#ifndef UI_GFX_GEOMETRY_VECTOR3D_F_H_
#define UI_GFX_GEOMETRY_VECTOR3D_F_H_
#include <string>
#include "ui/gfx/geometry/vector2d_f.h"
#include "ui/gfx/gfx_export.h"
namespace gfx {
class GFX_EXPORT Vector3dF {
public:
Vector3dF();
Vector3dF(float x, float y, float z);
explicit Vector3dF(const Vector2dF& other);
float x() const { return x_; }
void set_x(float x) { x_ = x; }
float y() const { return y_; }
void set_y(float y) { y_ = y; }
float z() const { return z_; }
void set_z(float z) { z_ = z; }
bool IsZero() const;
void Add(const Vector3dF& other);
void Subtract(const Vector3dF& other);
void operator+=(const Vector3dF& other) { Add(other); }
void operator-=(const Vector3dF& other) { Subtract(other); }
void SetToMin(const Vector3dF& other) {
x_ = x_ <= other.x_ ? x_ : other.x_;
y_ = y_ <= other.y_ ? y_ : other.y_;
z_ = z_ <= other.z_ ? z_ : other.z_;
}
void SetToMax(const Vector3dF& other) {
x_ = x_ >= other.x_ ? x_ : other.x_;
y_ = y_ >= other.y_ ? y_ : other.y_;
z_ = z_ >= other.z_ ? z_ : other.z_;
}
double LengthSquared() const;
float Length() const;
void Scale(float scale) { Scale(scale, scale, scale); }
void Scale(float x_scale, float y_scale, float z_scale);
void Cross(const Vector3dF& other);
std::string ToString() const;
private:
float x_;
float y_;
float z_;
};
inline bool operator==(const Vector3dF& lhs, const Vector3dF& rhs) {
return lhs.x() == rhs.x() && lhs.y() == rhs.y() && lhs.z() == rhs.z();
}
inline Vector3dF operator-(const Vector3dF& v) {
return Vector3dF(-v.x(), -v.y(), -v.z());
}
inline Vector3dF operator+(const Vector3dF& lhs, const Vector3dF& rhs) {
Vector3dF result = lhs;
result.Add(rhs);
return result;
}
inline Vector3dF operator-(const Vector3dF& lhs, const Vector3dF& rhs) {
Vector3dF result = lhs;
result.Add(-rhs);
return result;
}
inline Vector3dF CrossProduct(const Vector3dF& lhs, const Vector3dF& rhs) {
Vector3dF result = lhs;
result.Cross(rhs);
return result;
}
GFX_EXPORT float DotProduct(const Vector3dF& lhs, const Vector3dF& rhs);
GFX_EXPORT Vector3dF ScaleVector3d(const Vector3dF& v,
float x_scale,
float y_scale,
float z_scale);
inline Vector3dF ScaleVector3d(const Vector3dF& v, float scale) {
return ScaleVector3d(v, scale, scale, scale);
}
}
#endif