mutter/cogl/cogl/cogl-point-in-poly.c
Jonas Ådahl bf71cb2e3c Don't use config.h in clutter and cogl
In cogl use cogl-config.h and in clutter use clutter-build-config.h. We
can't use clutter-config.h in clutter because its already used and
installed.

https://bugzilla.gnome.org/show_bug.cgi?id=768976
2016-07-20 14:23:48 +08:00

102 lines
4.1 KiB
C

/*
* 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
*/
#ifdef HAVE_CONFIG_H
#include "cogl-config.h"
#endif
#include "cogl-util.h"
#include "cogl-point-in-poly-private.h"
#include <glib.h>
/* 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;
}