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* Copyright (C) 2004, 2006, 2007 Apple Inc. All rights reserved.
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* Copyright (C) 2005 Nokia. All rights reserved.
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions
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* 1. Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* 2. Redistributions in binary form must reproduce the above copyright
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* notice, this list of conditions and the following disclaimer in the
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* documentation and/or other materials provided with the distribution.
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* THIS SOFTWARE IS PROVIDED BY APPLE COMPUTER, INC. ``AS IS'' AND ANY
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* EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
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* IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR
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* PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL APPLE COMPUTER, INC. OR
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* CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL,
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* EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO,
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* PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE, DATA, OR
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* PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY THEORY
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* OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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#include "FloatPoint.h"
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#include "AffineTransform.h"
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#include "FloatConversion.h"
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#include "LayoutPoint.h"
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#include "LayoutSize.h"
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#include "TransformationMatrix.h"
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FloatPoint::FloatPoint(const IntPoint& p) : m_x(p.x()), m_y(p.y())
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FloatPoint::FloatPoint(const LayoutPoint& p) : m_x(p.x()), m_y(p.y())
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void FloatPoint::normalize()
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float tempLength = length();
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float FloatPoint::length() const
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return sqrtf(lengthSquared());
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void FloatPoint::move(const LayoutSize& size)
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void FloatPoint::moveBy(const LayoutPoint& point)
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FloatPoint FloatPoint::matrixTransform(const AffineTransform& transform) const
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transform.map(static_cast<double>(m_x), static_cast<double>(m_y), newX, newY);
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return narrowPrecision(newX, newY);
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FloatPoint FloatPoint::matrixTransform(const TransformationMatrix& transform) const
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transform.map(static_cast<double>(m_x), static_cast<double>(m_y), newX, newY);
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return narrowPrecision(newX, newY);
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FloatPoint FloatPoint::narrowPrecision(double x, double y)
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return FloatPoint(narrowPrecisionToFloat(x), narrowPrecisionToFloat(y));
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float findSlope(const FloatPoint& p1, const FloatPoint& p2, float& c)
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return std::numeric_limits<float>::infinity();
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float slope = (p2.y() - p1.y()) / (p2.x() - p1.x());
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c = p1.y() - slope * p1.x();
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bool findIntersection(const FloatPoint& p1, const FloatPoint& p2, const FloatPoint& d1, const FloatPoint& d2, FloatPoint& intersection)
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float pSlope = findSlope(p1, p2, pOffset);
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float dSlope = findSlope(d1, d2, dOffset);
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if (dSlope == pSlope)
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if (pSlope == std::numeric_limits<float>::infinity()) {
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intersection.setX(p1.x());
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intersection.setY(dSlope * intersection.x() + dOffset);
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if (dSlope == std::numeric_limits<float>::infinity()) {
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intersection.setX(d1.x());
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intersection.setY(pSlope * intersection.x() + pOffset);
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// Find x at intersection, where ys overlap; x = (c' - c) / (m - m')
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intersection.setX((dOffset - pOffset) / (pSlope - dSlope));
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intersection.setY(pSlope * intersection.x() + pOffset);