OLD | NEW |
---|---|
(Empty) | |
1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | |
2 // Use of this source code is governed by a BSD-style license that can be | |
3 // found in the LICENSE file. | |
4 | |
5 // Defines a simple float vector class. This class is used to indicate a | |
6 // distance in two dimensions between two points. Subtracting two points should | |
7 // produce a vector, and adding a vector to a point produces the point at the | |
8 // vector's distance from the original point. | |
9 | |
10 #ifndef UI_GFX_VECTOR3D_F_H_ | |
11 #define UI_GFX_VECTOR3D_F_H_ | |
12 | |
13 #include <string> | |
14 | |
15 #include "ui/base/ui_export.h" | |
16 #include "ui/gfx/vector2d_f.h" | |
17 | |
18 namespace gfx { | |
19 | |
20 class UI_EXPORT Vector3dF { | |
21 public: | |
22 Vector3dF(); | |
23 Vector3dF(float x, float y, float z); | |
24 | |
25 explicit Vector3dF(const Vector2dF& other); | |
26 | |
27 float x() const { return x_; } | |
28 void set_x(float x) { x_ = x; } | |
29 | |
30 float y() const { return y_; } | |
31 void set_y(float y) { y_ = y; } | |
32 | |
33 float z() const { return z_; } | |
34 void set_z(float z) { z_ = z; } | |
35 | |
36 // True if all components of the vector are 0. | |
37 bool IsZero() const; | |
38 | |
39 // Add the components of the |other| vector to the current vector. | |
40 void Add(const Vector3dF& other); | |
41 // Subtract the components of the |other| vector from the current vector. | |
42 void Subtract(const Vector3dF& other); | |
43 | |
44 void operator+=(const Vector3dF& other) { Add(other); } | |
45 void operator-=(const Vector3dF& other) { Subtract(other); } | |
46 | |
47 // Gives the square of the diagonal length of the vector. | |
48 double LengthSquared() const; | |
49 // Gives the diagonal length of the vector. | |
50 float Length() const; | |
51 | |
52 // Scale all components of the vector by |scale|. | |
53 void Scale(float scale) { Scale(scale, scale, scale); } | |
54 // Scale the each component of the vector by the given scale factors. | |
55 void Scale(float x_scale, float y_scale, float z_scale); | |
56 | |
57 // Take the cross product of this vector with |other| and become the result. | |
58 void Cross(const Vector3dF& other); | |
59 | |
60 std::string ToString() const; | |
61 | |
62 private: | |
63 float x_; | |
64 float y_; | |
65 float z_; | |
66 }; | |
67 | |
68 inline bool operator==(const Vector3dF& lhs, const Vector3dF& rhs) { | |
69 return lhs.x() == rhs.x() && lhs.y() == rhs.y() && lhs.z() == rhs.z(); | |
70 } | |
71 | |
72 inline Vector3dF operator-(const Vector3dF& v) { | |
73 return Vector3dF(-v.x(), -v.y(), -v.z()); | |
74 } | |
75 | |
76 inline Vector3dF operator+(const Vector3dF& lhs, const Vector3dF& rhs) { | |
77 Vector3dF result = lhs; | |
78 result.Add(rhs); | |
79 return result; | |
80 } | |
81 | |
82 inline Vector3dF operator-(const Vector3dF& lhs, const Vector3dF& rhs) { | |
83 Vector3dF result = lhs; | |
84 result.Add(-rhs); | |
85 return result; | |
86 } | |
87 | |
88 // Return the cross product of two vectors. | |
89 inline Vector3dF CrossProduct(const Vector3dF& lhs, const Vector3dF& rhs) { | |
90 Vector3dF result = lhs; | |
91 result.Cross(rhs); | |
92 return result; | |
93 } | |
94 | |
95 // Return the dot product of two vectors. | |
96 UI_EXPORT float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs); | |
Peter Kasting
2012/11/01 00:24:58
Should we add this for 2D vectors too?
danakj
2012/11/01 00:39:53
We could, but without any call sites?
Peter Kasting
2012/11/01 01:33:28
Just didn't know if you'd need it. If not don't w
danakj
2012/11/01 01:36:23
Ya, only code doing dot products for cc/ at the mo
| |
97 | |
98 | |
99 } // namespace gfx | |
100 | |
101 #endif // UI_GFX_VECTOR3D_F_H_ | |
OLD | NEW |