1 /*
2 Copyright (C) 2004, 2005, 2006 Nikolas Zimmermann <wildfox@kde.org>
3 2004, 2005 Rob Buis <buis@kde.org>
4 2005 Eric Seidel <eric@webkit.org>
5 2010 Zoltan Herczeg <zherczeg@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 "FloatPoint.h"
27
28 namespace WebCore {
29
30 class FloatPoint3D {
31 public:
FloatPoint3D()32 FloatPoint3D()
33 : m_x(0)
34 , m_y(0)
35 , m_z(0)
36 {
37 }
38
FloatPoint3D(float x,float y,float z)39 FloatPoint3D(float x, float y, float z)
40 : m_x(x)
41 , m_y(y)
42 , m_z(z)
43 {
44 }
45
FloatPoint3D(const FloatPoint & p)46 FloatPoint3D(const FloatPoint& p)
47 : m_x(p.x())
48 , m_y(p.y())
49 , m_z(0)
50 {
51 }
52
FloatPoint3D(const FloatPoint3D & p)53 FloatPoint3D(const FloatPoint3D& p)
54 : m_x(p.x())
55 , m_y(p.y())
56 , m_z(p.z())
57 {
58 }
59
x()60 float x() const { return m_x; }
setX(float x)61 void setX(float x) { m_x = x; }
62
y()63 float y() const { return m_y; }
setY(float y)64 void setY(float y) { m_y = y; }
65
z()66 float z() const { return m_z; }
setZ(float z)67 void setZ(float z) { m_z = z; }
set(float x,float y,float z)68 void set(float x, float y, float z)
69 {
70 m_x = x;
71 m_y = y;
72 m_z = z;
73 }
move(float dx,float dy,float dz)74 void move(float dx, float dy, float dz)
75 {
76 m_x += dx;
77 m_y += dy;
78 m_z += dz;
79 }
scale(float sx,float sy,float sz)80 void scale(float sx, float sy, float sz)
81 {
82 m_x *= sx;
83 m_y *= sy;
84 m_z *= sz;
85 }
86
isZero()87 bool isZero() const
88 {
89 return !m_x && !m_y && !m_z;
90 }
91
92 void normalize();
93
dot(const FloatPoint3D & a)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.
cross(const FloatPoint3D & a,const FloatPoint3D & b)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.
cross(const FloatPoint3D & point)114 FloatPoint3D cross(const FloatPoint3D& point) const
115 {
116 FloatPoint3D result;
117 result.cross(*this, point);
118 return result;
119 }
120
lengthSquared()121 float lengthSquared() const { return this->dot(*this); }
length()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
distanceTo(const FloatPoint3D & a)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