2011-08-03 07:04:20 +04:00
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/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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2012-05-21 15:12:37 +04:00
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* This Source Code Form is subject to the terms of the Mozilla Public
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* License, v. 2.0. If a copy of the MPL was not distributed with this
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* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
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2011-08-03 07:04:20 +04:00
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#ifndef MOZILLA_BASEPOINT3D_H_
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#define MOZILLA_BASEPOINT3D_H_
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2013-11-20 20:20:50 +04:00
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#include "mozilla/Assertions.h"
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2013-08-12 03:15:10 +04:00
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2011-08-03 07:04:20 +04:00
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namespace mozilla {
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namespace gfx {
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/**
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* Do not use this class directly. Subclass it, pass that subclass as the
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* Sub parameter, and only use that subclass. This allows methods to safely
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* cast 'this' to 'Sub*'.
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*/
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template <class T, class Sub>
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struct BasePoint3D {
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T x, y, z;
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// Constructors
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BasePoint3D() : x(0), y(0), z(0) {}
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BasePoint3D(T aX, T aY, T aZ) : x(aX), y(aY), z(aZ) {}
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void MoveTo(T aX, T aY, T aZ) { x = aX; y = aY; z = aZ; }
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void MoveBy(T aDx, T aDy, T aDz) { x += aDx; y += aDy; z += aDz; }
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// Note that '=' isn't defined so we'll get the
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// compiler generated default assignment operator
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2011-08-27 04:06:03 +04:00
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T& operator[](int aIndex) {
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2013-11-20 20:20:50 +04:00
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MOZ_ASSERT(aIndex >= 0 && aIndex <= 2);
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2011-08-27 04:06:03 +04:00
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return *((&x)+aIndex);
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}
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const T& operator[](int aIndex) const {
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2013-11-20 20:20:50 +04:00
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MOZ_ASSERT(aIndex >= 0 && aIndex <= 2);
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2011-08-27 04:06:03 +04:00
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return *((&x)+aIndex);
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}
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2011-08-03 07:04:20 +04:00
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bool operator==(const Sub& aPoint) const {
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return x == aPoint.x && y == aPoint.y && z == aPoint.z;
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}
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bool operator!=(const Sub& aPoint) const {
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return x != aPoint.x || y != aPoint.y || z != aPoint.z;
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}
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Sub operator+(const Sub& aPoint) const {
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return Sub(x + aPoint.x, y + aPoint.y, z + aPoint.z);
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}
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Sub operator-(const Sub& aPoint) const {
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return Sub(x - aPoint.x, y - aPoint.y, z - aPoint.z);
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}
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Sub& operator+=(const Sub& aPoint) {
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x += aPoint.x;
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y += aPoint.y;
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z += aPoint.z;
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return *static_cast<Sub*>(this);
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}
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Sub& operator-=(const Sub& aPoint) {
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x -= aPoint.x;
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y -= aPoint.y;
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z -= aPoint.z;
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return *static_cast<Sub*>(this);
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}
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Sub operator*(T aScale) const {
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return Sub(x * aScale, y * aScale, z * aScale);
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}
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Sub operator/(T aScale) const {
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return Sub(x / aScale, y / aScale, z / aScale);
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}
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Sub& operator*=(T aScale) {
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x *= aScale;
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y *= aScale;
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z *= aScale;
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return *static_cast<Sub*>(this);
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}
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Sub& operator/=(T aScale) {
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x /= aScale;
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y /= aScale;
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z /= aScale;
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return *static_cast<Sub*>(this);
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}
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Sub operator-() const {
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return Sub(-x, -y, -z);
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}
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Sub CrossProduct(const Sub& aPoint) const {
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return Sub(y * aPoint.z - aPoint.y * z,
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z * aPoint.x - aPoint.z * x,
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x * aPoint.y - aPoint.x * y);
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}
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T DotProduct(const Sub& aPoint) const {
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return x * aPoint.x + y * aPoint.y + z * aPoint.z;
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}
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T Length() const {
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return sqrt(x*x + y*y + z*z);
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}
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// Invalid for points with distance from origin of 0.
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void Normalize() {
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*this /= Length();
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}
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};
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}
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}
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#endif /* MOZILLA_BASEPOINT3D_H_ */
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