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/*
* Copyright (c) 2014, Google Inc. All rights reserved.
*
* Redistribution and use in source and binary forms, with or without
* modification, are permitted provided that the following conditions are
* met:
*
* * Redistributions of source code must retain the above copyright
* notice, this list of conditions and the following disclaimer.
* * Redistributions in binary form must reproduce the above
* copyright notice, this list of conditions and the following disclaimer
* in the documentation and/or other materials provided with the
* distribution.
* * Neither the name of Google Inc. nor the names of its
* contributors may be used to endorse or promote products derived from
* this software without specific prior written permission.
*
* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
*/
#ifndef FloatBox_h
#define FloatBox_h
#include "platform/geometry/FloatPoint3D.h"
#include <cmath>
namespace blink {
class FloatBox {
public:
FloatBox()
: m_x(0)
, m_y(0)
, m_z(0)
, m_width(0)
, m_height(0)
, m_depth(0)
{
}
FloatBox(float x, float y, float z, float width, float height, float depth)
: m_x(x)
, m_y(y)
, m_z(z)
, m_width(width)
, m_height(height)
, m_depth(depth)
{
}
FloatBox(const FloatBox& box)
: m_x(box.x())
, m_y(box.y())
, m_z(box.z())
, m_width(box.width())
, m_height(box.height())
, m_depth(box.depth())
{
}
void setOrigin(const FloatPoint3D& origin)
{
m_x = origin.x();
m_y = origin.y();
m_z = origin.z();
}
void setSize(const FloatPoint3D& origin)
{
ASSERT(origin.x() >= 0);
ASSERT(origin.y() >= 0);
ASSERT(origin.z() >= 0);
m_width = origin.x();
m_height = origin.y();
m_depth = origin.z();
}
void move(const FloatPoint3D& location)
{
m_x += location.x();
m_y += location.y();
m_z += location.z();
}
void flatten()
{
m_z = 0;
m_depth = 0;
}
void expandTo(const FloatPoint3D& low, const FloatPoint3D& high)
{
ASSERT(low.x() <= high.x());
ASSERT(low.y() <= high.y());
ASSERT(low.z() <= high.z());
float minX = std::min(m_x, low.x());
float minY = std::min(m_y, low.y());
float minZ = std::min(m_z, low.z());
float maxX = std::max(right(), high.x());
float maxY = std::max(bottom(), high.y());
float maxZ = std::max(front(), high.z());
m_x = minX;
m_y = minY;
m_z = minZ;
m_width = maxX - minX;
m_height = maxY - minY;
m_depth = maxZ - minZ;
}
void expandTo(const FloatPoint3D& point)
{
expandTo(point, point);
}
void expandTo(const FloatBox& box)
{
expandTo(FloatPoint3D(box.x(), box.y(), box.z()), FloatPoint3D(box.right(), box.bottom(), box.front()));
}
void unionBounds(const FloatBox& box)
{
if (box.isEmpty())
return;
if (isEmpty()) {
*this = box;
return;
}
expandTo(box);
}
bool isEmpty() const { return (m_width <= 0 && m_height <= 0) || (m_width <= 0 && m_depth <= 0) || (m_height <= 0 && m_depth <= 0); }
float right() const { return m_x + m_width; }
float bottom() const { return m_y + m_height; }
float front() const { return m_z + m_depth; }
float x() const { return m_x; }
float y() const { return m_y; }
float z() const { return m_z; }
float width() const { return m_width; }
float height() const { return m_height; }
float depth() const { return m_depth; }
private:
float m_x;
float m_y;
float m_z;
float m_width;
float m_height;
float m_depth;
};
inline bool operator==(const FloatBox& a, const FloatBox& b)
{
return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() && a.width() == b.width()
&& a.height() == b.height() && a.depth() == b.depth();
}
inline bool operator!=(const FloatBox& a, const FloatBox& b)
{
return !(a == b);
}
} // namespace blink
#endif
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