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1 /*
2  * Copyright (C) 2012 The Android Open Source Project
3  *
4  * Licensed under the Apache License, Version 2.0 (the "License");
5  * you may not use this file except in compliance with the License.
6  * You may obtain a copy of the License at
7  *
8  *      http://www.apache.org/licenses/LICENSE-2.0
9  *
10  * Unless required by applicable law or agreed to in writing, software
11  * distributed under the License is distributed on an "AS IS" BASIS,
12  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
13  * See the License for the specific language governing permissions and
14  * limitations under the License.
15  */
16 package android.webkit;
17 
18 import android.graphics.PointF;
19 
20 /**
21  * A quadrilateral, determined by four points, clockwise order. Typically
22  * p1 is "top-left" and p4 is "bottom-left" following webkit's rectangle-to-
23  * FloatQuad conversion.
24  */
25 class QuadF {
26     public PointF p1;
27     public PointF p2;
28     public PointF p3;
29     public PointF p4;
30 
QuadF()31     public QuadF() {
32         p1 = new PointF();
33         p2 = new PointF();
34         p3 = new PointF();
35         p4 = new PointF();
36     }
37 
offset(float dx, float dy)38     public void offset(float dx, float dy) {
39         p1.offset(dx, dy);
40         p2.offset(dx, dy);
41         p3.offset(dx, dy);
42         p4.offset(dx, dy);
43     }
44 
45     /**
46      * Determines if the quadrilateral contains the given point. This does
47      * not work if the quadrilateral is self-intersecting or if any inner
48      * angle is reflex (greater than 180 degrees).
49      */
containsPoint(float x, float y)50     public boolean containsPoint(float x, float y) {
51         return isPointInTriangle(x, y, p1, p2, p3) ||
52                 isPointInTriangle(x, y, p1, p3, p4);
53     }
54 
55     @Override
toString()56     public String toString() {
57         StringBuilder s = new StringBuilder("QuadF(");
58         s.append(p1.x).append(",").append(p1.y);
59         s.append(" - ");
60         s.append(p2.x).append(",").append(p2.y);
61         s.append(" - ");
62         s.append(p3.x).append(",").append(p3.y);
63         s.append(" - ");
64         s.append(p4.x).append(",").append(p4.y);
65         s.append(")");
66         return s.toString();
67     }
68 
isPointInTriangle(float x0, float y0, PointF r1, PointF r2, PointF r3)69     private static boolean isPointInTriangle(float x0, float y0,
70             PointF r1, PointF r2, PointF r3) {
71         // Use the barycentric technique
72         float x13 = r1.x - r3.x;
73         float y13 = r1.y - r3.y;
74         float x23 = r2.x - r3.x;
75         float y23 = r2.y - r3.y;
76         float x03 = x0 - r3.x;
77         float y03 = y0 - r3.y;
78 
79         float determinant = (y23 * x13) - (x23 * y13);
80         float lambda1 = ((y23 * x03) - (x23 * y03))/determinant;
81         float lambda2 = ((x13 * y03) - (y13 * x03))/determinant;
82         float lambda3 = 1 - lambda1 - lambda2;
83         return lambda1 >= 0.0f && lambda2 >= 0.0f && lambda3 >= 0.0f;
84     }
85 }
86