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Unified Diff: ui/gfx/vector3d_f.h

Issue 11367025: ui: Add the gfx::Vector3dF class. (Closed) Base URL: svn://svn.chromium.org/chrome/trunk/src
Patch Set: Created 8 years, 2 months ago
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Index: ui/gfx/vector3d_f.h
diff --git a/ui/gfx/vector3d_f.h b/ui/gfx/vector3d_f.h
new file mode 100644
index 0000000000000000000000000000000000000000..a2845f89267880e28b4634df450471e30c520402
--- /dev/null
+++ b/ui/gfx/vector3d_f.h
@@ -0,0 +1,101 @@
+// Copyright (c) 2012 The Chromium Authors. All rights reserved.
+// Use of this source code is governed by a BSD-style license that can be
+// found in the LICENSE file.
+
+// Defines a simple float vector class. This class is used to indicate a
+// distance in two dimensions between two points. Subtracting two points should
+// produce a vector, and adding a vector to a point produces the point at the
+// vector's distance from the original point.
+
+#ifndef UI_GFX_VECTOR3D_F_H_
+#define UI_GFX_VECTOR3D_F_H_
+
+#include <string>
+
+#include "ui/base/ui_export.h"
+#include "ui/gfx/vector2d_f.h"
+
+namespace gfx {
+
+class UI_EXPORT Vector3dF {
+ public:
+ Vector3dF();
+ Vector3dF(float x, float y, float z);
+
+ explicit Vector3dF(const Vector2dF& other);
+
+ float x() const { return x_; }
+ void set_x(float x) { x_ = x; }
+
+ float y() const { return y_; }
+ void set_y(float y) { y_ = y; }
+
+ float z() const { return z_; }
+ void set_z(float z) { z_ = z; }
+
+ // True if all components of the vector are 0.
+ bool IsZero() const;
+
+ // Add the components of the |other| vector to the current vector.
+ void Add(const Vector3dF& other);
+ // Subtract the components of the |other| vector from the current vector.
+ void Subtract(const Vector3dF& other);
+
+ void operator+=(const Vector3dF& other) { Add(other); }
+ void operator-=(const Vector3dF& other) { Subtract(other); }
+
+ // Gives the square of the diagonal length of the vector.
+ double LengthSquared() const;
+ // Gives the diagonal length of the vector.
+ float Length() const;
+
+ // Scale all components of the vector by |scale|.
+ void Scale(float scale) { Scale(scale, scale, scale); }
+ // Scale the each component of the vector by the given scale factors.
+ void Scale(float x_scale, float y_scale, float z_scale);
+
+ // Take the cross product of this vector with |other| and become the result.
+ void Cross(const Vector3dF& other);
+
+ std::string ToString() const;
+
+ private:
+ float x_;
+ float y_;
+ float z_;
+};
+
+inline bool operator==(const Vector3dF& lhs, const Vector3dF& rhs) {
+ return lhs.x() == rhs.x() && lhs.y() == rhs.y() && lhs.z() == rhs.z();
+}
+
+inline Vector3dF operator-(const Vector3dF& v) {
+ return Vector3dF(-v.x(), -v.y(), -v.z());
+}
+
+inline Vector3dF operator+(const Vector3dF& lhs, const Vector3dF& rhs) {
+ Vector3dF result = lhs;
+ result.Add(rhs);
+ return result;
+}
+
+inline Vector3dF operator-(const Vector3dF& lhs, const Vector3dF& rhs) {
+ Vector3dF result = lhs;
+ result.Add(-rhs);
+ return result;
+}
+
+// Return the cross product of two vectors.
+inline Vector3dF CrossProduct(const Vector3dF& lhs, const Vector3dF& rhs) {
+ Vector3dF result = lhs;
+ result.Cross(rhs);
+ return result;
+}
+
+// Return the dot product of two vectors.
+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
+
+
+} // namespace gfx
+
+#endif // UI_GFX_VECTOR3D_F_H_
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