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ff4d87727b
Dropped obsolete Free Software Foundation address pointing to the FSF website instead as suggested by https://www.gnu.org/licenses/gpl-howto.html keeping intact the important part of the historical notice as requested by the license. Resolving rpmlint reported issue E: incorrect-fsf-address. Signed-off-by: Sandro Bonazzola <sbonazzo@redhat.com> Part-of: <https://gitlab.gnome.org/GNOME/mutter/-/merge_requests/3155>
153 lines
4.1 KiB
C
153 lines
4.1 KiB
C
/* -*- mode: C; c-file-style: "gnu"; indent-tabs-mode: nil; -*- */
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/*
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* Copyright (C) 2015 Red Hat
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License as
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* published by the Free Software Foundation; either version 2 of the
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* License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
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* General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, see <http://www.gnu.org/licenses/>.
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*
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* Written by:
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* Jonas Ådahl <jadahl@gmail.com>
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*/
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#include "config.h"
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#include "core/meta-border.h"
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#include <math.h>
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static inline float
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meta_vector2_cross_product (const MetaVector2 a,
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const MetaVector2 b)
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{
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return a.x * b.y - a.y * b.x;
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}
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static inline MetaVector2
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meta_vector2_add (const MetaVector2 a,
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const MetaVector2 b)
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{
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return (MetaVector2) {
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.x = a.x + b.x,
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.y = a.y + b.y,
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};
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}
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static inline MetaVector2
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meta_vector2_multiply_constant (const float c,
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const MetaVector2 a)
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{
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return (MetaVector2) {
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.x = c * a.x,
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.y = c * a.y,
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};
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}
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gboolean
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meta_line2_intersects_with (const MetaLine2 *line1,
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const MetaLine2 *line2,
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MetaVector2 *intersection)
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{
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MetaVector2 p = line1->a;
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MetaVector2 r = meta_vector2_subtract (line1->b, line1->a);
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MetaVector2 q = line2->a;
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MetaVector2 s = meta_vector2_subtract (line2->b, line2->a);
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float rxs;
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float sxr;
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float t;
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float u;
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/*
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* The line (p, r) and (q, s) intersects where
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*
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* p + t r = q + u s
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*
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* Calculate t:
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*
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* (p + t r) × s = (q + u s) × s
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* p × s + t (r × s) = q × s + u (s × s)
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* p × s + t (r × s) = q × s
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* t (r × s) = q × s - p × s
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* t (r × s) = (q - p) × s
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* t = ((q - p) × s) / (r × s)
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*
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* Using the same method, for u we get:
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*
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* u = ((p - q) × r) / (s × r)
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*/
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rxs = meta_vector2_cross_product (r, s);
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sxr = meta_vector2_cross_product (s, r);
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/* If r × s = 0 then the lines are either parallel or collinear. */
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if (fabsf (rxs) < FLT_MIN)
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return FALSE;
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t = meta_vector2_cross_product (meta_vector2_subtract (q, p), s) / rxs;
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u = meta_vector2_cross_product (meta_vector2_subtract (p, q), r) / sxr;
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/* The lines only intersect if 0 ≤ t ≤ 1 and 0 ≤ u ≤ 1. */
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if (t < 0.0 || t > 1.0 || u < 0.0 || u > 1.0)
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return FALSE;
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*intersection = meta_vector2_add (p, meta_vector2_multiply_constant (t, r));
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return TRUE;
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}
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gboolean
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meta_border_is_horizontal (MetaBorder *border)
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{
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return border->line.a.y == border->line.b.y;
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}
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gboolean
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meta_border_is_blocking_directions (MetaBorder *border,
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MetaBorderMotionDirection directions)
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{
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if (meta_border_is_horizontal (border))
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{
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if ((directions & (META_BORDER_MOTION_DIRECTION_POSITIVE_Y |
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META_BORDER_MOTION_DIRECTION_NEGATIVE_Y)) == 0)
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return FALSE;
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}
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else
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{
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if ((directions & (META_BORDER_MOTION_DIRECTION_POSITIVE_X |
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META_BORDER_MOTION_DIRECTION_NEGATIVE_X)) == 0)
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return FALSE;
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}
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return (~border->blocking_directions & directions) != directions;
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}
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unsigned int
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meta_border_get_allows_directions (MetaBorder *border)
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{
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return ~border->blocking_directions &
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(META_BORDER_MOTION_DIRECTION_POSITIVE_X |
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META_BORDER_MOTION_DIRECTION_POSITIVE_Y |
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META_BORDER_MOTION_DIRECTION_NEGATIVE_X |
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META_BORDER_MOTION_DIRECTION_NEGATIVE_Y);
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}
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void
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meta_border_set_allows_directions (MetaBorder *border, unsigned int directions)
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{
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border->blocking_directions =
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~directions & (META_BORDER_MOTION_DIRECTION_POSITIVE_X |
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META_BORDER_MOTION_DIRECTION_POSITIVE_Y |
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META_BORDER_MOTION_DIRECTION_NEGATIVE_X |
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META_BORDER_MOTION_DIRECTION_NEGATIVE_Y);
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}
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