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