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155 lines
4.6 KiB
C++
155 lines
4.6 KiB
C++
/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*-
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* ***** BEGIN LICENSE BLOCK *****
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* Version: MPL 1.1/GPL 2.0/LGPL 2.1
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*
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* The contents of this file are subject to the Mozilla Public License Version
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* 1.1 (the "License"); you may not use this file except in compliance with
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* the License. You may obtain a copy of the License at
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* http://www.mozilla.org/MPL/
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*
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* Software distributed under the License is distributed on an "AS IS" basis,
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* WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License
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* for the specific language governing rights and limitations under the
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* License.
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*
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* The Original Code is Mozilla Corporation code.
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*
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* The Initial Developer of the Original Code is Mozilla Foundation.
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* Portions created by the Initial Developer are Copyright (C) 2011
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* the Initial Developer. All Rights Reserved.
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*
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* Contributor(s):
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* Matt Woodrow <mwoodrow@mozilla.com>
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*
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* Alternatively, the contents of this file may be used under the terms of
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* either the GNU General Public License Version 2 or later (the "GPL"), or
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* the GNU Lesser General Public License Version 2.1 or later (the "LGPL"),
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* in which case the provisions of the GPL or the LGPL are applicable instead
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* of those above. If you wish to allow use of your version of this file only
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* under the terms of either the GPL or the LGPL, and not to allow others to
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* use your version of this file under the terms of the MPL, indicate your
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* decision by deleting the provisions above and replace them with the notice
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* and other provisions required by the GPL or the LGPL. If you do not delete
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* the provisions above, a recipient may use your version of this file under
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* the terms of any one of the MPL, the GPL or the LGPL.
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*
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* ***** END LICENSE BLOCK ***** */
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#ifndef MOZILLA_BASEPOINT4D_H_
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#define MOZILLA_BASEPOINT4D_H_
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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 BasePoint4D {
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T x, y, z, w;
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// Constructors
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BasePoint4D() : x(0), y(0), z(0), w(0) {}
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BasePoint4D(T aX, T aY, T aZ, T aW) : x(aX), y(aY), z(aZ), w(aW) {}
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void MoveTo(T aX, T aY, T aZ, T aW) { x = aX; y = aY; z = aZ; w = aW; }
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void MoveBy(T aDx, T aDy, T aDz, T aDw) { x += aDx; y += aDy; z += aDz; w += aDw; }
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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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bool operator==(const Sub& aPoint) const {
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return x == aPoint.x && y == aPoint.y &&
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z == aPoint.z && w == aPoint.w;
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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 ||
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z != aPoint.z || w != aPoint.w;
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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, w + aPoint.w);
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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, w - aPoint.w);
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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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w += aPoint.w;
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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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w -= aPoint.w;
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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, w * 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, w / 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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w *= 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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w /= 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, -w);
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}
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T& operator[](int aIndex) {
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NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid array index");
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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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NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid array index");
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return *((&x)+aIndex);
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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 + w * aPoint.w;
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}
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// Ignores the 4th component!
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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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0);
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}
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T Length() const {
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return sqrt(x*x + y*y + z*z + w*w);
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}
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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_BASEPOINT4D_H_ */
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