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 // Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef COBALT_MATH_QUAD_F_H_ #define COBALT_MATH_QUAD_F_H_ #include #include #include #include #include "cobalt/math/matrix3_f.h" #include "cobalt/math/point_f.h" #include "cobalt/math/rect_f.h" namespace cobalt { namespace math { // A Quad is defined by four corners, allowing it to have edges that are not // axis-aligned, unlike a Rect. class QuadF { public: QuadF() {} QuadF(const PointF& p1, const PointF& p2, const PointF& p3, const PointF& p4) : p1_(p1), p2_(p2), p3_(p3), p4_(p4) {} // Creates a quad by multiplying the corner points of the given rectangle by // the given matrix. QuadF(const Matrix3F& matrix, const RectF& rect) : p1_(matrix * PointF(rect.x(), rect.y())), p2_(matrix * PointF(rect.right(), rect.y())), p3_(matrix * PointF(rect.right(), rect.bottom())), p4_(matrix * PointF(rect.x(), rect.bottom())) {} explicit QuadF(const RectF& rect) : p1_(rect.x(), rect.y()), p2_(rect.right(), rect.y()), p3_(rect.right(), rect.bottom()), p4_(rect.x(), rect.bottom()) {} void operator=(const RectF& rect); void SetQuad(const PointF& p1, const PointF& p2, const PointF& p3, const PointF& p4) { set_p1(p1); set_p2(p2); set_p3(p3); set_p4(p4); } void set_p1(const PointF& p) { p1_ = p; } void set_p2(const PointF& p) { p2_ = p; } void set_p3(const PointF& p) { p3_ = p; } void set_p4(const PointF& p) { p4_ = p; } const PointF& p1() const { return p1_; } const PointF& p2() const { return p2_; } const PointF& p3() const { return p3_; } const PointF& p4() const { return p4_; } // Returns true if the quad is an axis-aligned rectangle. bool IsRectilinear() const; // Returns true if the points of the quad are in counter-clockwise order. This // assumes that the quad is convex, and that no three points are collinear. bool IsCounterClockwise() const; // Returns true if the |point| is contained within the quad, or lies on on // edge of the quad. This assumes that the quad is convex. bool Contains(const PointF& point) const; // Returns a rectangle that bounds the four points of the quad. The points of // the quad may lie on the right/bottom edge of the resulting rectangle, // rather than being strictly inside it. RectF BoundingBox() const { float rl = std::min(std::min(p1_.x(), p2_.x()), std::min(p3_.x(), p4_.x())); float rr = std::max(std::max(p1_.x(), p2_.x()), std::max(p3_.x(), p4_.x())); float rt = std::min(std::min(p1_.y(), p2_.y()), std::min(p3_.y(), p4_.y())); float rb = std::max(std::max(p1_.y(), p2_.y()), std::max(p3_.y(), p4_.y())); return RectF(rl, rt, rr - rl, rb - rt); } // Add a vector to the quad, offseting each point in the quad by the vector. void operator+=(const Vector2dF& rhs); // Subtract a vector from the quad, offseting each point in the quad by the // inverse of the vector. void operator-=(const Vector2dF& rhs); // Scale each point in the quad by the |scale| factor. void Scale(float scale) { Scale(scale, scale); } // Scale each point in the quad by the scale factors along each axis. void Scale(float x_scale, float y_scale); // Returns a string representation of quad. std::string ToString() const; private: PointF p1_; PointF p2_; PointF p3_; PointF p4_; }; inline bool operator==(const QuadF& lhs, const QuadF& rhs) { return lhs.p1() == rhs.p1() && lhs.p2() == rhs.p2() && lhs.p3() == rhs.p3() && lhs.p4() == rhs.p4(); } inline bool operator!=(const QuadF& lhs, const QuadF& rhs) { return !(lhs == rhs); } // Add a vector to a quad, offseting each point in the quad by the vector. QuadF operator+(const QuadF& lhs, const Vector2dF& rhs); // Subtract a vector from a quad, offseting each point in the quad by the // inverse of the vector. QuadF operator-(const QuadF& lhs, const Vector2dF& rhs); } // namespace math } // namespace cobalt #endif // COBALT_MATH_QUAD_F_H_