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| 1 // Copyright (c) 2012 The Chromium Authors. All rights reserved. | 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 | 2 // Use of this source code is governed by a BSD-style license that can be |
| 3 // found in the LICENSE file. | 3 // found in the LICENSE file. |
| 4 | 4 |
| 5 // Defines a simple float vector class. This class is used to indicate a | 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 | 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 | 7 // produce a vector, and adding a vector to a point produces the point at the |
| 8 // vector's distance from the original point. | 8 // vector's distance from the original point. |
| 9 | 9 |
| 10 #ifndef UI_GFX_VECTOR3D_F_H_ | 10 #ifndef UI_GFX_VECTOR3D_F_H_ |
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| 97 return result; | 97 return result; |
| 98 } | 98 } |
| 99 | 99 |
| 100 // Return the cross product of two vectors. | 100 // Return the cross product of two vectors. |
| 101 inline Vector3dF CrossProduct(const Vector3dF& lhs, const Vector3dF& rhs) { | 101 inline Vector3dF CrossProduct(const Vector3dF& lhs, const Vector3dF& rhs) { |
| 102 Vector3dF result = lhs; | 102 Vector3dF result = lhs; |
| 103 result.Cross(rhs); | 103 result.Cross(rhs); |
| 104 return result; | 104 return result; |
| 105 } | 105 } |
| 106 | 106 |
| 107 // Return the dot product of two vectors with the second given as xyz. |
| 108 UI_EXPORT float DotProduct(const Vector3dF& lhs, float x, float y, float z); |
| 109 |
| 107 // Return the dot product of two vectors. | 110 // Return the dot product of two vectors. |
| 108 UI_EXPORT float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs); | 111 inline float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs) { |
| 112 return DotProduct(lhs, rhs.x(), rhs.y(), rhs.z()); |
| 113 } |
| 114 |
| 109 | 115 |
| 110 // Return a vector that is |v| scaled by the given scale factors along each | 116 // Return a vector that is |v| scaled by the given scale factors along each |
| 111 // axis. | 117 // axis. |
| 112 UI_EXPORT Vector3dF ScaleVector3d(const Vector3dF& v, | 118 UI_EXPORT Vector3dF ScaleVector3d(const Vector3dF& v, |
| 113 float x_scale, | 119 float x_scale, |
| 114 float y_scale, | 120 float y_scale, |
| 115 float z_scale); | 121 float z_scale); |
| 116 | 122 |
| 117 // Return a vector that is |v| scaled by the given scale factor. | 123 // Return a vector that is |v| scaled by the given scale factor. |
| 118 inline Vector3dF ScaleVector3d(const Vector3dF& v, float scale) { | 124 inline Vector3dF ScaleVector3d(const Vector3dF& v, float scale) { |
| 119 return ScaleVector3d(v, scale, scale, scale); | 125 return ScaleVector3d(v, scale, scale, scale); |
| 120 } | 126 } |
| 121 | 127 |
| 122 } // namespace gfx | 128 } // namespace gfx |
| 123 | 129 |
| 124 #endif // UI_GFX_VECTOR3D_F_H_ | 130 #endif // UI_GFX_VECTOR3D_F_H_ |
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