/* * Copyright (c) 2014, 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: * * * Redistributions of source code must retain the above copyright * notice, this list of conditions and the following disclaimer. * * 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. * * Neither the name of Google Inc. 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 THE COPYRIGHT HOLDERS AND 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 THE COPYRIGHT * OWNER OR 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 SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_ #define SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_ #include #include "sky/engine/platform/geometry/FloatPoint3D.h" namespace blink { class FloatBox { public: FloatBox() : m_x(0) , m_y(0) , m_z(0) , m_width(0) , m_height(0) , m_depth(0) { } FloatBox(float x, float y, float z, float width, float height, float depth) : m_x(x) , m_y(y) , m_z(z) , m_width(width) , m_height(height) , m_depth(depth) { } FloatBox(const FloatBox& box) : m_x(box.x()) , m_y(box.y()) , m_z(box.z()) , m_width(box.width()) , m_height(box.height()) , m_depth(box.depth()) { } void setOrigin(const FloatPoint3D& origin) { m_x = origin.x(); m_y = origin.y(); m_z = origin.z(); } void setSize(const FloatPoint3D& origin) { ASSERT(origin.x() >= 0); ASSERT(origin.y() >= 0); ASSERT(origin.z() >= 0); m_width = origin.x(); m_height = origin.y(); m_depth = origin.z(); } void move(const FloatPoint3D& location) { m_x += location.x(); m_y += location.y(); m_z += location.z(); } void flatten() { m_z = 0; m_depth = 0; } void expandTo(const FloatPoint3D& low, const FloatPoint3D& high) { ASSERT(low.x() <= high.x()); ASSERT(low.y() <= high.y()); ASSERT(low.z() <= high.z()); float minX = std::min(m_x, low.x()); float minY = std::min(m_y, low.y()); float minZ = std::min(m_z, low.z()); float maxX = std::max(right(), high.x()); float maxY = std::max(bottom(), high.y()); float maxZ = std::max(front(), high.z()); m_x = minX; m_y = minY; m_z = minZ; m_width = maxX - minX; m_height = maxY - minY; m_depth = maxZ - minZ; } void expandTo(const FloatPoint3D& point) { expandTo(point, point); } void expandTo(const FloatBox& box) { expandTo(FloatPoint3D(box.x(), box.y(), box.z()), FloatPoint3D(box.right(), box.bottom(), box.front())); } void unionBounds(const FloatBox& box) { if (box.isEmpty()) return; if (isEmpty()) { *this = box; return; } expandTo(box); } bool isEmpty() const { return (m_width <= 0 && m_height <= 0) || (m_width <= 0 && m_depth <= 0) || (m_height <= 0 && m_depth <= 0); } float right() const { return m_x + m_width; } float bottom() const { return m_y + m_height; } float front() const { return m_z + m_depth; } float x() const { return m_x; } float y() const { return m_y; } float z() const { return m_z; } float width() const { return m_width; } float height() const { return m_height; } float depth() const { return m_depth; } private: float m_x; float m_y; float m_z; float m_width; float m_height; float m_depth; }; inline bool operator==(const FloatBox& a, const FloatBox& b) { return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() && a.width() == b.width() && a.height() == b.height() && a.depth() == b.depth(); } inline bool operator!=(const FloatBox& a, const FloatBox& b) { return !(a == b); } } // namespace WebKit #endif // SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_