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1 /* | |
2 Copyright (C) 2004, 2005, 2006 Nikolas Zimmermann <wildfox@kde.org> | |
3 2004, 2005 Rob Buis <buis@kde.org> | |
4 2005 Eric Seidel <eric@webkit.org> | |
5 2010 Zoltan Herczeg <zherczeg@webkit.org> | |
6 | |
7 This library is free software; you can redistribute it and/or | |
8 modify it under the terms of the GNU Library General Public | |
9 License as published by the Free Software Foundation; either | |
10 version 2 of the License, or (at your option) any later version. | |
11 | |
12 This library is distributed in the hope that it will be useful, | |
13 but WITHOUT ANY WARRANTY; without even the implied warranty of | |
14 MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU | |
15 Library General Public License for more details. | |
16 | |
17 You should have received a copy of the GNU Library General Public License | |
18 aint with this library; see the file COPYING.LIB. If not, write to | |
19 the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor, | |
20 Boston, MA 02110-1301, USA. | |
21 */ | |
22 | |
23 #ifndef FloatPoint3D_h | |
24 #define FloatPoint3D_h | |
25 | |
26 #include "core/platform/graphics/FloatPoint.h" | |
27 | |
28 namespace WebCore { | |
29 | |
30 class FloatPoint3D { | |
31 public: | |
32 FloatPoint3D() | |
33 : m_x(0) | |
34 , m_y(0) | |
35 , m_z(0) | |
36 { | |
37 } | |
38 | |
39 FloatPoint3D(float x, float y, float z) | |
40 : m_x(x) | |
41 , m_y(y) | |
42 , m_z(z) | |
43 { | |
44 } | |
45 | |
46 FloatPoint3D(const FloatPoint& p) | |
47 : m_x(p.x()) | |
48 , m_y(p.y()) | |
49 , m_z(0) | |
50 { | |
51 } | |
52 | |
53 FloatPoint3D(const FloatPoint3D& p) | |
54 : m_x(p.x()) | |
55 , m_y(p.y()) | |
56 , m_z(p.z()) | |
57 { | |
58 } | |
59 | |
60 float x() const { return m_x; } | |
61 void setX(float x) { m_x = x; } | |
62 | |
63 float y() const { return m_y; } | |
64 void setY(float y) { m_y = y; } | |
65 | |
66 float z() const { return m_z; } | |
67 void setZ(float z) { m_z = z; } | |
68 void set(float x, float y, float z) | |
69 { | |
70 m_x = x; | |
71 m_y = y; | |
72 m_z = z; | |
73 } | |
74 void move(float dx, float dy, float dz) | |
75 { | |
76 m_x += dx; | |
77 m_y += dy; | |
78 m_z += dz; | |
79 } | |
80 void scale(float sx, float sy, float sz) | |
81 { | |
82 m_x *= sx; | |
83 m_y *= sy; | |
84 m_z *= sz; | |
85 } | |
86 | |
87 bool isZero() const | |
88 { | |
89 return !m_x && !m_y && !m_z; | |
90 } | |
91 | |
92 void normalize(); | |
93 | |
94 float dot(const FloatPoint3D& a) const | |
95 { | |
96 return m_x * a.x() + m_y * a.y() + m_z * a.z(); | |
97 } | |
98 | |
99 // Sets this FloatPoint3D to the cross product of the passed two. | |
100 // It is safe for "this" to be the same as either or both of the | |
101 // arguments. | |
102 void cross(const FloatPoint3D& a, const FloatPoint3D& b) | |
103 { | |
104 float x = a.y() * b.z() - a.z() * b.y(); | |
105 float y = a.z() * b.x() - a.x() * b.z(); | |
106 float z = a.x() * b.y() - a.y() * b.x(); | |
107 m_x = x; | |
108 m_y = y; | |
109 m_z = z; | |
110 } | |
111 | |
112 // Convenience function returning "this cross point" as a | |
113 // stack-allocated result. | |
114 FloatPoint3D cross(const FloatPoint3D& point) const | |
115 { | |
116 FloatPoint3D result; | |
117 result.cross(*this, point); | |
118 return result; | |
119 } | |
120 | |
121 float lengthSquared() const { return this->dot(*this); } | |
122 float length() const { return sqrtf(lengthSquared()); } | |
123 | |
124 float distanceTo(const FloatPoint3D& a) const; | |
125 | |
126 private: | |
127 float m_x; | |
128 float m_y; | |
129 float m_z; | |
130 }; | |
131 | |
132 inline FloatPoint3D& operator +=(FloatPoint3D& a, const FloatPoint3D& b) | |
133 { | |
134 a.move(b.x(), b.y(), b.z()); | |
135 return a; | |
136 } | |
137 | |
138 inline FloatPoint3D& operator -=(FloatPoint3D& a, const FloatPoint3D& b) | |
139 { | |
140 a.move(-b.x(), -b.y(), -b.z()); | |
141 return a; | |
142 } | |
143 | |
144 inline FloatPoint3D operator+(const FloatPoint3D& a, const FloatPoint3D& b) | |
145 { | |
146 return FloatPoint3D(a.x() + b.x(), a.y() + b.y(), a.z() + b.z()); | |
147 } | |
148 | |
149 inline FloatPoint3D operator-(const FloatPoint3D& a, const FloatPoint3D& b) | |
150 { | |
151 return FloatPoint3D(a.x() - b.x(), a.y() - b.y(), a.z() - b.z()); | |
152 } | |
153 | |
154 inline bool operator==(const FloatPoint3D& a, const FloatPoint3D& b) | |
155 { | |
156 return a.x() == b.x() && a.y() == b.y() && a.z() == b.z(); | |
157 } | |
158 | |
159 inline bool operator!=(const FloatPoint3D& a, const FloatPoint3D& b) | |
160 { | |
161 return a.x() != b.x() || a.y() != b.y() || a.z() != b.z(); | |
162 } | |
163 | |
164 inline float operator*(const FloatPoint3D& a, const FloatPoint3D& b) | |
165 { | |
166 // dot product | |
167 return a.dot(b); | |
168 } | |
169 | |
170 inline FloatPoint3D operator*(float k, const FloatPoint3D& v) | |
171 { | |
172 return FloatPoint3D(k * v.x(), k * v.y(), k * v.z()); | |
173 } | |
174 | |
175 inline FloatPoint3D operator*(const FloatPoint3D& v, float k) | |
176 { | |
177 return FloatPoint3D(k * v.x(), k * v.y(), k * v.z()); | |
178 } | |
179 | |
180 inline float FloatPoint3D::distanceTo(const FloatPoint3D& a) const | |
181 { | |
182 return (*this - a).length(); | |
183 } | |
184 | |
185 } // namespace WebCore | |
186 | |
187 #endif // FloatPoint3D_h | |
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