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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 UI_GFX_BOX_F_H_
#define UI_GFX_BOX_F_H_
#include "ui/gfx/point3_f.h"
#include "ui/gfx/vector3d_f.h"
namespace gfx {
// A 3d version of gfx::RectF, with the positive z-axis pointed towards
// the camera.
class GFX_EXPORT 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(float x, float y, float z, float width, float height, float depth)
: origin_(x, y, z),
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() {}
// 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_;
};
GFX_EXPORT 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(b.x() * x_scale,
b.y() * y_scale,
b.z() * 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.x() + v.x(),
b.y() + v.y(),
b.z() + v.z(),
b.width(),
b.height(),
b.depth());
}
} // namespace gfx
#endif // UI_GFX_BOX_F_H_
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