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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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