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| 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_ | |
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