| /* |
| * Copyright (C) 2010 Google Inc. All rights reserved. |
| * |
| * Redistribution and use in source and binary forms, with or without |
| * modification, are permitted provided that the following conditions |
| * are met: |
| * |
| * 1. Redistributions of source code must retain the above copyright |
| * notice, this list of conditions and the following disclaimer. |
| * 2. Redistributions in binary form must reproduce the above copyright |
| * notice, this list of conditions and the following disclaimer in the |
| * documentation and/or other materials provided with the distribution. |
| * 3. Neither the name of Apple Computer, Inc. ("Apple") nor the names of |
| * its contributors may be used to endorse or promote products derived |
| * from this software without specific prior written permission. |
| * |
| * THIS SOFTWARE IS PROVIDED BY APPLE AND ITS CONTRIBUTORS "AS IS" AND ANY |
| * EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED |
| * WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE |
| * DISCLAIMED. IN NO EVENT SHALL APPLE OR ITS CONTRIBUTORS BE LIABLE FOR ANY |
| * DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES |
| * (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; |
| * LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND |
| * ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT |
| * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF |
| * THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
| */ |
| |
| #ifndef Vector3_h |
| #define Vector3_h |
| |
| #include <math.h> |
| |
| namespace WebCore { |
| |
| class Vector3 { |
| public: |
| Vector3() |
| : m_x(0.0) |
| , m_y(0.0) |
| , m_z(0.0) |
| { |
| } |
| |
| Vector3(double x, double y, double z) |
| : m_x(x) |
| , m_y(y) |
| , m_z(z) |
| { |
| } |
| |
| Vector3(const float p[3]) |
| : m_x(p[0]) |
| , m_y(p[1]) |
| , m_z(p[2]) |
| { |
| } |
| |
| Vector3(const double p[3]) |
| : m_x(p[0]) |
| , m_y(p[1]) |
| , m_z(p[2]) |
| { |
| } |
| |
| double abs() const |
| { |
| return sqrt(m_x * m_x + m_y * m_y + m_z * m_z); |
| } |
| |
| bool isZero() const |
| { |
| return !m_x && !m_y && !m_z; |
| } |
| |
| void normalize() |
| { |
| double absValue = abs(); |
| if (!absValue) |
| return; |
| |
| double k = 1.0 / absValue; |
| m_x *= k; |
| m_y *= k; |
| m_z *= k; |
| } |
| |
| double x() const { return m_x; } |
| double y() const { return m_y; } |
| double z() const { return m_z; } |
| |
| private: |
| double m_x; |
| double m_y; |
| double m_z; |
| }; |
| |
| inline Vector3 operator+(const Vector3& v1, const Vector3& v2) |
| { |
| return Vector3(v1.x() + v2.x(), v1.y() + v2.y(), v1.z() + v2.z()); |
| } |
| |
| inline Vector3 operator-(const Vector3& v1, const Vector3& v2) |
| { |
| return Vector3(v1.x() - v2.x(), v1.y() - v2.y(), v1.z() - v2.z()); |
| } |
| |
| inline Vector3 operator*(double k, const Vector3& v) |
| { |
| return Vector3(k * v.x(), k * v.y(), k * v.z()); |
| } |
| |
| inline Vector3 operator*(const Vector3& v, double k) |
| { |
| return Vector3(k * v.x(), k * v.y(), k * v.z()); |
| } |
| |
| inline double dot(const Vector3& v1, const Vector3& v2) |
| { |
| return v1.x() * v2.x() + v1.y() * v2.y() + v1.z() * v2.z(); |
| } |
| |
| inline Vector3 cross(const Vector3& v1, const Vector3& v2) |
| { |
| double x3 = v1.y() * v2.z() - v1.z() * v2.y(); |
| double y3 = v1.z() * v2.x() - v1.x() * v2.z(); |
| double z3 = v1.x() * v2.y() - v1.y() * v2.x(); |
| return Vector3(x3, y3, z3); |
| } |
| |
| inline double distance(const Vector3& v1, const Vector3& v2) |
| { |
| return (v1 - v2).abs(); |
| } |
| |
| } // WebCore |
| |
| #endif // Vector3_h |