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; 23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND 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 #ifndef FloatQuad_h 30 #define FloatQuad_h 31 32 #include "FloatPoint.h" 33 #include "FloatRect.h" 34 #include "IntRect.h" 35 36 namespace WebCore { 37 38 // A FloatQuad is a collection of 4 points, often representing the result of 39 // mapping a rectangle through transforms. When initialized from a rect, the 40 // points are in clockwise order from top left. 41 class FloatQuad { 42 public: FloatQuad()43 FloatQuad() 44 { 45 } 46 FloatQuad(const FloatPoint & p1,const FloatPoint & p2,const FloatPoint & p3,const FloatPoint & p4)47 FloatQuad(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& p3, const FloatPoint& p4) 48 : m_p1(p1) 49 , m_p2(p2) 50 , m_p3(p3) 51 , m_p4(p4) 52 { 53 } 54 FloatQuad(const FloatRect & inRect)55 FloatQuad(const FloatRect& inRect) 56 : m_p1(inRect.location()) 57 , m_p2(inRect.maxX(), inRect.y()) 58 , m_p3(inRect.maxX(), inRect.maxY()) 59 , m_p4(inRect.x(), inRect.maxY()) 60 { 61 } 62 p1()63 FloatPoint p1() const { return m_p1; } p2()64 FloatPoint p2() const { return m_p2; } p3()65 FloatPoint p3() const { return m_p3; } p4()66 FloatPoint p4() const { return m_p4; } 67 setP1(const FloatPoint & p)68 void setP1(const FloatPoint& p) { m_p1 = p; } setP2(const FloatPoint & p)69 void setP2(const FloatPoint& p) { m_p2 = p; } setP3(const FloatPoint & p)70 void setP3(const FloatPoint& p) { m_p3 = p; } setP4(const FloatPoint & p)71 void setP4(const FloatPoint& p) { m_p4 = p; } 72 73 // isEmpty tests that the bounding box is empty. This will not identify 74 // "slanted" empty quads. isEmpty()75 bool isEmpty() const { return boundingBox().isEmpty(); } 76 77 // Tests whether this quad can be losslessly represented by a FloatRect, 78 // that is, if two edges are parallel to the x-axis and the other two 79 // are parallel to the y-axis. If this method returns true, the 80 // corresponding FloatRect can be retrieved with boundingBox(). 81 bool isRectilinear() const; 82 83 // Tests whether the given point is inside, or on an edge or corner of this quad. 84 bool containsPoint(const FloatPoint&) const; 85 86 // Tests whether the four corners of other are inside, or coincident with the sides of this quad. 87 // Note that this only works for convex quads, but that includes all quads that originate 88 // from transformed rects. 89 bool containsQuad(const FloatQuad&) const; 90 91 FloatRect boundingBox() const; enclosingBoundingBox()92 IntRect enclosingBoundingBox() const 93 { 94 return enclosingIntRect(boundingBox()); 95 } 96 move(const FloatSize & offset)97 void move(const FloatSize& offset) 98 { 99 m_p1 += offset; 100 m_p2 += offset; 101 m_p3 += offset; 102 m_p4 += offset; 103 } 104 move(float dx,float dy)105 void move(float dx, float dy) 106 { 107 m_p1.move(dx, dy); 108 m_p2.move(dx, dy); 109 m_p3.move(dx, dy); 110 m_p4.move(dx, dy); 111 } 112 113 private: 114 FloatPoint m_p1; 115 FloatPoint m_p2; 116 FloatPoint m_p3; 117 FloatPoint m_p4; 118 }; 119 120 inline FloatQuad& operator+=(FloatQuad& a, const FloatSize& b) 121 { 122 a.move(b); 123 return a; 124 } 125 126 inline FloatQuad& operator-=(FloatQuad& a, const FloatSize& b) 127 { 128 a.move(-b.width(), -b.height()); 129 return a; 130 } 131 132 inline bool operator==(const FloatQuad& a, const FloatQuad& b) 133 { 134 return a.p1() == b.p1() && 135 a.p2() == b.p2() && 136 a.p3() == b.p3() && 137 a.p4() == b.p4(); 138 } 139 140 inline bool operator!=(const FloatQuad& a, const FloatQuad& b) 141 { 142 return a.p1() != b.p1() || 143 a.p2() != b.p2() || 144 a.p3() != b.p3() || 145 a.p4() != b.p4(); 146 } 147 148 } // namespace WebCore 149 150 151 #endif // FloatQuad_h 152 153