/* * Copyright (C) 2004, 2006, 2007 Apple Inc. All rights reserved. * Copyright (C) 2005 Nokia. All rights reserved. * * Redistribution and use in source and binary forms, with or without * modification, are permitted provided that the following conditions * are met: * 1. Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * 2. Redistributions in binary form must reproduce the above copyright * notice, this list of conditions and the following disclaimer in the * documentation and/or other materials provided with the distribution. * * THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE * IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR * PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR * CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, * EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, * PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR * PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY * OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. */ #include "config.h" #include "FloatPoint.h" #include "AffineTransform.h" #include "TransformationMatrix.h" #include "FloatConversion.h" #include "IntPoint.h" #include namespace WebCore { FloatPoint::FloatPoint(const IntPoint& p) : m_x(p.x()), m_y(p.y()) { } void FloatPoint::normalize() { float tempLength = length(); if (tempLength) { m_x /= tempLength; m_y /= tempLength; } } float FloatPoint::length() const { return sqrtf(lengthSquared()); } FloatPoint FloatPoint::matrixTransform(const AffineTransform& transform) const { double newX, newY; transform.map(static_cast(m_x), static_cast(m_y), newX, newY); return narrowPrecision(newX, newY); } FloatPoint FloatPoint::matrixTransform(const TransformationMatrix& transform) const { double newX, newY; transform.map(static_cast(m_x), static_cast(m_y), newX, newY); return narrowPrecision(newX, newY); } FloatPoint FloatPoint::narrowPrecision(double x, double y) { return FloatPoint(narrowPrecisionToFloat(x), narrowPrecisionToFloat(y)); } }