/* -*- 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 (std::isinf(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_ */