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https://github.com/flutter/flutter.git
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181 lines
5.0 KiB
C++
181 lines
5.0 KiB
C++
/*
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* Copyright (c) 2014, Google Inc. All rights reserved.
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*
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* Redistribution and use in source and binary forms, with or without
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* modification, are permitted provided that the following conditions are
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* met:
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*
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* * Redistributions of source code must retain the above copyright
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* notice, this list of conditions and the following disclaimer.
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* * Redistributions in binary form must reproduce the above
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* copyright notice, this list of conditions and the following disclaimer
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* in the documentation and/or other materials provided with the
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* distribution.
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* * Neither the name of Google Inc. nor the names of its
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* contributors may be used to endorse or promote products derived from
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* this software without specific prior written permission.
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*
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* THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
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* "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
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* LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
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* A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
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* OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
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* SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
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* LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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* DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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* THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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* (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
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* OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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*/
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#ifndef SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_
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#define SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_
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#include <cmath>
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#include "flutter/sky/engine/platform/geometry/FloatPoint3D.h"
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namespace blink {
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class FloatBox {
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public:
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FloatBox()
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: m_x(0)
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, m_y(0)
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, m_z(0)
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, m_width(0)
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, m_height(0)
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, m_depth(0)
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{
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}
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FloatBox(float x, float y, float z, float width, float height, float depth)
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: m_x(x)
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, m_y(y)
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, m_z(z)
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, m_width(width)
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, m_height(height)
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, m_depth(depth)
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{
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}
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FloatBox(const FloatBox& box)
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: m_x(box.x())
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, m_y(box.y())
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, m_z(box.z())
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, m_width(box.width())
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, m_height(box.height())
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, m_depth(box.depth())
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{
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}
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void setOrigin(const FloatPoint3D& origin)
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{
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m_x = origin.x();
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m_y = origin.y();
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m_z = origin.z();
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}
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void setSize(const FloatPoint3D& origin)
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{
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ASSERT(origin.x() >= 0);
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ASSERT(origin.y() >= 0);
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ASSERT(origin.z() >= 0);
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m_width = origin.x();
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m_height = origin.y();
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m_depth = origin.z();
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}
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void move(const FloatPoint3D& location)
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{
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m_x += location.x();
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m_y += location.y();
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m_z += location.z();
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}
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void flatten()
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{
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m_z = 0;
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m_depth = 0;
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}
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void expandTo(const FloatPoint3D& low, const FloatPoint3D& high)
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{
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ASSERT(low.x() <= high.x());
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ASSERT(low.y() <= high.y());
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ASSERT(low.z() <= high.z());
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float minX = std::min(m_x, low.x());
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float minY = std::min(m_y, low.y());
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float minZ = std::min(m_z, low.z());
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float maxX = std::max(right(), high.x());
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float maxY = std::max(bottom(), high.y());
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float maxZ = std::max(front(), high.z());
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m_x = minX;
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m_y = minY;
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m_z = minZ;
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m_width = maxX - minX;
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m_height = maxY - minY;
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m_depth = maxZ - minZ;
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}
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void expandTo(const FloatPoint3D& point)
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{
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expandTo(point, point);
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}
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void expandTo(const FloatBox& box)
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{
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expandTo(FloatPoint3D(box.x(), box.y(), box.z()), FloatPoint3D(box.right(), box.bottom(), box.front()));
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}
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void unionBounds(const FloatBox& box)
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{
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if (box.isEmpty())
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return;
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if (isEmpty()) {
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*this = box;
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return;
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}
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expandTo(box);
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}
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bool isEmpty() const { return (m_width <= 0 && m_height <= 0) || (m_width <= 0 && m_depth <= 0) || (m_height <= 0 && m_depth <= 0); }
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float right() const { return m_x + m_width; }
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float bottom() const { return m_y + m_height; }
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float front() const { return m_z + m_depth; }
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float x() const { return m_x; }
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float y() const { return m_y; }
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float z() const { return m_z; }
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float width() const { return m_width; }
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float height() const { return m_height; }
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float depth() const { return m_depth; }
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private:
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float m_x;
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float m_y;
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float m_z;
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float m_width;
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float m_height;
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float m_depth;
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};
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inline bool operator==(const FloatBox& a, const FloatBox& b)
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{
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return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() && a.width() == b.width()
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&& a.height() == b.height() && a.depth() == b.depth();
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}
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inline bool operator!=(const FloatBox& a, const FloatBox& b)
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{
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return !(a == b);
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}
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} // namespace WebKit
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#endif // SKY_ENGINE_PLATFORM_GEOMETRY_FLOATBOX_H_
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