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109 lines
2.9 KiB
109 lines
2.9 KiB
// Copyright (c) 2012 The Chromium Authors. All rights reserved.
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// Use of this source code is governed by a BSD-style license that can be
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// found in the LICENSE file.
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#include "ui/gfx/geometry/vector3d_f.h"
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#include <cmath>
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#include "base/strings/stringprintf.h"
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#include "ui/gfx/geometry/angle_conversions.h"
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namespace {
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const double kEpsilon = 1.0e-6;
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}
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namespace gfx {
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std::string Vector3dF::ToString() const {
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return base::StringPrintf("[%f %f %f]", x_, y_, z_);
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}
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bool Vector3dF::IsZero() const {
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return x_ == 0 && y_ == 0 && z_ == 0;
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}
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void Vector3dF::Add(const Vector3dF& other) {
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x_ += other.x_;
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y_ += other.y_;
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z_ += other.z_;
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}
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void Vector3dF::Subtract(const Vector3dF& other) {
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x_ -= other.x_;
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y_ -= other.y_;
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z_ -= other.z_;
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}
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double Vector3dF::LengthSquared() const {
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return static_cast<double>(x_) * x_ + static_cast<double>(y_) * y_ +
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static_cast<double>(z_) * z_;
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}
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float Vector3dF::Length() const {
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return static_cast<float>(std::sqrt(LengthSquared()));
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}
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void Vector3dF::Scale(float x_scale, float y_scale, float z_scale) {
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x_ *= x_scale;
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y_ *= y_scale;
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z_ *= z_scale;
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}
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void Vector3dF::Cross(const Vector3dF& other) {
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double dx = x_;
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double dy = y_;
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double dz = z_;
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float x = static_cast<float>(dy * other.z() - dz * other.y());
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float y = static_cast<float>(dz * other.x() - dx * other.z());
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float z = static_cast<float>(dx * other.y() - dy * other.x());
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x_ = x;
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y_ = y;
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z_ = z;
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}
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bool Vector3dF::GetNormalized(Vector3dF* out) const {
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double length_squared = LengthSquared();
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*out = *this;
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if (length_squared < kEpsilon * kEpsilon)
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return false;
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out->Scale(1 / sqrt(length_squared));
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return true;
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}
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float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs) {
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return lhs.x() * rhs.x() + lhs.y() * rhs.y() + lhs.z() * rhs.z();
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}
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Vector3dF ScaleVector3d(const Vector3dF& v,
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float x_scale,
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float y_scale,
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float z_scale) {
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Vector3dF scaled_v(v);
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scaled_v.Scale(x_scale, y_scale, z_scale);
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return scaled_v;
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}
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float AngleBetweenVectorsInDegrees(const gfx::Vector3dF& base,
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const gfx::Vector3dF& other) {
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return gfx::RadToDeg(
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std::acos(gfx::DotProduct(base, other) / base.Length() / other.Length()));
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}
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float ClockwiseAngleBetweenVectorsInDegrees(const gfx::Vector3dF& base,
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const gfx::Vector3dF& other,
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const gfx::Vector3dF& normal) {
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float angle = AngleBetweenVectorsInDegrees(base, other);
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gfx::Vector3dF cross(base);
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cross.Cross(other);
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// If the dot product of this cross product is normal, it means that the
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// shortest angle between |base| and |other| was counterclockwise with respect
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// to the surface represented by |normal| and this angle must be reversed.
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if (gfx::DotProduct(cross, normal) > 0.0f)
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angle = 360.0f - angle;
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return angle;
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}
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} // namespace gfx
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