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Side by Side Diff: Source/platform/geometry/FloatBox.h

Issue 328333003: Adding Blink-side 3d Box and Bounds calculations to TransformOperations (Closed) Base URL: https://chromium.googlesource.com/chromium/blink.git@master
Patch Set: Created 6 years, 6 months ago
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1 /*
2 * Copyright (c) 2014, Google Inc. All rights reserved.
3 *
4 * Redistribution and use in source and binary forms, with or without
5 * modification, are permitted provided that the following conditions are
6 * met:
7 *
8 * * Redistributions of source code must retain the above copyright
9 * notice, this list of conditions and the following disclaimer.
10 * * Redistributions in binary form must reproduce the above
11 * copyright notice, this list of conditions and the following disclaimer
12 * in the documentation and/or other materials provided with the
13 * distribution.
14 * * Neither the name of Google Inc. nor the names of its
15 * contributors may be used to endorse or promote products derived from
16 * this software without specific prior written permission.
17 *
18 * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
19 * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
20 * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
21 * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
22 * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
23 * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
24 * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
25 * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
26 * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
27 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
28 * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
29 */
30 #ifndef FloatBox_h
31 #define FloatBox_h
32
33 #include "platform/geometry/FloatPoint3D.h"
34 #include <cmath>
35
36 namespace WebCore {
37
38 class FloatBox {
39 public:
40
Ian Vollick 2014/06/16 15:23:37 nit: extra ws.
awoloszyn 2014/06/17 14:26:00 Done.
41 FloatBox()
42 : m_x(0)
43 , m_y(0)
44 , m_z(0)
45 , m_width(0)
46 , m_height(0)
47 , m_depth(0)
48 {
49 }
50
51 FloatBox(float x, float y, float z, float width, float height, float depth)
52 : m_x(x)
53 , m_y(y)
54 , m_z(z)
55 , m_width(width)
56 , m_height(height)
57 , m_depth(depth)
58 {
59 }
60
61 FloatBox(const FloatBox& box)
62 : m_x(box.x())
63 , m_y(box.y())
64 , m_z(box.z())
65 , m_width(box.width())
66 , m_height(box.height())
67 , m_depth(box.depth())
68 {
69 }
70
71 void setOrigin(const FloatPoint3D& origin)
72 {
73 m_x = origin.x();
74 m_y = origin.y();
75 m_z = origin.z();
76 }
77
78 void setSize(const FloatPoint3D& origin)
79 {
80 ASSERT(origin.x() >= 0);
81 ASSERT(origin.y() >= 0);
82 ASSERT(origin.z() >= 0);
83
84 m_width = origin.x();
85 m_height = origin.y();
86 m_depth = origin.z();
87 }
88
89 void move(const FloatPoint3D& location)
90 {
91 m_x += location.x();
92 m_y += location.y();
93 m_z += location.z();
94 }
95
96 void flatten()
97 {
98 m_z = 0;
99 m_depth = 0;
100 }
101
102 void expandTo(const FloatPoint3D& low, const FloatPoint3D& high)
103 {
104 ASSERT(low.x() <= high.x());
105 ASSERT(low.y() <= high.y());
106 ASSERT(low.z() <= high.z());
107
108 float minX = std::min(m_x, low.x());
109 float minY = std::min(m_y, low.y());
110 float minZ = std::min(m_z, low.z());
111
112 float maxX = std::max(right(), high.x());
113 float maxY = std::max(bottom(), high.y());
114 float maxZ = std::max(front(), high.z());
115
116 m_x = minX;
117 m_y = minY;
118 m_z = minZ;
119
120 m_width = maxX - minX;
121 m_height = maxY - minY;
122 m_depth = maxZ - minZ;
123 }
124
125 void expandTo(const FloatPoint3D& point)
126 {
127 expandTo(point, point);
128 }
129
130 void expandTo(const FloatBox& box)
131 {
132 expandTo(FloatPoint3D(box.x(), box.y(), box.z()), FloatPoint3D(box.right (), box.bottom(), box.front()));
133 }
134
135 void unionBounds(const FloatBox& box)
136 {
137 if (box.isEmpty())
138 return;
139
140 if (isEmpty()) {
141 *this = box;
142 return;
143 }
144
145 expandTo(box);
146 }
147
148 bool isEmpty() const { return (m_width <= 0 && m_height <= 0) || (m_width <= 0 && m_depth <= 0) || (m_height <= 0 && m_depth <= 0); }
149
150 float right() const { return m_x + m_width; }
151 float bottom() const { return m_y + m_height; }
152 float front() const { return m_z + m_depth; }
153 float x() const { return m_x; }
154 float y() const { return m_y; }
155 float z() const { return m_z; }
156 float width() const { return m_width; }
157 float height() const { return m_height; }
158 float depth() const { return m_depth; }
159 private:
160 float m_x;
161 float m_y;
162 float m_z;
163 float m_width;
164 float m_height;
165 float m_depth;
166 };
167
168 inline bool operator==(const FloatBox& a, const FloatBox& b)
169 {
170 return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() && a.width() == b. width()
171 && a.height() == b.height() && a.depth() == b.depth();
172 }
173
174 inline bool operator!=(const FloatBox& a, const FloatBox& b)
175 {
176 return !(a == b);
177 }
178
179 } // namespace WebKit
180
181 #endif
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