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 // Copyright (c) 2012 The Chromium Authors. All rights reserved. // 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 COBALT_MATH_VECTOR3D_F_H_ #define COBALT_MATH_VECTOR3D_F_H_ #include #include #include "cobalt/math/vector2d_f.h" namespace cobalt { namespace math { class Vector3dF { public: Vector3dF(); Vector3dF(float x, float y, float z); explicit Vector3dF(const Vector2dF& other); void SetVector(float x, float y, float z) { x_ = x; y_ = y; z_ = z; } float x() const { return x_; } void set_x(float x) { x_ = x; } float y() const { return y_; } void set_y(float y) { y_ = y; } 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); // Take the cross product of this vector with |other| and become the result. void Cross(const Vector3dF& other); std::string ToString() const; private: float x_; float y_; float z_; }; inline bool operator==(const Vector3dF& lhs, const Vector3dF& rhs) { return lhs.x() == rhs.x() && lhs.y() == rhs.y() && lhs.z() == rhs.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. float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs); // Return a vector that is |v| scaled by the given scale factors along each // axis. Vector3dF ScaleVector3d(const Vector3dF& v, float x_scale, float y_scale, float z_scale); // 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); } } // namespace math } // namespace cobalt #endif // COBALT_MATH_VECTOR3D_F_H_