1 // Copyright 2013 The Chromium Authors. All rights reserved.
2 // Use of this source code is governed by a BSD-style license that can be
3 // found in the LICENSE file.
5 #ifndef UI_GFX_GEOMETRY_BOX_F_H_
6 #define UI_GFX_GEOMETRY_BOX_F_H_
8 #include "ui/gfx/geometry/point3_f.h"
9 #include "ui/gfx/geometry/vector3d_f.h"
13 // A 3d version of gfx::RectF, with the positive z-axis pointed towards
15 class GFX_EXPORT BoxF
{
22 BoxF(float width
, float height
, float depth
)
23 : width_(width
< 0 ? 0 : width
),
24 height_(height
< 0 ? 0 : height
),
25 depth_(depth
< 0 ? 0 : depth
) {}
27 BoxF(float x
, float y
, float z
, float width
, float height
, float depth
)
29 width_(width
< 0 ? 0 : width
),
30 height_(height
< 0 ? 0 : height
),
31 depth_(depth
< 0 ? 0 : depth
) {}
33 BoxF(const Point3F
& origin
, float width
, float height
, float depth
)
35 width_(width
< 0 ? 0 : width
),
36 height_(height
< 0 ? 0 : height
),
37 depth_(depth
< 0 ? 0 : depth
) {}
41 // Scales all three axes by the given scale.
42 void Scale(float scale
) {
43 Scale(scale
, scale
, scale
);
46 // Scales each axis by the corresponding given scale.
47 void Scale(float x_scale
, float y_scale
, float z_scale
) {
48 origin_
.Scale(x_scale
, y_scale
, z_scale
);
49 set_size(width_
* x_scale
, height_
* y_scale
, depth_
* z_scale
);
52 // Moves the box by the specified distance in each dimension.
53 void operator+=(const Vector3dF
& offset
) {
57 // Returns true if the box has no interior points.
60 // Computes the union of this box with the given box. The union is the
61 // smallest box that contains both boxes.
62 void Union(const BoxF
& box
);
64 std::string
ToString() const;
66 float x() const { return origin_
.x(); }
67 void set_x(float x
) { origin_
.set_x(x
); }
69 float y() const { return origin_
.y(); }
70 void set_y(float y
) { origin_
.set_y(y
); }
72 float z() const { return origin_
.z(); }
73 void set_z(float z
) { origin_
.set_z(z
); }
75 float width() const { return width_
; }
76 void set_width(float width
) { width_
= width
< 0 ? 0 : width
; }
78 float height() const { return height_
; }
79 void set_height(float height
) { height_
= height
< 0 ? 0 : height
; }
81 float depth() const { return depth_
; }
82 void set_depth(float depth
) { depth_
= depth
< 0 ? 0 : depth
; }
84 float right() const { return x() + width(); }
85 float bottom() const { return y() + height(); }
86 float front() const { return z() + depth(); }
88 void set_size(float width
, float height
, float depth
) {
89 width_
= width
< 0 ? 0 : width
;
90 height_
= height
< 0 ? 0 : height
;
91 depth_
= depth
< 0 ? 0 : depth
;
94 const Point3F
& origin() const { return origin_
; }
95 void set_origin(const Point3F
& origin
) { origin_
= origin
; }
97 // Expands |this| to contain the given point, if necessary. Please note, even
98 // if |this| is empty, after the function |this| will continue to contain its
100 void ExpandTo(const Point3F
& point
);
102 // Expands |this| to contain the given box, if necessary. Please note, even
103 // if |this| is empty, after the function |this| will continue to contain its
105 void ExpandTo(const BoxF
& box
);
108 // Expands the box to contain the two given points. It is required that each
109 // component of |min| is less than or equal to the corresponding component in
110 // |max|. Precisely, what this function does is ensure that after the function
111 // completes, |this| contains origin_, min, max, and origin_ + (width_,
112 // height_, depth_), even if the box is empty. Emptiness checks are handled in
113 // the public function Union.
114 void ExpandTo(const Point3F
& min
, const Point3F
& max
);
122 GFX_EXPORT BoxF
UnionBoxes(const BoxF
& a
, const BoxF
& b
);
124 inline BoxF
ScaleBox(const BoxF
& b
,
128 return BoxF(b
.x() * x_scale
,
132 b
.height() * y_scale
,
133 b
.depth() * z_scale
);
136 inline BoxF
ScaleBox(const BoxF
& b
, float scale
) {
137 return ScaleBox(b
, scale
, scale
, scale
);
140 inline bool operator==(const BoxF
& a
, const BoxF
& b
) {
141 return a
.origin() == b
.origin() && a
.width() == b
.width() &&
142 a
.height() == b
.height() && a
.depth() == b
.depth();
145 inline bool operator!=(const BoxF
& a
, const BoxF
& b
) {
149 inline BoxF
operator+(const BoxF
& b
, const Vector3dF
& v
) {
150 return BoxF(b
.x() + v
.x(),
160 #endif // UI_GFX_GEOMETRY_BOX_F_H_