| // Copyright 2014 PDFium Authors. All rights reserved. |
| // Use of this source code is governed by a BSD-style license that can be |
| // found in the LICENSE file. |
| |
| // Original code copyright 2014 Foxit Software Inc. http://www.foxitsoftware.com |
| |
| #include <limits.h> |
| |
| #include "core/fxcrt/include/fx_coordinates.h" |
| #include "core/fxcrt/include/fx_ext.h" |
| |
| void FX_RECT::Normalize() { |
| if (left > right) { |
| int temp = left; |
| left = right; |
| right = temp; |
| } |
| if (top > bottom) { |
| int temp = top; |
| top = bottom; |
| bottom = temp; |
| } |
| } |
| void FX_RECT::Intersect(const FX_RECT& src) { |
| FX_RECT src_n = src; |
| src_n.Normalize(); |
| Normalize(); |
| left = left > src_n.left ? left : src_n.left; |
| top = top > src_n.top ? top : src_n.top; |
| right = right < src_n.right ? right : src_n.right; |
| bottom = bottom < src_n.bottom ? bottom : src_n.bottom; |
| if (left > right || top > bottom) { |
| left = top = right = bottom = 0; |
| } |
| } |
| void FX_RECT::Union(const FX_RECT& other_rect) { |
| Normalize(); |
| FX_RECT other = other_rect; |
| other.Normalize(); |
| left = left < other.left ? left : other.left; |
| right = right > other.right ? right : other.right; |
| bottom = bottom > other.bottom ? bottom : other.bottom; |
| top = top < other.top ? top : other.top; |
| } |
| FX_BOOL GetIntersection(FX_FLOAT low1, |
| FX_FLOAT high1, |
| FX_FLOAT low2, |
| FX_FLOAT high2, |
| FX_FLOAT& interlow, |
| FX_FLOAT& interhigh) { |
| if (low1 >= high2 || low2 >= high1) { |
| return FALSE; |
| } |
| interlow = low1 > low2 ? low1 : low2; |
| interhigh = high1 > high2 ? high2 : high1; |
| return TRUE; |
| } |
| extern "C" int FXSYS_round(FX_FLOAT d) { |
| if (d < (FX_FLOAT)INT_MIN) { |
| return INT_MIN; |
| } |
| if (d > (FX_FLOAT)INT_MAX) { |
| return INT_MAX; |
| } |
| |
| return (int)round(d); |
| } |
| CFX_FloatRect::CFX_FloatRect(const FX_RECT& rect) { |
| left = (FX_FLOAT)(rect.left); |
| right = (FX_FLOAT)(rect.right); |
| bottom = (FX_FLOAT)(rect.top); |
| top = (FX_FLOAT)(rect.bottom); |
| } |
| void CFX_FloatRect::Normalize() { |
| FX_FLOAT temp; |
| if (left > right) { |
| temp = left; |
| left = right; |
| right = temp; |
| } |
| if (bottom > top) { |
| temp = top; |
| top = bottom; |
| bottom = temp; |
| } |
| } |
| void CFX_FloatRect::Intersect(const CFX_FloatRect& other_rect) { |
| Normalize(); |
| CFX_FloatRect other = other_rect; |
| other.Normalize(); |
| left = left > other.left ? left : other.left; |
| right = right < other.right ? right : other.right; |
| bottom = bottom > other.bottom ? bottom : other.bottom; |
| top = top < other.top ? top : other.top; |
| if (left > right || bottom > top) { |
| left = right = bottom = top = 0; |
| } |
| } |
| void CFX_FloatRect::Union(const CFX_FloatRect& other_rect) { |
| Normalize(); |
| CFX_FloatRect other = other_rect; |
| other.Normalize(); |
| left = left < other.left ? left : other.left; |
| right = right > other.right ? right : other.right; |
