// Copyright (c) 2012 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. // Defines a simple float vector class. This class is used to indicate a // distance in two dimensions between two points. Subtracting two points should // produce a vector, and adding a vector to a point produces the point at the // vector's distance from the original point. #ifndef UI_GFX_GEOMETRY_VECTOR3D_F_H_ #define UI_GFX_GEOMETRY_VECTOR3D_F_H_ #include #include #include "ui/gfx/geometry/vector2d_f.h" #include "ui/gfx/gfx_export.h" namespace gfx { class GFX_EXPORT Vector3dF { public: constexpr Vector3dF() : x_(0), y_(0), z_(0) {} constexpr Vector3dF(float x, float y, float z) : x_(x), y_(y), z_(z) {} constexpr explicit Vector3dF(const Vector2dF& other) : x_(other.x()), y_(other.y()), z_(0) {} constexpr float x() const { return x_; } void set_x(float x) { x_ = x; } constexpr float y() const { return y_; } void set_y(float y) { y_ = y; } constexpr float z() const { return z_; } void set_z(float z) { z_ = z; } // True if all components of the vector are 0. bool IsZero() const; // Add the components of the |other| vector to the current vector. void Add(const Vector3dF& other); // Subtract the components of the |other| vector from the current vector. void Subtract(const Vector3dF& other); void operator+=(const Vector3dF& other) { Add(other); } void operator-=(const Vector3dF& other) { Subtract(other); } void SetToMin(const Vector3dF& other) { x_ = x_ <= other.x_ ? x_ : other.x_; y_ = y_ <= other.y_ ? y_ : other.y_; z_ = z_ <= other.z_ ? z_ : other.z_; } void SetToMax(const Vector3dF& other) { x_ = x_ >= other.x_ ? x_ : other.x_; y_ = y_ >= other.y_ ? y_ : other.y_; z_ = z_ >= other.z_ ? z_ : other.z_; } // Gives the square of the diagonal length of the vector. double LengthSquared() const; // Gives the diagonal length of the vector. float Length() const; // Scale all components of the vector by |scale|. void Scale(float scale) { Scale(scale, scale, scale); } // Scale the each component of the vector by the given scale factors. void Scale(float x_scale, float y_scale, float z_scale); // Take the cross product of this vector with |other| and become the result. void Cross(const Vector3dF& other); // |out| is assigned a unit-length vector in the direction of |this| iff // this function returns true. It can return false if |this| is too short. bool GetNormalized(Vector3dF* out) const; std::string ToString() const; private: float x_; float y_; float z_; }; inline bool operator==(const Vector3dF& lhs, const Vector3dF& rhs) { return lhs.x() == rhs.x() && lhs.y() == rhs.y() && lhs.z() == rhs.z(); } inline Vector3dF operator-(const Vector3dF& v) { return Vector3dF(-v.x(), -v.y(), -v.z()); } inline Vector3dF operator+(const Vector3dF& lhs, const Vector3dF& rhs) { Vector3dF result = lhs; result.Add(rhs); return result; } inline Vector3dF operator-(const Vector3dF& lhs, const Vector3dF& rhs) { Vector3dF result = lhs; result.Add(-rhs); return result; } // Return the cross product of two vectors. inline Vector3dF CrossProduct(const Vector3dF& lhs, const Vector3dF& rhs) { Vector3dF result = lhs; result.Cross(rhs); return result; } // Return the dot product of two vectors. GFX_EXPORT float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs); // Return a vector that is |v| scaled by the given scale factors along each // axis. GFX_EXPORT Vector3dF ScaleVector3d(const Vector3dF& v, float x_scale, float y_scale, float z_scale); // Return a vector that is |v| scaled by the components of |s| inline Vector3dF ScaleVector3d(const Vector3dF& v, const Vector3dF& s) { return ScaleVector3d(v, s.x(), s.y(), s.z()); } // Return a vector that is |v| scaled by the given scale factor. inline Vector3dF ScaleVector3d(const Vector3dF& v, float scale) { return ScaleVector3d(v, scale, scale, scale); } // Returns the angle between |base| and |other| in degrees. GFX_EXPORT float AngleBetweenVectorsInDegrees(const gfx::Vector3dF& base, const gfx::Vector3dF& other); // Returns the clockwise angle between |base| and |other| where |normal| is the // normal of the virtual surface to measure clockwise according to. GFX_EXPORT float ClockwiseAngleBetweenVectorsInDegrees( const gfx::Vector3dF& base, const gfx::Vector3dF& other, const gfx::Vector3dF& normal); // This is declared here for use in gtest-based unit tests but is defined in // the //ui/gfx:test_support target. Depend on that to use this in your unit // test. This should not be used in production code - call ToString() instead. void PrintTo(const Vector3dF& vector, ::std::ostream* os); } // namespace gfx #endif // UI_GFX_GEOMETRY_VECTOR3D_F_H_