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 "platform/geometry/FloatPoint.h"
27
28namespace blink {
29
30class PLATFORM_EXPORT FloatPoint3D {
31public:
32    FloatPoint3D()
33        : m_x(0)
34        , m_y(0)
35        , m_z(0)
36    {
37    }
38
39    FloatPoint3D(float x, float y, float z)
40        : m_x(x)
41        , m_y(y)
42        , m_z(z)
43    {
44    }
45
46    FloatPoint3D(const FloatPoint& p)
47        : m_x(p.x())
48        , m_y(p.y())
49        , m_z(0)
50    {
51    }
52
53    FloatPoint3D(const FloatPoint3D& p)
54        : m_x(p.x())
55        , m_y(p.y())
56        , m_z(p.z())
57    {
58    }
59
60    float x() const { return m_x; }
61    void setX(float x) { m_x = x; }
62
63    float y() const { return m_y; }
64    void setY(float y) { m_y = y; }
65
66    float z() const { return m_z; }
67    void setZ(float z) { m_z = z; }
68    void set(float x, float y, float z)
69    {
70        m_x = x;
71        m_y = y;
72        m_z = z;
73    }
74    void move(float dx, float dy, float dz)
75    {
76        m_x += dx;
77        m_y += dy;
78        m_z += dz;
79    }
80    void scale(float sx, float sy, float sz)
81    {
82        m_x *= sx;
83        m_y *= sy;
84        m_z *= sz;
85    }
86
87    bool isZero() const
88    {
89        return !m_x && !m_y && !m_z;
90    }
91
92    void normalize();
93
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.
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.
114    FloatPoint3D cross(const FloatPoint3D& point) const
115    {
116        FloatPoint3D result;
117        result.cross(*this, point);
118        return result;
119    }
120
121    float lengthSquared() const { return this->dot(*this); }
122    float length() const { return sqrtf(lengthSquared()); }
123
124    float distanceTo(const FloatPoint3D& a) const;
125
126private:
127    float m_x;
128    float m_y;
129    float m_z;
130};
131
132inline FloatPoint3D& operator +=(FloatPoint3D& a, const FloatPoint3D& b)
133{
134    a.move(b.x(), b.y(), b.z());
135    return a;
136}
137
138inline FloatPoint3D& operator -=(FloatPoint3D& a, const FloatPoint3D& b)
139{
140    a.move(-b.x(), -b.y(), -b.z());
141    return a;
142}
143
144inline 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
149inline 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
154inline 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
159inline 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
164inline float operator*(const FloatPoint3D& a, const FloatPoint3D& b)
165{
166    // dot product
167    return a.dot(b);
168}
169
170inline FloatPoint3D operator*(float k, const FloatPoint3D& v)
171{
172    return FloatPoint3D(k * v.x(), k * v.y(), k * v.z());
173}
174
175inline FloatPoint3D operator*(const FloatPoint3D& v, float k)
176{
177    return FloatPoint3D(k * v.x(), k * v.y(), k * v.z());
178}
179
180inline float FloatPoint3D::distanceTo(const FloatPoint3D& a) const
181{
182    return (*this - a).length();
183}
184
185} // namespace blink
186
187#endif // FloatPoint3D_h
188