gecko-dev/gfx/2d/BasePoint3D.h
Boris Chiou ffa1da7545 Bug 1467277 - Avoid getting zero normalized vector of rotate3d when setting a rotate matrix. r=nical
For example, if we set a transform to rotate3d(0, 0, 1e50, 45deg), the
expected normalized rotate axis is (0, 0, 1).
However, the length is larger than the maximum of float, so the actual value is
(0/inf, 0/inf, 1e50/inf) == (0, 0, 0). Therefore, we scale the vector before
doing normalization to avoid getting a zero vector.

MozReview-Commit-ID: 5LUDWD4RuNj

--HG--
extra : rebase_source : eb82f0b3979bf6ea3cd11b643ebb30a49edc24f8
2018-07-05 15:40:39 -07:00

140 lines
3.5 KiB
C++

/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */
/* vim: set ts=8 sts=2 et sw=2 tw=80: */
/* This Source Code Form is subject to the terms of the Mozilla Public
* License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
#ifndef MOZILLA_BASEPOINT3D_H_
#define MOZILLA_BASEPOINT3D_H_
#include "mozilla/Assertions.h"
namespace mozilla {
namespace gfx {
/**
* Do not use this class directly. Subclass it, pass that subclass as the
* Sub parameter, and only use that subclass. This allows methods to safely
* cast 'this' to 'Sub*'.
*/
template <class T, class Sub>
struct BasePoint3D {
union {
struct {
T x, y, z;
};
T components[3];
};
// Constructors
BasePoint3D() : x(0), y(0), z(0) {}
BasePoint3D(T aX, T aY, T aZ) : x(aX), y(aY), z(aZ) {}
void MoveTo(T aX, T aY, T aZ) { x = aX; y = aY; z = aZ; }
void MoveBy(T aDx, T aDy, T aDz) { x += aDx; y += aDy; z += aDz; }
// Note that '=' isn't defined so we'll get the
// compiler generated default assignment operator
T& operator[](int aIndex) {
MOZ_ASSERT(aIndex >= 0 && aIndex <= 2);
return *((&x)+aIndex);
}
const T& operator[](int aIndex) const {
MOZ_ASSERT(aIndex >= 0 && aIndex <= 2);
return *((&x)+aIndex);
}
bool operator==(const Sub& aPoint) const {
return x == aPoint.x && y == aPoint.y && z == aPoint.z;
}
bool operator!=(const Sub& aPoint) const {
return x != aPoint.x || y != aPoint.y || z != aPoint.z;
}
Sub operator+(const Sub& aPoint) const {
return Sub(x + aPoint.x, y + aPoint.y, z + aPoint.z);
}
Sub operator-(const Sub& aPoint) const {
return Sub(x - aPoint.x, y - aPoint.y, z - aPoint.z);
}
Sub& operator+=(const Sub& aPoint) {
x += aPoint.x;
y += aPoint.y;
z += aPoint.z;
return *static_cast<Sub*>(this);
}
Sub& operator-=(const Sub& aPoint) {
x -= aPoint.x;
y -= aPoint.y;
z -= aPoint.z;
return *static_cast<Sub*>(this);
}
Sub operator*(T aScale) const {
return Sub(x * aScale, y * aScale, z * aScale);
}
Sub operator/(T aScale) const {
return Sub(x / aScale, y / aScale, z / aScale);
}
Sub& operator*=(T aScale) {
x *= aScale;
y *= aScale;
z *= aScale;
return *static_cast<Sub*>(this);
}
Sub& operator/=(T aScale) {
x /= aScale;
y /= aScale;
z /= aScale;
return *static_cast<Sub*>(this);
}
Sub operator-() const {
return Sub(-x, -y, -z);
}
Sub CrossProduct(const Sub& aPoint) const {
return Sub(y * aPoint.z - aPoint.y * z,
z * aPoint.x - aPoint.z * x,
x * aPoint.y - aPoint.x * y);
}
T DotProduct(const Sub& aPoint) const {
return x * aPoint.x + y * aPoint.y + z * aPoint.z;
}
T Length() const {
return sqrt(x*x + y*y + z*z);
}
// Invalid for points with distance from origin of 0.
void Normalize() {
*this /= Length();
}
void RobustNormalize() {
// If the distance is infinite, we scale it by 1/(the maximum value of T)
// before doing normalization, so we can avoid getting a zero point.
T length = Length();
if (mozilla::IsInfinite(length)) {
*this /= std::numeric_limits<T>::max();
length = Length();
}
*this /= length;
}
friend std::ostream& operator<<(std::ostream& stream, const BasePoint3D<T, Sub>& aPoint) {
return stream << '(' << aPoint.x << ',' << aPoint.y << ',' << aPoint.z << ')';
}
};
} // namespace gfx
} // namespace mozilla
#endif /* MOZILLA_BASEPOINT3D_H_ */