| bottom = bottom < other.bottom ? bottom : other.bottom; |
| top = top > other.top ? top : other.top; |
| } |
| void CFX_FloatRect::Transform(const CFX_Matrix* pMatrix) { |
| pMatrix->TransformRect(left, right, top, bottom); |
| } |
| int CFX_FloatRect::Substract4(CFX_FloatRect& s, CFX_FloatRect* pRects) { |
| Normalize(); |
| s.Normalize(); |
| int nRects = 0; |
| CFX_FloatRect rects[4]; |
| if (left < s.left) { |
| rects[nRects].left = left; |
| rects[nRects].right = s.left; |
| rects[nRects].bottom = bottom; |
| rects[nRects].top = top; |
| nRects++; |
| } |
| if (s.left < right && s.top < top) { |
| rects[nRects].left = s.left; |
| rects[nRects].right = right; |
| rects[nRects].bottom = s.top; |
| rects[nRects].top = top; |
| nRects++; |
| } |
| if (s.top > bottom && s.right < right) { |
| rects[nRects].left = s.right; |
| rects[nRects].right = right; |
| rects[nRects].bottom = bottom; |
| rects[nRects].top = s.top; |
| nRects++; |
| } |
| if (s.bottom > bottom) { |
| rects[nRects].left = s.left; |
| rects[nRects].right = s.right; |
| rects[nRects].bottom = bottom; |
| rects[nRects].top = s.bottom; |
| nRects++; |
| } |
| if (nRects == 0) { |
| return 0; |
| } |
| for (int i = 0; i < nRects; i++) { |
| pRects[i] = rects[i]; |
| pRects[i].Intersect(*this); |
| } |
| return nRects; |
| } |
| FX_RECT CFX_FloatRect::GetOutterRect() const { |
| CFX_FloatRect rect1 = *this; |
| FX_RECT rect; |
| rect.left = (int)FXSYS_floor(rect1.left); |
| rect.right = (int)FXSYS_ceil(rect1.right); |
| rect.top = (int)FXSYS_floor(rect1.bottom); |
| rect.bottom = (int)FXSYS_ceil(rect1.top); |
| rect.Normalize(); |
| return rect; |
| } |
| FX_RECT CFX_FloatRect::GetInnerRect() const { |
| CFX_FloatRect rect1 = *this; |
| FX_RECT rect; |
| rect.left = (int)FXSYS_ceil(rect1.left); |
| rect.right = (int)FXSYS_floor(rect1.right); |
| rect.top = (int)FXSYS_ceil(rect1.bottom); |
| rect.bottom = (int)FXSYS_floor(rect1.top); |
| rect.Normalize(); |
| return rect; |
| } |
| static void _MatchFloatRange(FX_FLOAT f1, FX_FLOAT f2, int& i1, int& i2) { |
| int length = (int)FXSYS_ceil(f2 - f1); |
| int i1_1 = (int)FXSYS_floor(f1); |
| int i1_2 = (int)FXSYS_ceil(f1); |
| FX_FLOAT error1 = f1 - i1_1 + (FX_FLOAT)FXSYS_fabs(f2 - i1_1 - length); |
| FX_FLOAT error2 = i1_2 - f1 + (FX_FLOAT)FXSYS_fabs(f2 - i1_2 - length); |
| i1 = (error1 > error2) ? i1_2 : i1_1; |
| i2 = i1 + length; |
| } |
| FX_RECT CFX_FloatRect::GetClosestRect() const { |
| CFX_FloatRect rect1 = *this; |
| FX_RECT rect; |
| _MatchFloatRange(rect1.left, rect1.right, rect.left, rect.right); |
| _MatchFloatRange(rect1.bottom, rect1.top, rect.top, rect.bottom); |
| rect.Normalize(); |
| return rect; |
| } |
| |
| bool CFX_FloatRect::Contains(const CFX_FloatRect& other_rect) const { |
| CFX_FloatRect n1(*this); |
| CFX_FloatRect n2(other_rect); |
| n1.Normalize(); |
| n2.Normalize(); |
| return n2.left >= n1.left && n2.right <= n1.right && n2.bottom >= n1.bottom && |
| n2.top <= n1.top; |
| } |
| |
| bool CFX_FloatRect::Contains(FX_FLOAT x, FX_FLOAT y) const { |
| CFX_FloatRect n1(*this); |
