Home | History | Annotate | Download | only in wtf
      1 /*
      2  * Copyright (C) 2010 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
      6  * are met:
      7  *
      8  * 1.  Redistributions of source code must retain the above copyright
      9  *     notice, this list of conditions and the following disclaimer.
     10  * 2.  Redistributions in binary form must reproduce the above copyright
     11  *     notice, this list of conditions and the following disclaimer in the
     12  *     documentation and/or other materials provided with the distribution.
     13  * 3.  Neither the name of Apple Computer, Inc. ("Apple") nor the names of
     14  *     its contributors may be used to endorse or promote products derived
     15  *     from this software without specific prior written permission.
     16  *
     17  * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY
     18  * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED
     19  * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
     20  * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY
     21  * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES
     22  * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES;
     23  * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND
     24  * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
     25  * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
     26  * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
     27  */
     28 
     29 #ifndef Vector3_h
     30 #define Vector3_h
     31 
     32 #include <math.h>
     33 
     34 namespace WebCore {
     35 
     36 class Vector3 {
     37 public:
     38     Vector3()
     39         : m_x(0.0)
     40         , m_y(0.0)
     41         , m_z(0.0)
     42     {
     43     }
     44 
     45     Vector3(double x, double y, double z)
     46         : m_x(x)
     47         , m_y(y)
     48         , m_z(z)
     49     {
     50     }
     51 
     52     Vector3(const float p[3])
     53         : m_x(p[0])
     54         , m_y(p[1])
     55         , m_z(p[2])
     56     {
     57     }
     58 
     59     Vector3(const double p[3])
     60         : m_x(p[0])
     61         , m_y(p[1])
     62         , m_z(p[2])
     63     {
     64     }
     65 
     66     double abs() const
     67     {
     68         return sqrt(m_x * m_x + m_y * m_y + m_z * m_z);
     69     }
     70 
     71     bool isZero() const
     72     {
     73         return !m_x && !m_y && !m_z;
     74     }
     75 
     76     void normalize()
     77     {
     78         double absValue = abs();
     79         if (!absValue)
     80             return;
     81 
     82         double k = 1.0 / absValue;
     83         m_x *= k;
     84         m_y *= k;
     85         m_z *= k;
     86     }
     87 
     88     double x() const { return m_x; }
     89     double y() const { return m_y; }
     90     double z() const { return m_z; }
     91 
     92 private:
     93     double m_x;
     94     double m_y;
     95     double m_z;
     96 };
     97 
     98 inline Vector3 operator+(const Vector3& v1, const Vector3& v2)
     99 {
    100     return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z());
    101 }
    102 
    103 inline Vector3 operator-(const Vector3& v1, const Vector3& v2)
    104 {
    105     return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z());
    106 }
    107 
    108 inline Vector3 operator*(double k, const Vector3& v)
    109 {
    110     return Vector3(k * v.x(), k * v.y(), k * v.z());
    111 }
    112 
    113 inline Vector3 operator*(const Vector3& v, double k)
    114 {
    115     return Vector3(k * v.x(), k * v.y(), k * v.z());
    116 }
    117 
    118 inline double dot(const Vector3& v1, const Vector3& v2)
    119 {
    120     return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z();
    121 }
    122 
    123 inline Vector3 cross(const Vector3& v1, const Vector3& v2)
    124 {
    125     double x3 = v1.y() * v2.z() - v1.z() * v2.y();
    126     double y3 = v1.z() * v2.x() - v1.x() * v2.z();
    127     double z3 = v1.x() * v2.y() - v1.y() * v2.x();
    128     return Vector3(x3, y3, z3);
    129 }
    130 
    131 inline double distance(const Vector3& v1, const Vector3& v2)
    132 {
    133     return (v1 - v2).abs();
    134 }
    135 
    136 } // WebCore
    137 
    138 #endif // Vector3_h
    139