 }
164
UpdateRect(const CFX_PointF & point)165 void CFX_FloatRect::UpdateRect(const CFX_PointF& point) {
166 left = std::min(left, point.x);
167 bottom = std::min(bottom, point.y);
168 right = std::max(right, point.x);
169 top = std::max(top, point.y);
170 }
171
Scale(float fScale)172 void CFX_FloatRect::Scale(float fScale) {
173 left *= fScale;
174 bottom *= fScale;
175 right *= fScale;
176 top *= fScale;
177 }
178
ScaleFromCenterPoint(float fScale)179 void CFX_FloatRect::ScaleFromCenterPoint(float fScale) {
180 float fHalfWidth = (right - left) / 2.0f;
181 float fHalfHeight = (top - bottom) / 2.0f;
182
183 float center_x = (left + right) / 2;
184 float center_y = (top + bottom) / 2;
185
186 left = center_x - fHalfWidth * fScale;
187 bottom = center_y - fHalfHeight * fScale;
188 right = center_x + fHalfWidth * fScale;
189 top = center_y + fHalfHeight * fScale;
190 }
191
ToFxRect() const192 FX_RECT CFX_FloatRect::ToFxRect() const {
193 return FX_RECT(static_cast<int>(left), static_cast<int>(top),
194 static_cast<int>(right), static_cast<int>(bottom));
195 }
196
ToRoundedFxRect() const197 FX_RECT CFX_FloatRect::ToRoundedFxRect() const {
198 return FX_RECT(FXSYS_round(left), FXSYS_round(top), FXSYS_round(right),
199 FXSYS_round(bottom));
200 }
201
202 #ifndef NDEBUG
operator <<(std::ostream & os,const CFX_FloatRect & rect)203 std::ostream& operator<<(std::ostream& os, const CFX_FloatRect& rect) {
204 os << "rect[" << rect.Width() << "x" << rect.Height() << " (" << rect.left
205 << ", " << rect.bottom << ")]";
206 return os;
207 }
208 #endif
209
GetInverse() const210 CFX_Matrix CFX_Matrix::GetInverse() const {
211 CFX_Matrix inverse;
212 float i = a * d - b * c;
213 if (fabs(i) == 0)
214 return inverse;
215
216 float j = -i;
217 inverse.a = d / i;
218 inverse.b = b / j;
219 inverse.c = c / j;
220 inverse.d = a / i;
221 inverse.e = (c * f - d * e) / i;
222 inverse.f = (a * f - b * e) / j;
223 return inverse;
224 }
225
Concat(const CFX_Matrix & m,bool bPrepended)226 void CFX_Matrix::Concat(const CFX_Matrix& m, bool bPrepended) {
227 ConcatInternal(m, bPrepended);
228 }
229
ConcatInverse(const CFX_Matrix & src,bool bPrepended)230 void CFX_Matrix::ConcatInverse(const CFX_Matrix& src, bool bPrepended) {
231 Concat(src.GetInverse(), bPrepended);
232 }
233
Is90Rotated() const234 bool CFX_Matrix::Is90Rotated() const {
235 return fabs(a * 1000) < fabs(b) && fabs(d * 1000) < fabs(c);
236 }
237
IsScaled() const238 bool CFX_Matrix::IsScaled() const {
239 return fabs(b * 1000) < fabs(a) && fabs(c * 1000) < fabs(d);
240 }
241
Translate(float x,float y,bool bPrepended)242 void CFX_Matrix::Translate(float x, float y, bool bPrepended) {
243 if (bPrepended) {
244 e += x * a + y * c;
245 f += y * d + x * b;
246 return;
247 }
248 e += x;
249 f += y;
250 }
251
Scale(float sx,float sy,bool bPrepended)252 void CFX_Matrix::Scale(float sx, float sy, bool bPrepended) {
253 a *= sx;
254 d *= sy;
255 if (bPrepended) {
256 b *= sx;
257 c *= sy;
258 return;
259 }
260
261 b *= sy;
262 c *= sx;
263 e *= sx;
264 f *= sy;
265 }
266
Rotate(float fRadian,bool bPrepended)267 void CFX_Matrix::Rotate(float fRadian, bool bPrepended) {
268 float cosValue = cos(fRadian);
269 float sinValue = sin(fRadian);
270 ConcatInternal(CFX_Matrix(cosValue, sinValue, -sinValue, cosValue, 0, 0),
271 bPrepended);
272 }
273
RotateAt(float fRadian,float dx,float dy,bool bPrepended)274 void CFX_Matrix::RotateAt(float fRadian, float dx, float dy, bool bPrepended) {
275 Translate(dx, dy, bPrepended);
276 Rotate(fRadian, bPrepended);
277 Translate(-dx, -dy, bPrepended);
278 }
279
Shear(float fAlphaRadian,float fBetaRadian,bool bPrepended)280 void CFX_Matrix::Shear(float fAlphaRadian, float fBetaRadian, bool bPrepended) {
281 ConcatInternal(CFX_Matrix(1, tan(fAlphaRadian), tan(fBetaRadian), 1, 0, 0),