| n1.Normalize(); |
| return x <= n1.right && x >= n1.left && y <= n1.top && y >= n1.bottom; |
| } |
| |
| void CFX_FloatRect::UpdateRect(FX_FLOAT x, FX_FLOAT y) { |
| if (left > x) { |
| left = x; |
| } |
| if (right < x) { |
| right = x; |
| } |
| if (bottom > y) { |
| bottom = y; |
| } |
| if (top < y) { |
| top = y; |
| } |
| } |
| CFX_FloatRect CFX_FloatRect::GetBBox(const CFX_PointF* pPoints, int nPoints) { |
| if (nPoints == 0) { |
| return CFX_FloatRect(); |
| } |
| FX_FLOAT min_x = pPoints->x, max_x = pPoints->x, min_y = pPoints->y, |
| max_y = pPoints->y; |
| for (int i = 1; i < nPoints; i++) { |
| if (min_x > pPoints[i].x) { |
| min_x = pPoints[i].x; |
| } |
| if (max_x < pPoints[i].x) { |
| max_x = pPoints[i].x; |
| } |
| if (min_y > pPoints[i].y) { |
| min_y = pPoints[i].y; |
| } |
| if (max_y < pPoints[i].y) { |
| max_y = pPoints[i].y; |
| } |
| } |
| return CFX_FloatRect(min_x, min_y, max_x, max_y); |
| } |
| void CFX_Matrix::Set(FX_FLOAT other_a, |
| FX_FLOAT other_b, |
| FX_FLOAT other_c, |
| FX_FLOAT other_d, |
| FX_FLOAT other_e, |
| FX_FLOAT other_f) { |
| a = other_a; |
| b = other_b; |
| c = other_c; |
| d = other_d; |
| e = other_e; |
| f = other_f; |
| } |
| void CFX_Matrix::Set(const FX_FLOAT n[6]) { |
| a = n[0]; |
| b = n[1]; |
| c = n[2]; |
| d = n[3]; |
| e = n[4]; |
| f = n[5]; |
| } |
| void CFX_Matrix::SetReverse(const CFX_Matrix& m) { |
| FX_FLOAT i = m.a * m.d - m.b * m.c; |
| if (FXSYS_fabs(i) == 0) { |
| return; |
| } |
| FX_FLOAT j = -i; |
| a = m.d / i; |
| b = m.b / j; |
| c = m.c / j; |
| d = m.a / i; |
| e = (m.c * m.f - m.d * m.e) / i; |
| f = (m.a * m.f - m.b * m.e) / j; |
| } |
| static void FXCRT_Matrix_Concat(CFX_Matrix& m, |
| const CFX_Matrix& m1, |
| const CFX_Matrix& m2) { |
| FX_FLOAT aa = m1.a * m2.a + m1.b * m2.c; |
| FX_FLOAT bb = m1.a * m2.b + m1.b * m2.d; |
| FX_FLOAT cc = m1.c * m2.a + m1.d * m2.c; |
| FX_FLOAT dd = m1.c * m2.b + m1.d * m2.d; |
| FX_FLOAT ee = m1.e * m2.a + m1.f * m2.c + m2.e; |
| FX_FLOAT ff = m1.e * m2.b + m1.f * m2.d + m2.f; |
| m.a = aa, m.b = bb, m.c = cc, m.d = dd, m.e = ee, m.f = ff; |
| } |
| void CFX_Matrix::Concat(FX_FLOAT a_in, |
| FX_FLOAT b_in, |
| FX_FLOAT c_in, |
| FX_FLOAT d_in, |
| FX_FLOAT e_in, |
| FX_FLOAT f_in, |
| FX_BOOL bPrepended) { |
| CFX_Matrix m; |
| m.Set(a_in, b_in, c_in, d_in, e_in, f_in); |
| Concat(m, bPrepended); |
| } |
| void CFX_Matrix::Concat(const CFX_Matrix& m, FX_BOOL bPrepended) { |
| if (bPrepended) { |
| FXCRT_Matrix_Concat(*this, m, *this); |
| } else { |
| FXCRT_Matrix_Concat(*this, *this, m); |
| } |
| } |
| void CFX_Matrix::ConcatInverse(const CFX_Matrix& src, FX_BOOL bPrepended) { |
| CFX_Matrix m; |
| m.SetReverse(src); |
| Concat(m, bPrepended); |
| } |
| FX_BOOL CFX_Matrix::IsInvertible() const { |
| return FXSYS_fabs(a * d - b * c) >= 0.0001f; |
| } |
| FX_BOOL CFX_Matrix::Is90Rotated() const { |
| return FXSYS_fabs(a * 1000) < FXSYS_fabs(b) && |
| FXSYS_fabs(d * 1000) < FXSYS_fabs(c); |
| } |
| FX_BOOL CFX_Matrix::IsScaled() const { |
