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 blink { 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 blink 179 180 #endif 181