// Copyright 2013 The Chromium Authors. All rights reserved. // Use of this source code is governed by a BSD-style license that can be // found in the LICENSE file. #ifndef UI_GFX_GEOMETRY_BOX_F_H_ #define UI_GFX_GEOMETRY_BOX_F_H_ #include #include #include "ui/gfx/geometry/point3_f.h" #include "ui/gfx/geometry/vector3d_f.h" namespace gfx { // A 3d version of gfx::RectF, with the positive z-axis pointed towards // the camera. class GFX_EXPORT BoxF { public: constexpr BoxF() : BoxF(0, 0, 0) {} constexpr BoxF(float width, float height, float depth) : BoxF(0, 0, 0, width, height, depth) {} constexpr BoxF(float x, float y, float z, float width, float height, float depth) : BoxF(Point3F(x, y, z), width, height, depth) {} constexpr BoxF(const Point3F& origin, float width, float height, float depth) : origin_(origin), width_(width >= 0 ? width : 0), height_(height >= 0 ? height : 0), depth_(depth >= 0 ? depth : 0) {} // Scales all three axes by the given scale. void Scale(float scale) { Scale(scale, scale, scale); } // Scales each axis by the corresponding given scale. void Scale(float x_scale, float y_scale, float z_scale) { origin_.Scale(x_scale, y_scale, z_scale); set_size(width_ * x_scale, height_ * y_scale, depth_ * z_scale); } // Moves the box by the specified distance in each dimension. void operator+=(const Vector3dF& offset) { origin_ += offset; } // Returns true if the box has no interior points. bool IsEmpty() const; // Computes the union of this box with the given box. The union is the // smallest box that contains both boxes. void Union(const BoxF& box); std::string ToString() const; constexpr float x() const { return origin_.x(); } void set_x(float x) { origin_.set_x(x); } constexpr float y() const { return origin_.y(); } void set_y(float y) { origin_.set_y(y); } constexpr float z() const { return origin_.z(); } void set_z(float z) { origin_.set_z(z); } constexpr float width() const { return width_; } void set_width(float width) { width_ = width < 0 ? 0 : width; } constexpr float height() const { return height_; } void set_height(float height) { height_ = height < 0 ? 0 : height; } constexpr float depth() const { return depth_; } void set_depth(float depth) { depth_ = depth < 0 ? 0 : depth; } constexpr float right() const { return x() + width(); } constexpr float bottom() const { return y() + height(); } constexpr float front() const { return z() + depth(); } void set_size(float width, float height, float depth) { width_ = width < 0 ? 0 : width; height_ = height < 0 ? 0 : height; depth_ = depth < 0 ? 0 : depth; } constexpr const Point3F& origin() const { return origin_; } void set_origin(const Point3F& origin) { origin_ = origin; } // Expands |this| to contain the given point, if necessary. Please note, even // if |this| is empty, after the function |this| will continue to contain its // |origin_|. void ExpandTo(const Point3F& point); // Expands |this| to contain the given box, if necessary. Please note, even // if |this| is empty, after the function |this| will continue to contain its // |origin_|. void ExpandTo(const BoxF& box); private: // Expands the box to contain the two given points. It is required that each // component of |min| is less than or equal to the corresponding component in // |max|. Precisely, what this function does is ensure that after the function // completes, |this| contains origin_, min, max, and origin_ + (width_, // height_, depth_), even if the box is empty. Emptiness checks are handled in // the public function Union. void ExpandTo(const Point3F& min, const Point3F& max); Point3F origin_; float width_; float height_; float depth_; }; GFX_EXPORT BoxF UnionBoxes(const BoxF& a, const BoxF& b); inline BoxF ScaleBox(const BoxF& b, float x_scale, float y_scale, float z_scale) { return BoxF(b.x() * x_scale, b.y() * y_scale, b.z() * z_scale, b.width() * x_scale, b.height() * y_scale, b.depth() * z_scale); } inline BoxF ScaleBox(const BoxF& b, float scale) { return ScaleBox(b, scale, scale, scale); } inline bool operator==(const BoxF& a, const BoxF& b) { return a.origin() == b.origin() && a.width() == b.width() && a.height() == b.height() && a.depth() == b.depth(); } inline bool operator!=(const BoxF& a, const BoxF& b) { return !(a == b); } inline BoxF operator+(const BoxF& b, const Vector3dF& v) { return BoxF(b.x() + v.x(), b.y() + v.y(), b.z() + v.z(), b.width(), b.height(), b.depth()); } // This is declared here for use in gtest-based unit tests but is defined in // the //ui/gfx:test_support target. Depend on that to use this in your unit // test. This should not be used in production code - call ToString() instead. void PrintTo(const BoxF& box, ::std::ostream* os); } // namespace gfx #endif // UI_GFX_GEOMETRY_BOX_F_H_