| Index: Source/core/platform/graphics/FloatPoint3D.h
|
| diff --git a/Source/core/platform/graphics/FloatPoint3D.h b/Source/core/platform/graphics/FloatPoint3D.h
|
| deleted file mode 100644
|
| index 2a136c9ea488bc786089906c959003013a2b7bf2..0000000000000000000000000000000000000000
|
| --- a/Source/core/platform/graphics/FloatPoint3D.h
|
| +++ /dev/null
|
| @@ -1,187 +0,0 @@
|
| -/*
|
| - Copyright (C) 2004, 2005, 2006 Nikolas Zimmermann <wildfox@kde.org>
|
| - 2004, 2005 Rob Buis <buis@kde.org>
|
| - 2005 Eric Seidel <eric@webkit.org>
|
| - 2010 Zoltan Herczeg <zherczeg@webkit.org>
|
| -
|
| - This library is free software; you can redistribute it and/or
|
| - modify it under the terms of the GNU Library General Public
|
| - License as published by the Free Software Foundation; either
|
| - version 2 of the License, or (at your option) any later version.
|
| -
|
| - This library is distributed in the hope that it will be useful,
|
| - but WITHOUT ANY WARRANTY; without even the implied warranty of
|
| - MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
|
| - Library General Public License for more details.
|
| -
|
| - You should have received a copy of the GNU Library General Public License
|
| - aint with this library; see the file COPYING.LIB. If not, write to
|
| - the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
|
| - Boston, MA 02110-1301, USA.
|
| -*/
|
| -
|
| -#ifndef FloatPoint3D_h
|
| -#define FloatPoint3D_h
|
| -
|
| -#include "core/platform/graphics/FloatPoint.h"
|
| -
|
| -namespace WebCore {
|
| -
|
| -class FloatPoint3D {
|
| -public:
|
| - FloatPoint3D()
|
| - : m_x(0)
|
| - , m_y(0)
|
| - , m_z(0)
|
| - {
|
| - }
|
| -
|
| - FloatPoint3D(float x, float y, float z)
|
| - : m_x(x)
|
| - , m_y(y)
|
| - , m_z(z)
|
| - {
|
| - }
|
| -
|
| - FloatPoint3D(const FloatPoint& p)
|
| - : m_x(p.x())
|
| - , m_y(p.y())
|
| - , m_z(0)
|
| - {
|
| - }
|
| -
|
| - FloatPoint3D(const FloatPoint3D& p)
|
| - : m_x(p.x())
|
| - , m_y(p.y())
|
| - , m_z(p.z())
|
| - {
|
| - }
|
| -
|
| - float x() const { return m_x; }
|
| - void setX(float x) { m_x = x; }
|
| -
|
| - float y() const { return m_y; }
|
| - void setY(float y) { m_y = y; }
|
| -
|
| - float z() const { return m_z; }
|
| - void setZ(float z) { m_z = z; }
|
| - void set(float x, float y, float z)
|
| - {
|
| - m_x = x;
|
| - m_y = y;
|
| - m_z = z;
|
| - }
|
| - void move(float dx, float dy, float dz)
|
| - {
|
| - m_x += dx;
|
| - m_y += dy;
|
| - m_z += dz;
|
| - }
|
| - void scale(float sx, float sy, float sz)
|
| - {
|
| - m_x *= sx;
|
| - m_y *= sy;
|
| - m_z *= sz;
|
| - }
|
| -
|
| - bool isZero() const
|
| - {
|
| - return !m_x && !m_y && !m_z;
|
| - }
|
| -
|
| - void normalize();
|
| -
|
| - float dot(const FloatPoint3D& a) const
|
| - {
|
| - return m_x * a.x() + m_y * a.y() + m_z * a.z();
|
| - }
|
| -
|
| - // Sets this FloatPoint3D to the cross product of the passed two.
|
| - // It is safe for "this" to be the same as either or both of the
|
| - // arguments.
|
| - void cross(const FloatPoint3D& a, const FloatPoint3D& b)
|
| - {
|
| - float x = a.y() * b.z() - a.z() * b.y();
|
| - float y = a.z() * b.x() - a.x() * b.z();
|
| - float z = a.x() * b.y() - a.y() * b.x();
|
| - m_x = x;
|
| - m_y = y;
|
| - m_z = z;
|
| - }
|
| -
|
| - // Convenience function returning "this cross point" as a
|
| - // stack-allocated result.
|
| - FloatPoint3D cross(const FloatPoint3D& point) const
|
| - {
|
| - FloatPoint3D result;
|
| - result.cross(*this, point);
|
| - return result;
|
| - }
|
| -
|
| - float lengthSquared() const { return this->dot(*this); }
|
| - float length() const { return sqrtf(lengthSquared()); }
|
| -
|
| - float distanceTo(const FloatPoint3D& a) const;
|
| -
|
| -private:
|
| - float m_x;
|
| - float m_y;
|
| - float m_z;
|
| -};
|
| -
|
| -inline FloatPoint3D& operator +=(FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - a.move(b.x(), b.y(), b.z());
|
| - return a;
|
| -}
|
| -
|
| -inline FloatPoint3D& operator -=(FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - a.move(-b.x(), -b.y(), -b.z());
|
| - return a;
|
| -}
|
| -
|
| -inline FloatPoint3D operator+(const FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - return FloatPoint3D(a.x() + b.x(), a.y() + b.y(), a.z() + b.z());
|
| -}
|
| -
|
| -inline FloatPoint3D operator-(const FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - return FloatPoint3D(a.x() - b.x(), a.y() - b.y(), a.z() - b.z());
|
| -}
|
| -
|
| -inline bool operator==(const FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - return a.x() == b.x() && a.y() == b.y() && a.z() == b.z();
|
| -}
|
| -
|
| -inline bool operator!=(const FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - return a.x() != b.x() || a.y() != b.y() || a.z() != b.z();
|
| -}
|
| -
|
| -inline float operator*(const FloatPoint3D& a, const FloatPoint3D& b)
|
| -{
|
| - // dot product
|
| - return a.dot(b);
|
| -}
|
| -
|
| -inline FloatPoint3D operator*(float k, const FloatPoint3D& v)
|
| -{
|
| - return FloatPoint3D(k * v.x(), k * v.y(), k * v.z());
|
| -}
|
| -
|
| -inline FloatPoint3D operator*(const FloatPoint3D& v, float k)
|
| -{
|
| - return FloatPoint3D(k * v.x(), k * v.y(), k * v.z());
|
| -}
|
| -
|
| -inline float FloatPoint3D::distanceTo(const FloatPoint3D& a) const
|
| -{
|
| - return (*this - a).length();
|
| -}
|
| -
|
| -} // namespace WebCore
|
| -
|
| -#endif // FloatPoint3D_h
|
|
|