// Copyright 2011 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. #include "cc/layer_quad.h" #include "base/logging.h" #include "ui/gfx/quad_f.h" namespace cc { LayerQuad::Edge::Edge(const gfx::PointF& p, const gfx::PointF& q) { DCHECK(p != q); gfx::Vector2dF tangent(p.y() - q.y(), q.x() - p.x()); float cross2 = p.x() * q.y() - q.x() * p.y(); set(tangent.x(), tangent.y(), cross2); scale(1.0f / tangent.Length()); } LayerQuad::LayerQuad(const gfx::QuadF& quad) { // Create edges. m_left = Edge(quad.p4(), quad.p1()); m_right = Edge(quad.p2(), quad.p3()); m_top = Edge(quad.p1(), quad.p2()); m_bottom = Edge(quad.p3(), quad.p4()); float sign = quad.IsCounterClockwise() ? -1 : 1; m_left.scale(sign); m_right.scale(sign); m_top.scale(sign); m_bottom.scale(sign); } LayerQuad::LayerQuad(const Edge& left, const Edge& top, const Edge& right, const Edge& bottom) : m_left(left) , m_top(top) , m_right(right) , m_bottom(bottom) { } gfx::QuadF LayerQuad::ToQuadF() const { return gfx::QuadF(m_left.intersect(m_top), m_top.intersect(m_right), m_right.intersect(m_bottom), m_bottom.intersect(m_left)); } void LayerQuad::toFloatArray(float flattened[12]) const { flattened[0] = m_left.x(); flattened[1] = m_left.y(); flattened[2] = m_left.z(); flattened[3] = m_top.x(); flattened[4] = m_top.y(); flattened[5] = m_top.z(); flattened[6] = m_right.x(); flattened[7] = m_right.y(); flattened[8] = m_right.z(); flattened[9] = m_bottom.x(); flattened[10] = m_bottom.y(); flattened[11] = m_bottom.z(); } } // namespace cc