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      1 /*
      2     Copyright (C) 2004, 2005, 2006 Nikolas Zimmermann <wildfox (at) kde.org>
      3                   2004, 2005 Rob Buis <buis (at) kde.org>
      4                   2005 Eric Seidel <eric (at) webkit.org>
      5                   2010 Zoltan Herczeg <zherczeg (at) webkit.org>
      6 
      7     This library is free software; you can redistribute it and/or
      8     modify it under the terms of the GNU Library General Public
      9     License as published by the Free Software Foundation; either
     10     version 2 of the License, or (at your option) any later version.
     11 
     12     This library is distributed in the hope that it will be useful,
     13     but WITHOUT ANY WARRANTY; without even the implied warranty of
     14     MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
     15     Library General Public License for more details.
     16 
     17     You should have received a copy of the GNU Library General Public License
     18     aint with this library; see the file COPYING.LIB.  If not, write to
     19     the Free Software Foundation, Inc., 51 Franklin Street, Fifth Floor,
     20     Boston, MA 02110-1301, USA.
     21 */
     22 
     23 #ifndef FloatPoint3D_h
     24 #define FloatPoint3D_h
     25 
     26 #include "core/platform/graphics/FloatPoint.h"
     27 
     28 namespace WebCore {
     29 
     30 class FloatPoint3D {
     31 public:
     32     FloatPoint3D()
     33         : m_x(0)
     34         , m_y(0)
     35         , m_z(0)
     36     {
     37     }
     38 
     39     FloatPoint3D(float x, float y, float z)
     40         : m_x(x)
     41         , m_y(y)
     42         , m_z(z)
     43     {
     44     }
     45 
     46     FloatPoint3D(const FloatPoint& p)
     47         : m_x(p.x())
     48         , m_y(p.y())
     49         , m_z(0)
     50     {
     51     }
     52 
     53     FloatPoint3D(const FloatPoint3D& p)
     54         : m_x(p.x())
     55         , m_y(p.y())
     56         , m_z(p.z())
     57     {
     58     }
     59 
     60     float x() const { return m_x; }
     61     void setX(float x) { m_x = x; }
     62 
     63     float y() const { return m_y; }
     64     void setY(float y) { m_y = y; }
     65 
     66     float z() const { return m_z; }
     67     void setZ(float z) { m_z = z; }
     68     void set(float x, float y, float z)
     69     {
     70         m_x = x;
     71         m_y = y;
     72         m_z = z;
     73     }
     74     void move(float dx, float dy, float dz)
     75     {
     76         m_x += dx;
     77         m_y += dy;
     78         m_z += dz;
     79     }
     80     void scale(float sx, float sy, float sz)
     81     {
     82         m_x *= sx;
     83         m_y *= sy;
     84         m_z *= sz;
     85     }
     86 
     87     bool isZero() const
     88     {
     89         return !m_x && !m_y && !m_z;
     90     }
     91 
     92     void normalize();
     93 
     94     float dot(const FloatPoint3D& a) const
     95     {
     96         return m_x * a.x() + m_y * a.y() + m_z * a.z();
     97     }
     98 
     99     // Sets this FloatPoint3D to the cross product of the passed two.
    100     // It is safe for "this" to be the same as either or both of the
    101     // arguments.
    102     void cross(const FloatPoint3D& a, const FloatPoint3D& b)
    103     {
    104         float x = a.y() * b.z() - a.z() * b.y();
    105         float y = a.z() * b.x() - a.x() * b.z();
    106         float z = a.x() * b.y() - a.y() * b.x();
    107         m_x = x;
    108         m_y = y;
    109         m_z = z;
    110     }
    111 
    112     // Convenience function returning "this cross point" as a
    113     // stack-allocated result.
    114     FloatPoint3D cross(const FloatPoint3D& point) const
    115     {
    116         FloatPoint3D result;
    117         result.cross(*this, point);
    118         return result;
    119     }
    120 
    121     float lengthSquared() const { return this->dot(*this); }
    122     float length() const { return sqrtf(lengthSquared()); }
    123 
    124     float distanceTo(const FloatPoint3D& a) const;
    125 
    126 private:
    127     float m_x;
    128     float m_y;
    129     float m_z;
    130 };
    131 
    132 inline FloatPoint3D& operator +=(FloatPoint3D& a, const FloatPoint3D& b)
    133 {
    134     a.move(b.x(), b.y(), b.z());
    135     return a;
    136 }
    137 
    138 inline FloatPoint3D& operator -=(FloatPoint3D& a, const FloatPoint3D& b)
    139 {
    140     a.move(-b.x(), -b.y(), -b.z());
    141     return a;
    142 }
    143 
    144 inline FloatPoint3D operator+(const FloatPoint3D& a, const FloatPoint3D& b)
    145 {
    146     return FloatPoint3D(a.x() + b.x(), a.y() + b.y(), a.z() + b.z());
    147 }
    148 
    149 inline FloatPoint3D operator-(const FloatPoint3D& a, const FloatPoint3D& b)
    150 {
    151     return FloatPoint3D(a.x() - b.x(), a.y() - b.y(), a.z() - b.z());
    152 }
    153 
    154 inline bool operator==(const FloatPoint3D& a, const FloatPoint3D& b)
    155 {
    156     return a.x() == b.x() && a.y() == b.y() && a.z() == b.z();
    157 }
    158 
    159 inline bool operator!=(const FloatPoint3D& a, const FloatPoint3D& b)
    160 {
    161     return a.x() != b.x() || a.y() != b.y() || a.z() != b.z();
    162 }
    163 
    164 inline float operator*(const FloatPoint3D& a, const FloatPoint3D& b)
    165 {
    166     // dot product
    167     return a.dot(b);
    168 }
    169 
    170 inline FloatPoint3D operator*(float k, const FloatPoint3D& v)
    171 {
    172     return FloatPoint3D(k * v.x(), k * v.y(), k * v.z());
    173 }
    174 
    175 inline FloatPoint3D operator*(const FloatPoint3D& v, float k)
    176 {
    177     return FloatPoint3D(k * v.x(), k * v.y(), k * v.z());
    178 }
    179 
    180 inline float FloatPoint3D::distanceTo(const FloatPoint3D& a) const
    181 {
    182     return (*this - a).length();
    183 }
    184 
    185 } // namespace WebCore
    186 
    187 #endif // FloatPoint3D_h
    188