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/*
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 THIRD_PARTY_BLINK_RENDERER_PLATFORM_GEOMETRY_FLOAT_POINT_3D_H_
#define THIRD_PARTY_BLINK_RENDERER_PLATFORM_GEOMETRY_FLOAT_POINT_3D_H_
#include "third_party/blink/renderer/platform/geometry/float_point.h"
#include "third_party/blink/renderer/platform/wtf/allocator.h"
#include "third_party/blink/renderer/platform/wtf/forward.h"
#include "third_party/skia/include/core/SkPoint3.h"
namespace gfx {
class Point3F;
}
namespace blink {
class PLATFORM_EXPORT FloatPoint3D {
DISALLOW_NEW();
public:
constexpr FloatPoint3D() : x_(0), y_(0), z_(0) {}
constexpr FloatPoint3D(float x, float y, float z) : x_(x), y_(y), z_(z) {}
constexpr FloatPoint3D(const FloatPoint& p) : x_(p.X()), y_(p.Y()), z_(0) {}
constexpr FloatPoint3D(const FloatPoint3D& p)
: x_(p.X()), y_(p.Y()), z_(p.Z()) {}
FloatPoint3D(const gfx::Point3F&);
constexpr float X() const { return x_; }
void SetX(float x) { x_ = x; }
constexpr float Y() const { return y_; }
void SetY(float y) { y_ = y; }
constexpr float Z() const { return z_; }
void SetZ(float z) { z_ = z; }
void Set(float x, float y, float z) {
x_ = x;
y_ = y;
z_ = z;
}
void Move(float dx, float dy, float dz) {
x_ += dx;
y_ += dy;
z_ += dz;
}
void Scale(float sx, float sy, float sz) {
x_ *= sx;
y_ *= sy;
z_ *= sz;
}
constexpr bool IsZero() const { return !x_ && !y_ && !z_; }
void Normalize();
float Dot(const FloatPoint3D& a) const {
return x_ * a.X() + y_ * a.Y() + z_ * a.Z();
}
// Compute the angle (in radians) between this and y. If either vector is the
// zero vector, return an angle of 0.
float AngleBetween(const FloatPoint3D& y) const;
// 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();
x_ = x;
y_ = y;
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;
operator SkPoint3() const { return SkPoint3::Make(x_, y_, z_); }
operator gfx::Point3F() const;
String ToString() const;
private:
float x_;
float y_;
float 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;
}
constexpr FloatPoint3D operator+(const FloatPoint3D& a, const FloatPoint3D& b) {
return FloatPoint3D(a.X() + b.X(), a.Y() + b.Y(), a.Z() + b.Z());
}
constexpr FloatPoint3D operator-(const FloatPoint3D& a, const FloatPoint3D& b) {
return FloatPoint3D(a.X() - b.X(), a.Y() - b.Y(), a.Z() - b.Z());
}
constexpr bool operator==(const FloatPoint3D& a, const FloatPoint3D& b) {
return a.X() == b.X() && a.Y() == b.Y() && a.Z() == b.Z();
}
constexpr bool operator!=(const FloatPoint3D& a, const FloatPoint3D& b) {
return !(a == b);
}
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();
}
PLATFORM_EXPORT std::ostream& operator<<(std::ostream&, const FloatPoint3D&);
WTF::TextStream& operator<<(WTF::TextStream&, const FloatPoint3D&);
} // namespace blink
#endif // THIRD_PARTY_BLINK_RENDERER_PLATFORM_GEOMETRY_FLOAT_POINT_3D_H_