| return FXSYS_fabs(b * 1000) < FXSYS_fabs(a) && |
| FXSYS_fabs(c * 1000) < FXSYS_fabs(d); |
| } |
| void CFX_Matrix::Translate(FX_FLOAT x, FX_FLOAT y, FX_BOOL bPrepended) { |
| if (bPrepended) { |
| e += x * a + y * c; |
| f += y * d + x * b; |
| } else { |
| e += x, f += y; |
| } |
| } |
| void CFX_Matrix::Scale(FX_FLOAT sx, FX_FLOAT sy, FX_BOOL bPrepended) { |
| a *= sx, d *= sy; |
| if (bPrepended) { |
| b *= sx; |
| c *= sy; |
| } else { |
| b *= sy; |
| c *= sx; |
| e *= sx; |
| f *= sy; |
| } |
| } |
| void CFX_Matrix::Rotate(FX_FLOAT fRadian, FX_BOOL bPrepended) { |
| FX_FLOAT cosValue = FXSYS_cos(fRadian); |
| FX_FLOAT sinValue = FXSYS_sin(fRadian); |
| CFX_Matrix m; |
| m.Set(cosValue, sinValue, -sinValue, cosValue, 0, 0); |
| if (bPrepended) { |
| FXCRT_Matrix_Concat(*this, m, *this); |
| } else { |
| FXCRT_Matrix_Concat(*this, *this, m); |
| } |
| } |
| void CFX_Matrix::RotateAt(FX_FLOAT fRadian, |
| FX_FLOAT dx, |
| FX_FLOAT dy, |
| FX_BOOL bPrepended) { |
| Translate(dx, dy, bPrepended); |
| Rotate(fRadian, bPrepended); |
| Translate(-dx, -dy, bPrepended); |
| } |
| void CFX_Matrix::Shear(FX_FLOAT fAlphaRadian, |
| FX_FLOAT fBetaRadian, |
| FX_BOOL bPrepended) { |
| CFX_Matrix m; |
| m.Set(1, FXSYS_tan(fAlphaRadian), FXSYS_tan(fBetaRadian), 1, 0, 0); |
| if (bPrepended) { |
| FXCRT_Matrix_Concat(*this, m, *this); |
| } else { |
| FXCRT_Matrix_Concat(*this, *this, m); |
| } |
| } |
| void CFX_Matrix::MatchRect(const CFX_FloatRect& dest, |
| const CFX_FloatRect& src) { |
| FX_FLOAT fDiff = src.left - src.right; |
| a = FXSYS_fabs(fDiff) < 0.001f ? 1 : (dest.left - dest.right) / fDiff; |
| fDiff = src.bottom - src.top; |
| d = FXSYS_fabs(fDiff) < 0.001f ? 1 : (dest.bottom - dest.top) / fDiff; |
| e = dest.left - src.left * a; |
| f = dest.bottom - src.bottom * d; |
| b = 0; |
| c = 0; |
| } |
| FX_FLOAT CFX_Matrix::GetXUnit() const { |
| if (b == 0) { |
| return (a > 0 ? a : -a); |
| } |
| if (a == 0) { |
| return (b > 0 ? b : -b); |
| } |
| return FXSYS_sqrt(a * a + b * b); |
| } |
| FX_FLOAT CFX_Matrix::GetYUnit() const { |
| if (c == 0) { |
| return (d > 0 ? d : -d); |
| } |
| if (d == 0) { |
| return (c > 0 ? c : -c); |
| } |
| return FXSYS_sqrt(c * c + d * d); |
| } |
| void CFX_Matrix::GetUnitRect(CFX_RectF& rect) const { |
| rect.left = rect.top = 0; |
| rect.width = rect.height = 1; |
| TransformRect(rect); |
| } |
| CFX_FloatRect CFX_Matrix::GetUnitRect() const { |
| CFX_FloatRect rect(0, 0, 1, 1); |
| rect.Transform((const CFX_Matrix*)this); |
| return rect; |
| } |
| FX_FLOAT CFX_Matrix::GetUnitArea() const { |
| FX_FLOAT A = FXSYS_sqrt(a * a + b * b); |
| FX_FLOAT B = FXSYS_sqrt(c * c + d * d); |
| FX_FLOAT ac = a + c, bd = b + d; |
| FX_FLOAT C = FXSYS_sqrt(ac * ac + bd * bd); |
| FX_FLOAT P = (A + B + C) / 2; |
| return FXSYS_sqrt(P * (P - A) * (P - B) * (P - C)) * 2; |
| } |
| FX_FLOAT CFX_Matrix::TransformXDistance(FX_FLOAT dx) const { |
| FX_FLOAT fx = a * dx, fy = b * dx; |
| return FXSYS_sqrt(fx * fx + fy * fy); |
| } |
| int32_t CFX_Matrix::TransformXDistance(int32_t dx) const { |
