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 // Copyright 2013 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. #ifndef COBALT_MATH_BOX_F_H_ #define COBALT_MATH_BOX_F_H_ #include #include #include "cobalt/math/point3_f.h" #include "cobalt/math/vector3d_f.h" namespace cobalt { namespace math { // A 3d version of RectF, with the positive z-axis pointed towards the camera. class BoxF { public: BoxF() : width_(0.f), height_(0.f), depth_(0.f) {} BoxF(float width, float height, float depth) : width_(width < 0 ? 0 : width), height_(height < 0 ? 0 : height), depth_(depth < 0 ? 0 : depth) {} BoxF(const Point3F& origin, float width, float height, float depth) : origin_(origin), width_(width < 0 ? 0 : width), height_(height < 0 ? 0 : height), depth_(depth < 0 ? 0 : depth) {} ~BoxF() {} void SetBox(float width, float height, float depth) { origin_.SetPoint(0, 0, 0); set_width(width); set_height(height); set_depth(depth); } void SetBox(const Point3F& origin, float width, float height, float depth) { set_origin(origin); set_width(width); set_height(height); set_depth(depth); } // Scales all three axes by the given scale. void Scale(float scale) { Scale(scale, scale, scale); } // Scales each axis by the corresponding given scale. void Scale(float x_scale, float y_scale, float z_scale) { origin_.Scale(x_scale, y_scale, z_scale); set_size(width_ * x_scale, height_ * y_scale, depth_ * z_scale); } // Moves the box by the specified distance in each dimension. void operator+=(const Vector3dF& offset) { origin_ += offset; } // Returns true if the box has no interior points. bool IsEmpty() const; // Computes the union of this box with the given box. The union is the // smallest box that contains both boxes. void Union(const BoxF& box); std::string ToString() const; float x() const { return origin_.x(); } void set_x(float x) { origin_.set_x(x); } float y() const { return origin_.y(); } void set_y(float y) { origin_.set_y(y); } float z() const { return origin_.z(); } void set_z(float z) { origin_.set_z(z); } float width() const { return width_; } void set_width(float width) { width_ = width < 0 ? 0 : width; } float height() const { return height_; } void set_height(float height) { height_ = height < 0 ? 0 : height; } float depth() const { return depth_; } void set_depth(float depth) { depth_ = depth < 0 ? 0 : depth; } float right() const { return x() + width(); } float bottom() const { return y() + height(); } float front() const { return z() + depth(); } void set_size(float width, float height, float depth) { width_ = width < 0 ? 0 : width; height_ = height < 0 ? 0 : height; depth_ = depth < 0 ? 0 : depth; } const Point3F& origin() const { return origin_; } void set_origin(const Point3F& origin) { origin_ = origin; } // Expands |this| to contain the given point, if necessary. Please note, even // if |this| is empty, after the function |this| will continue to contain its // |origin_|. void ExpandTo(const Point3F& point); // Expands |this| to contain the given box, if necessary. Please note, even // if |this| is empty, after the function |this| will continue to contain its // |origin_|. void ExpandTo(const BoxF& box); private: // Expands the box to contain the two given points. It is required that each // component of |min| is less than or equal to the corresponding component in // |max|. Precisely, what this function does is ensure that after the function // completes, |this| contains origin_, min, max, and origin_ + (width_, // height_, depth_), even if the box is empty. Emptiness checks are handled in // the public function Union. void ExpandTo(const Point3F& min, const Point3F& max); Point3F origin_; float width_; float height_; float depth_; }; BoxF UnionBoxes(const BoxF& a, const BoxF& b); inline BoxF ScaleBox(const BoxF& b, float x_scale, float y_scale, float z_scale) { return BoxF(ScalePoint(b.origin(), x_scale, y_scale, z_scale), b.width() * x_scale, b.height() * y_scale, b.depth() * z_scale); } inline BoxF ScaleBox(const BoxF& b, float scale) { return ScaleBox(b, scale, scale, scale); } inline bool operator==(const BoxF& a, const BoxF& b) { return a.origin() == b.origin() && a.width() == b.width() && a.height() == b.height() && a.depth() == b.depth(); } inline bool operator!=(const BoxF& a, const BoxF& b) { return !(a == b); } inline BoxF operator+(const BoxF& b, const Vector3dF& v) { return BoxF(b.origin() + v, b.width(), b.height(), b.depth()); } } // namespace math } // namespace cobalt #endif // COBALT_MATH_BOX_F_H_