// 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(gfx::PointF p, 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. left_ = Edge(quad.p4(), quad.p1()); right_ = Edge(quad.p2(), quad.p3()); top_ = Edge(quad.p1(), quad.p2()); bottom_ = Edge(quad.p3(), quad.p4()); float sign = quad.IsCounterClockwise() ? -1 : 1; left_.scale(sign); right_.scale(sign); top_.scale(sign); bottom_.scale(sign); } LayerQuad::LayerQuad(const Edge& left, const Edge& top, const Edge& right, const Edge& bottom) : left_(left), top_(top), right_(right), bottom_(bottom) {} gfx::QuadF LayerQuad::ToQuadF() const { return gfx::QuadF(left_.Intersect(top_), top_.Intersect(right_), right_.Intersect(bottom_), bottom_.Intersect(left_)); } void LayerQuad::ToFloatArray(float flattened[12]) const { flattened[0] = left_.x(); flattened[1] = left_.y(); flattened[2] = left_.z(); flattened[3] = top_.x(); flattened[4] = top_.y(); flattened[5] = top_.z(); flattened[6] = right_.x(); flattened[7] = right_.y(); flattened[8] = right_.z(); flattened[9] = bottom_.x(); flattened[10] = bottom_.y(); flattened[11] = bottom_.z(); } } // namespace cc