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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>
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.
*/
#include "config.h"
#include "platform/geometry/FloatPoint3D.h"
#include "wtf/MathExtras.h"
#include <math.h>
namespace blink {
void FloatPoint3D::normalize()
{
float tempLength = length();
if (tempLength) {
m_x /= tempLength;
m_y /= tempLength;
m_z /= tempLength;
}
}
float FloatPoint3D::angleBetween(const FloatPoint3D& y) const
{
float xLength = this->length();
float yLength = y.length();
if (xLength && yLength) {
float cosAngle = this->dot(y) / (xLength * yLength);
// Due to round-off |cosAngle| can have a magnitude greater than 1. Clamp the value to [-1,
// 1] before computing the angle.
return acos(clampTo(cosAngle, -1.0, 1.0));
}
return 0;
}
} // namespace blink