1 // Copyright (c) 2012 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
4
5 #include "ui/gfx/geometry/vector3d_f.h"
6
7 #include <cmath>
8
9 #include "base/strings/stringprintf.h"
10 #include "ui/gfx/geometry/angle_conversions.h"
11
12 namespace {
13 const double kEpsilon = 1.0e-6;
14 }
15
16 namespace gfx {
17
ToString() const18 std::string Vector3dF::ToString() const {
19 return base::StringPrintf("[%f %f %f]", x_, y_, z_);
20 }
21
IsZero() const22 bool Vector3dF::IsZero() const {
23 return x_ == 0 && y_ == 0 && z_ == 0;
24 }
25
Add(const Vector3dF & other)26 void Vector3dF::Add(const Vector3dF& other) {
27 x_ += other.x_;
28 y_ += other.y_;
29 z_ += other.z_;
30 }
31
Subtract(const Vector3dF & other)32 void Vector3dF::Subtract(const Vector3dF& other) {
33 x_ -= other.x_;
34 y_ -= other.y_;
35 z_ -= other.z_;
36 }
37
LengthSquared() const38 double Vector3dF::LengthSquared() const {
39 return static_cast<double>(x_) * x_ + static_cast<double>(y_) * y_ +
40 static_cast<double>(z_) * z_;
41 }
42
Length() const43 float Vector3dF::Length() const {
44 return static_cast<float>(std::sqrt(LengthSquared()));
45 }
46
Scale(float x_scale,float y_scale,float z_scale)47 void Vector3dF::Scale(float x_scale, float y_scale, float z_scale) {
48 x_ *= x_scale;
49 y_ *= y_scale;
50 z_ *= z_scale;
51 }
52
Cross(const Vector3dF & other)53 void Vector3dF::Cross(const Vector3dF& other) {
54 double dx = x_;
55 double dy = y_;
56 double dz = z_;
57 float x = static_cast<float>(dy * other.z() - dz * other.y());
58 float y = static_cast<float>(dz * other.x() - dx * other.z());
59 float z = static_cast<float>(dx * other.y() - dy * other.x());
60 x_ = x;
61 y_ = y;
62 z_ = z;
63 }
64
GetNormalized(Vector3dF * out) const65 bool Vector3dF::GetNormalized(Vector3dF* out) const {
66 double length_squared = LengthSquared();
67 *out = *this;
68 if (length_squared < kEpsilon * kEpsilon)
69 return false;
70 out->Scale(1 / sqrt(length_squared));
71 return true;
72 }
73
DotProduct(const Vector3dF & lhs,const Vector3dF & rhs)74 float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs) {
75 return lhs.x() * rhs.x() + lhs.y() * rhs.y() + lhs.z() * rhs.z();
76 }
77
ScaleVector3d(const Vector3dF & v,float x_scale,float y_scale,float z_scale)78 Vector3dF ScaleVector3d(const Vector3dF& v,
79 float x_scale,
80 float y_scale,
81 float z_scale) {
82 Vector3dF scaled_v(v);
83 scaled_v.Scale(x_scale, y_scale, z_scale);
84 return scaled_v;
85 }
86
AngleBetweenVectorsInDegrees(const gfx::Vector3dF & base,const gfx::Vector3dF & other)87 float AngleBetweenVectorsInDegrees(const gfx::Vector3dF& base,
88 const gfx::Vector3dF& other) {
89 return gfx::RadToDeg(
90 std::acos(gfx::DotProduct(base, other) / base.Length() / other.Length()));
91 }
92
ClockwiseAngleBetweenVectorsInDegrees(const gfx::Vector3dF & base,const gfx::Vector3dF & other,const gfx::Vector3dF & normal)93 float ClockwiseAngleBetweenVectorsInDegrees(const gfx::Vector3dF& base,
94 const gfx::Vector3dF& other,
95 const gfx::Vector3dF& normal) {
96 float angle = AngleBetweenVectorsInDegrees(base, other);
97 gfx::Vector3dF cross(base);
98 cross.Cross(other);
99
100 // If the dot product of this cross product is normal, it means that the
101 // shortest angle between |base| and |other| was counterclockwise with respect
102 // to the surface represented by |normal| and this angle must be reversed.
103 if (gfx::DotProduct(cross, normal) > 0.0f)
104 angle = 360.0f - angle;
105 return angle;
106 }
107
108 } // namespace gfx
109