282 bPrepended);
283 }
284
MatchRect(const CFX_FloatRect & dest,const CFX_FloatRect & src)285 void CFX_Matrix::MatchRect(const CFX_FloatRect& dest,
286 const CFX_FloatRect& src) {
287 float fDiff = src.left - src.right;
288 a = fabs(fDiff) < 0.001f ? 1 : (dest.left - dest.right) / fDiff;
289
290 fDiff = src.bottom - src.top;
291 d = fabs(fDiff) < 0.001f ? 1 : (dest.bottom - dest.top) / fDiff;
292 e = dest.left - src.left * a;
293 f = dest.bottom - src.bottom * d;
294 b = 0;
295 c = 0;
296 }
297
GetXUnit() const298 float CFX_Matrix::GetXUnit() const {
299 if (b == 0)
300 return (a > 0 ? a : -a);
301 if (a == 0)
302 return (b > 0 ? b : -b);
303 return sqrt(a * a + b * b);
304 }
305
GetYUnit() const306 float CFX_Matrix::GetYUnit() const {
307 if (c == 0)
308 return (d > 0 ? d : -d);
309 if (d == 0)
310 return (c > 0 ? c : -c);
311 return sqrt(c * c + d * d);
312 }
313
GetUnitRect() const314 CFX_FloatRect CFX_Matrix::GetUnitRect() const {
315 return TransformRect(CFX_FloatRect(0.f, 0.f, 1.f, 1.f));
316 }
317
TransformXDistance(float dx) const318 float CFX_Matrix::TransformXDistance(float dx) const {
319 float fx = a * dx;
320 float fy = b * dx;
321 return sqrt(fx * fx + fy * fy);
322 }
323
TransformDistance(float distance) const324 float CFX_Matrix::TransformDistance(float distance) const {
325 return distance * (GetXUnit() + GetYUnit()) / 2;
326 }
327
Transform(const CFX_PointF & point) const328 CFX_PointF CFX_Matrix::Transform(const CFX_PointF& point) const {
329 return CFX_PointF(a * point.x + c * point.y + e,
330 b * point.x + d * point.y + f);
331 }
TransformRect(const float & left,const float & right,const float & top,const float & bottom) const332 std::tuple<float, float, float, float> CFX_Matrix::TransformRect(
333 const float& left,
334 const float& right,
335 const float& top,
336 const float& bottom) const {
337 CFX_PointF points[] = {
338 {left, top}, {left, bottom}, {right, top}, {right, bottom}};
339 for (int i = 0; i < 4; i++)
340 points[i] = Transform(points[i]);
341
342 float new_right = points[0].x;
343 float new_left = points[0].x;
344 float new_top = points[0].y;
345 float new_bottom = points[0].y;
346 for (int i = 1; i < 4; i++) {
347 new_right = std::max(new_right, points[i].x);
348 new_left = std::min(new_left, points[i].x);
349 new_top = std::max(new_top, points[i].y);
350 new_bottom = std::min(new_bottom, points[i].y);
351 }
352 return std::make_tuple(new_left, new_right, new_top, new_bottom);
353 }
354
TransformRect(const CFX_RectF & rect) const355 CFX_RectF CFX_Matrix::TransformRect(const CFX_RectF& rect) const {
356 float left;
357 float right;
358 float bottom;
359 float top;
360 std::tie(left, right, bottom, top) =
361 TransformRect(rect.left, rect.right(), rect.bottom(), rect.top);
362 return CFX_RectF(left, top, right - left, bottom - top);
363 }
364
TransformRect(const CFX_FloatRect & rect) const365 CFX_FloatRect CFX_Matrix::TransformRect(const CFX_FloatRect& rect) const {
366 float left;
367 float right;
368 float top;
369 float bottom;
370 std::tie(left, right, top, bottom) =
371 TransformRect(rect.left, rect.right, rect.top, rect.bottom);
372 return CFX_FloatRect(left, bottom, right, top);
373 }
374
ConcatInternal(const CFX_Matrix & other,bool prepend)375 void CFX_Matrix::ConcatInternal(const CFX_Matrix& other, bool prepend) {
376 CFX_Matrix left;
377 CFX_Matrix right;
378 if (prepend) {
379 left = other;
380 right = *this;
381 } else {
382 left = *this;
383 right = other;
384 }
385
386 a = left.a * right.a + left.b * right.c;
387 b = left.a * right.b + left.b * right.d;
388 c = left.c * right.a + left.d * right.c;
389 d = left.c * right.b + left.d * right.d;
390 e = left.e * right.a + left.f * right.c + right.e;
391 f = left.e * right.b + left.f * right.d + right.f;
392 }
393