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+/*
+ * 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