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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 FloatBox() |
| 41 : m_x(0) |
| 42 , m_y(0) |
| 43 , m_z(0) |
| 44 , m_width(0) |
| 45 , m_height(0) |
| 46 , m_depth(0) |
| 47 { |
| 48 } |
| 49 |
| 50 FloatBox(float x, float y, float z, float width, float height, float depth) |
| 51 : m_x(x) |
| 52 , m_y(y) |
| 53 , m_z(z) |
| 54 , m_width(width) |
| 55 , m_height(height) |
| 56 , m_depth(depth) |
| 57 { |
| 58 } |
| 59 |
| 60 FloatBox(const FloatBox& box) |
| 61 : m_x(box.x()) |
| 62 , m_y(box.y()) |
| 63 , m_z(box.z()) |
| 64 , m_width(box.width()) |
| 65 , m_height(box.height()) |
| 66 , m_depth(box.depth()) |
| 67 { |
| 68 } |
| 69 |
| 70 void setOrigin(const FloatPoint3D& origin) |
| 71 { |
| 72 m_x = origin.x(); |
| 73 m_y = origin.y(); |
| 74 m_z = origin.z(); |
| 75 } |
| 76 |
| 77 void setSize(const FloatPoint3D& origin) |
| 78 { |
| 79 ASSERT(origin.x() >= 0); |
| 80 ASSERT(origin.y() >= 0); |
| 81 ASSERT(origin.z() >= 0); |
| 82 |
| 83 m_width = origin.x(); |
| 84 m_height = origin.y(); |
| 85 m_depth = origin.z(); |
| 86 } |
| 87 |
| 88 void move(const FloatPoint3D& location) |
| 89 { |
| 90 m_x += location.x(); |
| 91 m_y += location.y(); |
| 92 m_z += location.z(); |
| 93 } |
| 94 |
| 95 void flatten() |
| 96 { |
| 97 m_z = 0; |
| 98 m_depth = 0; |
| 99 } |
| 100 |
| 101 void expandTo(const FloatPoint3D& low, const FloatPoint3D& high) |
| 102 { |
| 103 ASSERT(low.x() <= high.x()); |
| 104 ASSERT(low.y() <= high.y()); |
| 105 ASSERT(low.z() <= high.z()); |
| 106 |
| 107 float minX = std::min(m_x, low.x()); |
| 108 float minY = std::min(m_y, low.y()); |
| 109 float minZ = std::min(m_z, low.z()); |
| 110 |
| 111 float maxX = std::max(right(), high.x()); |
| 112 float maxY = std::max(bottom(), high.y()); |
| 113 float maxZ = std::max(front(), high.z()); |
| 114 |
| 115 m_x = minX; |
| 116 m_y = minY; |
| 117 m_z = minZ; |
| 118 |
| 119 m_width = maxX - minX; |
| 120 m_height = maxY - minY; |
| 121 m_depth = maxZ - minZ; |
| 122 } |
| 123 |
| 124 void expandTo(const FloatPoint3D& point) |
| 125 { |
| 126 expandTo(point, point); |
| 127 } |
| 128 |
| 129 void expandTo(const FloatBox& box) |
| 130 { |
| 131 expandTo(FloatPoint3D(box.x(), box.y(), box.z()), FloatPoint3D(box.right
(), box.bottom(), box.front())); |
| 132 } |
| 133 |
| 134 void unionBounds(const FloatBox& box) |
| 135 { |
| 136 if (box.isEmpty()) |
| 137 return; |
| 138 |
| 139 if (isEmpty()) { |
| 140 *this = box; |
| 141 return; |
| 142 } |
| 143 |
| 144 expandTo(box); |
| 145 } |
| 146 |
| 147 bool isEmpty() const { return (m_width <= 0 && m_height <= 0) || (m_width <=
0 && m_depth <= 0) || (m_height <= 0 && m_depth <= 0); } |
| 148 |
| 149 float right() const { return m_x + m_width; } |
| 150 float bottom() const { return m_y + m_height; } |
| 151 float front() const { return m_z + m_depth; } |
| 152 float x() const { return m_x; } |
| 153 float y() const { return m_y; } |
| 154 float z() const { return m_z; } |
| 155 float width() const { return m_width; } |
| 156 float height() const { return m_height; } |
| 157 float depth() const { return m_depth; } |
| 158 private: |
| 159 float m_x; |
| 160 float m_y; |
| 161 float m_z; |
| 162 float m_width; |
| 163 float m_height; |
| 164 float m_depth; |
| 165 }; |
| 166 |
| 167 inline bool operator==(const FloatBox& a, const FloatBox& b) |
| 168 { |
| 169 return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() && a.width() == b.
width() |
| 170 && a.height() == b.height() && a.depth() == b.depth(); |
| 171 } |
| 172 |
| 173 inline bool operator!=(const FloatBox& a, const FloatBox& b) |
| 174 { |
| 175 return !(a == b); |
| 176 } |
| 177 |
| 178 } // namespace WebKit |
| 179 |
| 180 #endif |
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