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/*
* Copyright (C) 2014 Apple Inc. 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 INC. AND ITS CONTRIBUTORS ``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 INC. OR ITS 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.
*/
#pragma once
#include "FloatRect.h"
#include "IntRect.h"
#include <wtf/Forward.h>
#include <wtf/Vector.h>
namespace WebCore {
class FloatQuad;
float euclidianDistance(const FloatSize&);
WEBCORE_EXPORT float euclidianDistance(const FloatPoint&, const FloatPoint&);
// Find point where lines through the two pairs of points intersect. Returns false if the lines don't intersect.
WEBCORE_EXPORT bool findIntersection(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& d1, const FloatPoint& d2, FloatPoint& intersection);
WEBCORE_EXPORT IntRect unionRect(const Vector<IntRect>&);
WEBCORE_EXPORT IntRect unionRectIgnoringZeroRects(const Vector<IntRect>&);
WEBCORE_EXPORT FloatRect unionRect(const Vector<FloatRect>&);
WEBCORE_EXPORT FloatRect unionRectIgnoringZeroRects(const Vector<FloatRect>&);
// Map point from srcRect to an equivalent point in destRect.
FloatPoint mapPoint(FloatPoint, const FloatRect& srcRect, const FloatRect& destRect);
// Map rect from srcRect to an equivalent rect in destRect.
WEBCORE_EXPORT FloatRect mapRect(const FloatRect&, const FloatRect& srcRect, const FloatRect& destRect);
WEBCORE_EXPORT FloatRect largestRectWithAspectRatioInsideRect(float aspectRatio, const FloatRect&);
WEBCORE_EXPORT FloatRect smallestRectWithAspectRatioAroundRect(float aspectRatio, const FloatRect&);
FloatSize sizeWithAreaAndAspectRatio(float area, float aspectRatio);
// Compute a rect that encloses all points covered by the given rect if it were rotated a full turn around (0,0).
FloatRect boundsOfRotatingRect(const FloatRect&);
bool ellipseContainsPoint(const FloatPoint& center, const FloatSize& radii, const FloatPoint&);
FloatPoint midPoint(const FloatPoint&, const FloatPoint&);
// -------------
// | h\ |s |
// | \a| |
// | \| |
// | * |
// | (x,y) |
// -------------
// Given a box and a ray (described by an offset from the top left corner of the box and angle from vertical in degrees), compute
// the length from the starting position to the intersection of the ray with the box. Given the above diagram, we are
// trying to calculate h, with lengthOfPointToSideOfIntersection computing the length of s, and angleOfPointToSideOfIntersection
// computing a.
double lengthOfRayIntersectionWithBoundingBox(const FloatRect& boundingRect, const std::pair<const FloatPoint&, float> ray);
// Given a box and a ray (described by an offset from the top left corner of the box and angle from vertical in degrees),
// compute the closest length from the starting position to the side that the ray intersects with.
double lengthOfPointToSideOfIntersection(const FloatRect& boundingRect, const std::pair<const FloatPoint&, float> ray);
// Given a box and a ray (described by an offset from the top left corner of the box and angle from vertical in degrees)
// compute the acute angle between the ray and the line segment from the starting point to the closest point on the
// side that the ray intersects with.
float angleOfPointToSideOfIntersection(const FloatRect& boundingRect, const std::pair<const FloatPoint&, float> ray);
// Given a box and an offset from the top left corner, calculate the distance of the point from each side
RectEdges<double> distanceOfPointToSidesOfRect(const FloatRect&, const FloatPoint&);
float distanceToClosestSide(FloatPoint, FloatSize);
float distanceToFarthestSide(FloatPoint, FloatSize);
float distanceToClosestCorner(FloatPoint, FloatSize);
float distanceToFarthestCorner(FloatPoint, FloatSize);
// Given a box and an offset from the top left corner, construct a coordinate system with this offset as the origin,
// and return the vertices of the box in this coordinate system
std::array<FloatPoint, 4> verticesForBox(const FloatRect&, const FloatPoint);
float toPositiveAngle(float angle);
float toRelatedAcuteAngle(float angle);
float normalizeAngleInRadians(float radians);
struct RotatedRect {
FloatPoint center;
FloatSize size;
float angleInRadians;
};
WEBCORE_EXPORT RotatedRect rotatedBoundingRectWithMinimumAngleOfRotation(const FloatQuad&, std::optional<float> minRotationInRadians = std::nullopt);
static inline float min4(float a, float b, float c, float d)
{
return std::min(std::min(a, b), std::min(c, d));
}
static inline float max4(float a, float b, float c, float d)
{
return std::max(std::max(a, b), std::max(c, d));
}
}
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