| FX_FLOAT fx = a * dx, fy = b * dx; |
| return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); |
| } |
| FX_FLOAT CFX_Matrix::TransformYDistance(FX_FLOAT dy) const { |
| FX_FLOAT fx = c * dy, fy = d * dy; |
| return FXSYS_sqrt(fx * fx + fy * fy); |
| } |
| int32_t CFX_Matrix::TransformYDistance(int32_t dy) const { |
| FX_FLOAT fx = c * dy, fy = d * dy; |
| return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); |
| } |
| FX_FLOAT CFX_Matrix::TransformDistance(FX_FLOAT dx, FX_FLOAT dy) const { |
| FX_FLOAT fx = a * dx + c * dy, fy = b * dx + d * dy; |
| return FXSYS_sqrt(fx * fx + fy * fy); |
| } |
| int32_t CFX_Matrix::TransformDistance(int32_t dx, int32_t dy) const { |
| FX_FLOAT fx = a * dx + c * dy, fy = b * dx + d * dy; |
| return FXSYS_round(FXSYS_sqrt(fx * fx + fy * fy)); |
| } |
| FX_FLOAT CFX_Matrix::TransformDistance(FX_FLOAT distance) const { |
| return distance * (GetXUnit() + GetYUnit()) / 2; |
| } |
| void CFX_Matrix::TransformVector(CFX_VectorF& v) const { |
| FX_FLOAT fx = a * v.x + c * v.y; |
| FX_FLOAT fy = b * v.x + d * v.y; |
| v.x = fx, v.y = fy; |
| } |
| void CFX_Matrix::TransformVector(CFX_Vector& v) const { |
| FX_FLOAT fx = a * v.x + c * v.y; |
| FX_FLOAT fy = b * v.x + d * v.y; |
| v.x = FXSYS_round(fx); |
| v.y = FXSYS_round(fy); |
| } |
| void CFX_Matrix::TransformPoint(FX_FLOAT& x, FX_FLOAT& y) const { |
| FX_FLOAT fx = a * x + c * y + e; |
| FX_FLOAT fy = b * x + d * y + f; |
| x = fx, y = fy; |
| } |
| void CFX_Matrix::TransformPoint(int32_t& x, int32_t& y) const { |
| FX_FLOAT fx = a * x + c * y + e; |
| FX_FLOAT fy = b * x + d * y + f; |
| x = FXSYS_round(fx); |
| y = FXSYS_round(fy); |
| } |
| void CFX_Matrix::TransformRect(CFX_RectF& rect) const { |
| FX_FLOAT right = rect.right(), bottom = rect.bottom(); |
| TransformRect(rect.left, right, bottom, rect.top); |
| rect.width = right - rect.left; |
| rect.height = bottom - rect.top; |
| } |
| void CFX_Matrix::TransformRect(CFX_Rect& rect) const { |
| FX_FLOAT left = (FX_FLOAT)rect.left; |
| FX_FLOAT top = (FX_FLOAT)rect.bottom(); |
| FX_FLOAT right = (FX_FLOAT)rect.right(); |
| FX_FLOAT bottom = (FX_FLOAT)rect.top; |
| TransformRect(left, right, top, bottom); |
| rect.left = FXSYS_round(left); |
| rect.top = FXSYS_round(bottom); |
| rect.width = FXSYS_round(right - left); |
| rect.height = FXSYS_round(top - bottom); |
| } |
| void CFX_Matrix::TransformRect(FX_FLOAT& left, |
| FX_FLOAT& right, |
| FX_FLOAT& top, |
| FX_FLOAT& bottom) const { |
| FX_FLOAT x[4], y[4]; |
| x[0] = left; |
| y[0] = top; |
| x[1] = left; |
| y[1] = bottom; |
| x[2] = right; |
| y[2] = top; |
| x[3] = right; |
| y[3] = bottom; |
| int i; |
| for (i = 0; i < 4; i++) { |
| Transform(x[i], y[i], x[i], y[i]); |
| } |
| right = left = x[0]; |
| top = bottom = y[0]; |
| for (i = 1; i < 4; i++) { |
| if (right < x[i]) { |
| right = x[i]; |
| } |
| if (left > x[i]) { |
| left = x[i]; |
| } |
| if (top < y[i]) { |
| top = y[i]; |
| } |
| if (bottom > y[i]) { |
| bottom = y[i]; |
| } |
| } |
| } |