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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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