1 2 3 4 5 6 7 8 9 10 11 12 13 14 15 16 17 18 19 20 21 22 23 24 25 26 27 28 29 30 31 32 33 34 35 36 37 38 39 40 41 42 43 44 45 46 47 48 49 50 51 52 53 54 55 56 57 58 59 60 61 62 63 64 65 66 67 68 69 70 71 72 73 74 75 76 77 78 79 80 81 82 83 84 85 86 87 88 89 90 91 92 93 94 95 96 97 98 99 100 101 102 103 104 105 106 107 108 109 110 111 112 113 114 115 116 117 118 119 120 121 122 123 124 125 126 127 128 129 130 131 132 133 134 135 136 137 138 139 140 141 142 143 144 145 146 147 148 149 150 151 152 153 154 155 156 157
|
// Copyright 2012 The Chromium Authors
// 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 <iosfwd>
#include <string>
#include "base/component_export.h"
#include "ui/gfx/geometry/vector2d_f.h"
namespace gfx {
class COMPONENT_EXPORT(GEOMETRY) 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);
// Divides all components of the vector by |scale|.
void InvScale(float inv_scale) { InvScale(inv_scale, inv_scale, inv_scale); }
// Divides each component of the vector by the given scale factors.
void InvScale(float inv_x_scale, float inv_y_scale, float inv_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;
friend bool operator==(const Vector3dF&, const Vector3dF&) = default;
private:
float x_;
float y_;
float 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.
COMPONENT_EXPORT(GEOMETRY)
float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs);
// Return a vector that is |v| scaled by the given scale factors along each
// axis.
COMPONENT_EXPORT(GEOMETRY)
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.
COMPONENT_EXPORT(GEOMETRY)
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.
COMPONENT_EXPORT(GEOMETRY)
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_
|