/* * Point Inclusion in Polygon Test * * Copyright (c) 1970-2003, Wm. Randolph Franklin * Copyright (C) 2011 Intel Corporation. * * Permission is hereby granted, free of charge, to any person obtaining * a copy of this software and associated documentation files (the * "Software"), to deal in the Software without restriction, including * without limitation the rights to use, copy, modify, merge, publish, * distribute, sublicense, and/or sell copies of the Software, and to * permit persons to whom the Software is furnished to do so, subject to * the following conditions: * * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimers. * 2. Redistributions in binary form must reproduce the above * copyright notice in the documentation and/or other materials * provided with the distribution. * 3. The name of W. Randolph Franklin may not be used to endorse or * promote products derived from this Software without specific * prior written permission. * * THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, * EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF * MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. * IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY * CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, * TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE * SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. * * Note: * The algorithm for this point_in_poly() function was learnt from: * http://www.ecse.rpi.edu/Homepages/wrf/Research/Short_Notes/pnpoly.html */ #include "config.h" #include "cogl/cogl-util.h" #include "cogl/cogl-point-in-poly-private.h" #include /* We've made a notable change to the original algorithm referenced * above to make sure we have reliable results for screen aligned * rectangles even though there may be some numerical in-precision in * how the vertices of the polygon were calculated. * * We've avoided introducing an epsilon factor to the comparisons * since we feel there's a risk of changing some semantics in ways that * might not be desirable. One of those is that if you transform two * polygons which share an edge and test a point close to that edge * then this algorithm will currently give a positive result for only * one polygon. * * Another concern is the way this algorithm resolves the corner case * where the horizontal ray being cast to count edge crossings may * cross directly through a vertex. The solution is based on the "idea * of Simulation of Simplicity" and "pretends to shift the ray * infinitesimally down so that it either clearly intersects, or * clearly doesn't touch". I'm not familiar with the idea myself so I * expect a misplaced epsilon is likely to break that aspect of the * algorithm. * * The simple solution we've gone for is to pixel align the polygon * vertices which should eradicate most noise due to in-precision. */ int _cogl_util_point_in_screen_poly (float point_x, float point_y, void *vertices, size_t stride, int n_vertices) { int i, j, c = 0; for (i = 0, j = n_vertices - 1; i < n_vertices; j = i++) { float vert_xi = *(float *)((uint8_t *)vertices + i * stride); float vert_xj = *(float *)((uint8_t *)vertices + j * stride); float vert_yi = *(float *)((uint8_t *)vertices + i * stride + sizeof (float)); float vert_yj = *(float *)((uint8_t *)vertices + j * stride + sizeof (float)); vert_xi = COGL_UTIL_NEARBYINT (vert_xi); vert_xj = COGL_UTIL_NEARBYINT (vert_xj); vert_yi = COGL_UTIL_NEARBYINT (vert_yi); vert_yj = COGL_UTIL_NEARBYINT (vert_yj); if (((vert_yi > point_y) != (vert_yj > point_y)) && (point_x < (vert_xj - vert_xi) * (point_y - vert_yi) / (vert_yj - vert_yi) + vert_xi) ) c = !c; } return c; }