blob: 84c0436c3a6fada5f80332704cc20e156e9e097b [file] [log] [blame]
// Copyright 2021 The Chromium Authors
// Use of this source code is governed by a BSD-style license that can be
// found in the LICENSE file.
#include "ui/gfx/geometry/triangle_f.h"
#include "ui/gfx/geometry/vector2d_f.h"
namespace gfx {
bool PointIsInTriangle(const PointF& point,
const PointF& r1,
const PointF& r2,
const PointF& r3) {
// Compute the barycentric coordinates (u, v, w) of |point| relative to the
// triangle (r1, r2, r3) by the solving the system of equations:
// 1) point = u * r1 + v * r2 + w * r3
// 2) u + v + w = 1
// This algorithm comes from Christer Ericson's Real-Time Collision Detection.
Vector2dF r31 = r1 - r3;
Vector2dF r32 = r2 - r3;
Vector2dF r3p = point - r3;
// Promote to doubles so all the math below is done with doubles, because
// otherwise it gets incorrect results on arm64.
double r31x = r31.x();
double r31y = r31.y();
double r32x = r32.x();
double r32y = r32.y();
double denom = r32y * r31x - r32x * r31y;
double u = (r32y * r3p.x() - r32x * r3p.y()) / denom;
double v = (r31x * r3p.y() - r31y * r3p.x()) / denom;
double w = 1.0 - u - v;
// Use the barycentric coordinates to test if |point| is inside the
// triangle (r1, r2, r2).
return (u >= 0) && (v >= 0) && (w >= 0);
}
} // namespace gfx