| /* |
| * Copyright (C) 2012 The Android Open Source Project |
| * |
| * Licensed under the Apache License, Version 2.0 (the "License"); |
| * you may not use this file except in compliance with the License. |
| * You may obtain a copy of the License at |
| * |
| * http://www.apache.org/licenses/LICENSE-2.0 |
| * |
| * Unless required by applicable law or agreed to in writing, software |
| * distributed under the License is distributed on an "AS IS" BASIS, |
| * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied. |
| * See the License for the specific language governing permissions and |
| * limitations under the License. |
| */ |
| package android.webkit; |
| |
| import android.graphics.PointF; |
| |
| /** |
| * A quadrilateral, determined by four points, clockwise order. Typically |
| * p1 is "top-left" and p4 is "bottom-left" following webkit's rectangle-to- |
| * FloatQuad conversion. |
| */ |
| class QuadF { |
| public PointF p1; |
| public PointF p2; |
| public PointF p3; |
| public PointF p4; |
| |
| public QuadF() { |
| p1 = new PointF(); |
| p2 = new PointF(); |
| p3 = new PointF(); |
| p4 = new PointF(); |
| } |
| |
| public void offset(float dx, float dy) { |
| p1.offset(dx, dy); |
| p2.offset(dx, dy); |
| p3.offset(dx, dy); |
| p4.offset(dx, dy); |
| } |
| |
| /** |
| * Determines if the quadrilateral contains the given point. This does |
| * not work if the quadrilateral is self-intersecting or if any inner |
| * angle is reflex (greater than 180 degrees). |
| */ |
| public boolean containsPoint(float x, float y) { |
| return isPointInTriangle(x, y, p1, p2, p3) || |
| isPointInTriangle(x, y, p1, p3, p4); |
| } |
| |
| @Override |
| public String toString() { |
| StringBuilder s = new StringBuilder("QuadF("); |
| s.append(p1.x).append(",").append(p1.y); |
| s.append(" - "); |
| s.append(p2.x).append(",").append(p2.y); |
| s.append(" - "); |
| s.append(p3.x).append(",").append(p3.y); |
| s.append(" - "); |
| s.append(p4.x).append(",").append(p4.y); |
| s.append(")"); |
| return s.toString(); |
| } |
| |
| private static boolean isPointInTriangle(float x0, float y0, |
| PointF r1, PointF r2, PointF r3) { |
| // Use the barycentric technique |
| float x13 = r1.x - r3.x; |
| float y13 = r1.y - r3.y; |
| float x23 = r2.x - r3.x; |
| float y23 = r2.y - r3.y; |
| float x03 = x0 - r3.x; |
| float y03 = y0 - r3.y; |
| |
| float determinant = (y23 * x13) - (x23 * y13); |
| float lambda1 = ((y23 * x03) - (x23 * y03))/determinant; |
| float lambda2 = ((x13 * y03) - (y13 * x03))/determinant; |
| float lambda3 = 1 - lambda1 - lambda2; |
| return lambda1 >= 0.0f && lambda2 >= 0.0f && lambda3 >= 0.0f; |
| } |
| } |