blob: fe3674f5180d4d93bf68b0ffc1a9749a70e302e8 [file] [log] [blame]
/*
* Copyright (C) 2004, 2006, 2007 Apple Inc. All rights reserved.
* Copyright (C) 2005 Nokia. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions
* are met:
* 1. Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* 2. Redistributions in binary form must reproduce the above copyright
* notice, this list of conditions and the following disclaimer in the
* documentation and/or other materials provided with the distribution.
*
* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#include "sky/engine/platform/geometry/FloatPoint.h"
#include <math.h>
#include <limits>
#include "sky/engine/platform/FloatConversion.h"
#include "sky/engine/platform/geometry/LayoutPoint.h"
#include "sky/engine/platform/geometry/LayoutSize.h"
#include "third_party/skia/include/core/SkPoint.h"
namespace blink {
// Skia has problems when passed infinite, etc floats, filter them to 0.
static inline SkScalar WebCoreFloatToSkScalar(float f)
{
return SkFloatToScalar(std::isfinite(f) ? f : 0);
}
FloatPoint::FloatPoint(const IntPoint& p) : m_x(p.x()), m_y(p.y())
{
}
FloatPoint::FloatPoint(const LayoutPoint& p)
: m_x(p.x().toFloat())
, m_y(p.y().toFloat())
{
}
void FloatPoint::normalize()
{
float tempLength = length();
if (tempLength) {
m_x /= tempLength;
m_y /= tempLength;
}
}
float FloatPoint::slopeAngleRadians() const
{
return atan2f(m_y, m_x);
}
float FloatPoint::length() const
{
return sqrtf(lengthSquared());
}
void FloatPoint::move(const LayoutSize& size)
{
m_x += size.width();
m_y += size.height();
}
void FloatPoint::moveBy(const LayoutPoint& point)
{
m_x += point.x();
m_y += point.y();
}
SkPoint FloatPoint::data() const
{
SkPoint p = { WebCoreFloatToSkScalar(m_x), WebCoreFloatToSkScalar(m_y) };
return p;
}
FloatPoint FloatPoint::narrowPrecision(double x, double y)
{
return FloatPoint(narrowPrecisionToFloat(x), narrowPrecisionToFloat(y));
}
float findSlope(const FloatPoint& p1, const FloatPoint& p2, float& c)
{
if (p2.x() == p1.x())
return std::numeric_limits<float>::infinity();
// y = mx + c
float slope = (p2.y() - p1.y()) / (p2.x() - p1.x());
c = p1.y() - slope * p1.x();
return slope;
}
bool findIntersection(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& d1, const FloatPoint& d2, FloatPoint& intersection)
{
float pxLength = p2.x() - p1.x();
float pyLength = p2.y() - p1.y();
float dxLength = d2.x() - d1.x();
float dyLength = d2.y() - d1.y();
float denom = pxLength * dyLength - pyLength * dxLength;
if (!denom)
return false;
float param = ((d1.x() - p1.x()) * dyLength - (d1.y() - p1.y()) * dxLength) / denom;
intersection.setX(p1.x() + param * pxLength);
intersection.setY(p1.y() + param * pyLength);
return true;
}
}