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1 /* |
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2 * Copyright (C) 2010 Google Inc. All rights reserved. |
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3 * |
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4 * Redistribution and use in source and binary forms, with or without |
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5 * modification, are permitted provided that the following conditions |
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6 * are met: |
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7 * |
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8 * 1. Redistributions of source code must retain the above copyright |
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9 * notice, this list of conditions and the following disclaimer. |
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10 * 2. Redistributions in binary form must reproduce the above copyright |
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11 * notice, this list of conditions and the following disclaimer in the |
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12 * documentation and/or other materials provided with the distribution. |
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13 * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of |
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14 * its contributors may be used to endorse or promote products derived |
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15 * from this software without specific prior written permission. |
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16 * |
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17 * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY |
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18 * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
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19 * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
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20 * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
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21 * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
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22 * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
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23 * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
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24 * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
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25 * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
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26 * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
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27 */ |
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28 |
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29 #ifndef Vector3_h |
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30 #define Vector3_h |
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31 |
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32 #include <math.h> |
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33 |
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34 namespace WebCore { |
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35 |
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36 class Vector3 { |
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37 public: |
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38 Vector3() |
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39 : m_x(0.0) |
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40 , m_y(0.0) |
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41 , m_z(0.0) |
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42 { |
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43 } |
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44 |
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45 Vector3(double x, double y, double z) |
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46 : m_x(x) |
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47 , m_y(y) |
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48 , m_z(z) |
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49 { |
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50 } |
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51 |
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52 Vector3(const float p[3]) |
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53 : m_x(p[0]) |
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54 , m_y(p[1]) |
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55 , m_z(p[2]) |
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56 { |
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57 } |
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58 |
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59 Vector3(const double p[3]) |
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60 : m_x(p[0]) |
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61 , m_y(p[1]) |
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62 , m_z(p[2]) |
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63 { |
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64 } |
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65 |
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66 double abs() const |
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67 { |
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68 return sqrt(m_x * m_x + m_y * m_y + m_z * m_z); |
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69 } |
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70 |
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71 bool isZero() const |
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72 { |
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73 return !m_x && !m_y && !m_z; |
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74 } |
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75 |
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76 void normalize() |
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77 { |
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78 double absValue = abs(); |
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79 if (!absValue) |
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80 return; |
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81 |
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82 double k = 1.0 / absValue; |
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83 m_x *= k; |
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84 m_y *= k; |
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85 m_z *= k; |
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86 } |
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87 |
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88 double x() const { return m_x; } |
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89 double y() const { return m_y; } |
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90 double z() const { return m_z; } |
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91 |
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92 private: |
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93 double m_x; |
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94 double m_y; |
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95 double m_z; |
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96 }; |
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97 |
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98 inline Vector3 operator+(const Vector3& v1, const Vector3& v2) |
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99 { |
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100 return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z()); |
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101 } |
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102 |
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103 inline Vector3 operator-(const Vector3& v1, const Vector3& v2) |
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104 { |
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105 return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z()); |
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106 } |
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107 |
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108 inline Vector3 operator*(double k, const Vector3& v) |
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109 { |
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110 return Vector3(k * v.x(), k * v.y(), k * v.z()); |
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111 } |
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112 |
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113 inline Vector3 operator*(const Vector3& v, double k) |
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114 { |
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115 return Vector3(k * v.x(), k * v.y(), k * v.z()); |
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116 } |
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117 |
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118 inline double dot(const Vector3& v1, const Vector3& v2) |
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119 { |
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120 return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z(); |
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121 } |
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122 |
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123 inline Vector3 cross(const Vector3& v1, const Vector3& v2) |
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124 { |
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125 double x3 = v1.y() * v2.z() - v1.z() * v2.y(); |
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126 double y3 = v1.z() * v2.x() - v1.x() * v2.z(); |
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127 double z3 = v1.x() * v2.y() - v1.y() * v2.x(); |
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128 return Vector3(x3, y3, z3); |
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129 } |
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130 |
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131 inline double distance(const Vector3& v1, const Vector3& v2) |
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132 { |
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133 return (v1 - v2).abs(); |
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134 } |
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135 |
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136 } // WebCore |
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137 |
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138 #endif // Vector3_h |