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+/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
+/* vim: set ts=8 sts=2 et sw=2 tw=80: */
+/* This Source Code Form is subject to the terms of the Mozilla Public
+ * License, v. 2.0. If a copy of the MPL was not distributed with this
+ * file, You can obtain one at http://mozilla.org/MPL/2.0/. */
+
+#ifndef MOZILLA_BASEPOINT3D_H_
+#define MOZILLA_BASEPOINT3D_H_
+
+#include "mozilla/Assertions.h"
+
+namespace mozilla {
+namespace gfx {
+
+/**
+ * Do not use this class directly. Subclass it, pass that subclass as the
+ * Sub parameter, and only use that subclass. This allows methods to safely
+ * cast 'this' to 'Sub*'.
+ */
+template <class T, class Sub>
+struct BasePoint3D {
+ union {
+ struct {
+ T x, y, z;
+ };
+ T components[3];
+ };
+
+ // Constructors
+ BasePoint3D() : x(0), y(0), z(0) {}
+ BasePoint3D(T aX, T aY, T aZ) : x(aX), y(aY), z(aZ) {}
+
+ void MoveTo(T aX, T aY, T aZ) {
+ x = aX;
+ y = aY;
+ z = aZ;
+ }
+ void MoveBy(T aDx, T aDy, T aDz) {
+ x += aDx;
+ y += aDy;
+ z += aDz;
+ }
+
+ // Note that '=' isn't defined so we'll get the
+ // compiler generated default assignment operator
+
+ T& operator[](int aIndex) {
+ MOZ_ASSERT(aIndex >= 0 && aIndex <= 2);
+ return *((&x) + aIndex);
+ }
+
+ const T& operator[](int aIndex) const {
+ MOZ_ASSERT(aIndex >= 0 && aIndex <= 2);
+ return *((&x) + aIndex);
+ }
+
+ bool operator==(const Sub& aPoint) const {
+ return x == aPoint.x && y == aPoint.y && z == aPoint.z;
+ }
+ bool operator!=(const Sub& aPoint) const {
+ return x != aPoint.x || y != aPoint.y || z != aPoint.z;
+ }
+
+ Sub operator+(const Sub& aPoint) const {
+ return Sub(x + aPoint.x, y + aPoint.y, z + aPoint.z);
+ }
+ Sub operator-(const Sub& aPoint) const {
+ return Sub(x - aPoint.x, y - aPoint.y, z - aPoint.z);
+ }
+ Sub& operator+=(const Sub& aPoint) {
+ x += aPoint.x;
+ y += aPoint.y;
+ z += aPoint.z;
+ return *static_cast<Sub*>(this);
+ }
+ Sub& operator-=(const Sub& aPoint) {
+ x -= aPoint.x;
+ y -= aPoint.y;
+ z -= aPoint.z;
+ return *static_cast<Sub*>(this);
+ }
+
+ Sub operator*(T aScale) const {
+ return Sub(x * aScale, y * aScale, z * aScale);
+ }
+ Sub operator/(T aScale) const {
+ return Sub(x / aScale, y / aScale, z / aScale);
+ }
+
+ Sub& operator*=(T aScale) {
+ x *= aScale;
+ y *= aScale;
+ z *= aScale;
+ return *static_cast<Sub*>(this);
+ }
+
+ Sub& operator/=(T aScale) {
+ x /= aScale;
+ y /= aScale;
+ z /= aScale;
+ return *static_cast<Sub*>(this);
+ }
+
+ Sub operator-() const { return Sub(-x, -y, -z); }
+
+ Sub CrossProduct(const Sub& aPoint) const {
+ return Sub(y * aPoint.z - aPoint.y * z, z * aPoint.x - aPoint.z * x,
+ x * aPoint.y - aPoint.x * y);
+ }
+
+ T DotProduct(const Sub& aPoint) const {
+ return x * aPoint.x + y * aPoint.y + z * aPoint.z;
+ }
+
+ T Length() const { return sqrt(x * x + y * y + z * z); }
+
+ // Invalid for points with distance from origin of 0.
+ void Normalize() { *this /= Length(); }
+
+ void RobustNormalize() {
+ // If the distance is infinite, we scale it by 1/(the maximum value of T)
+ // before doing normalization, so we can avoid getting a zero point.
+ T length = Length();
+ if (std::isinf(length)) {
+ *this /= std::numeric_limits<T>::max();
+ length = Length();
+ }
+
+ *this /= length;
+ }
+
+ friend std::ostream& operator<<(std::ostream& stream,
+ const BasePoint3D<T, Sub>& aPoint) {
+ return stream << '(' << aPoint.x << ',' << aPoint.y << ',' << aPoint.z
+ << ')';
+ }
+};
+
+} // namespace gfx
+} // namespace mozilla
+
+#endif /* MOZILLA_BASEPOINT3D_H_ */