/* -*- Mode: C++; tab-width: 2; indent-tabs-mode: nil; c-basic-offset: 2 -*- * ***** BEGIN LICENSE BLOCK ***** * Version: MPL 1.1/GPL 2.0/LGPL 2.1 * * The contents of this file are subject to the Mozilla Public License Version * 1.1 (the "License"); you may not use this file except in compliance with * the License. You may obtain a copy of the License at * http://www.mozilla.org/MPL/ * * Software distributed under the License is distributed on an "AS IS" basis, * WITHOUT WARRANTY OF ANY KIND, either express or implied. See the License * for the specific language governing rights and limitations under the * License. * * The Original Code is Mozilla Corporation code. * * The Initial Developer of the Original Code is Mozilla Foundation. * Portions created by the Initial Developer are Copyright (C) 2011 * the Initial Developer. All Rights Reserved. * * Contributor(s): * Matt Woodrow * * Alternatively, the contents of this file may be used under the terms of * either the GNU General Public License Version 2 or later (the "GPL"), or * the GNU Lesser General Public License Version 2.1 or later (the "LGPL"), * in which case the provisions of the GPL or the LGPL are applicable instead * of those above. If you wish to allow use of your version of this file only * under the terms of either the GPL or the LGPL, and not to allow others to * use your version of this file under the terms of the MPL, indicate your * decision by deleting the provisions above and replace them with the notice * and other provisions required by the GPL or the LGPL. If you do not delete * the provisions above, a recipient may use your version of this file under * the terms of any one of the MPL, the GPL or the LGPL. * * ***** END LICENSE BLOCK ***** */ #ifndef MOZILLA_BASEPOINT4D_H_ #define MOZILLA_BASEPOINT4D_H_ namespace mozilla { namespace gfx { /** * Do not use this class directly. Subclass it, pass that subclass as the * Sub parameter, and only use that subclass. This allows methods to safely * cast 'this' to 'Sub*'. */ template struct BasePoint4D { T x, y, z, w; // Constructors BasePoint4D() : x(0), y(0), z(0), w(0) {} BasePoint4D(T aX, T aY, T aZ, T aW) : x(aX), y(aY), z(aZ), w(aW) {} void MoveTo(T aX, T aY, T aZ, T aW) { x = aX; y = aY; z = aZ; w = aW; } void MoveBy(T aDx, T aDy, T aDz, T aDw) { x += aDx; y += aDy; z += aDz; w += aDw; } // Note that '=' isn't defined so we'll get the // compiler generated default assignment operator bool operator==(const Sub& aPoint) const { return x == aPoint.x && y == aPoint.y && z == aPoint.z && w == aPoint.w; } bool operator!=(const Sub& aPoint) const { return x != aPoint.x || y != aPoint.y || z != aPoint.z || w != aPoint.w; } Sub operator+(const Sub& aPoint) const { return Sub(x + aPoint.x, y + aPoint.y, z + aPoint.z, w + aPoint.w); } Sub operator-(const Sub& aPoint) const { return Sub(x - aPoint.x, y - aPoint.y, z - aPoint.z, w - aPoint.w); } Sub& operator+=(const Sub& aPoint) { x += aPoint.x; y += aPoint.y; z += aPoint.z; w += aPoint.w; return *static_cast(this); } Sub& operator-=(const Sub& aPoint) { x -= aPoint.x; y -= aPoint.y; z -= aPoint.z; w -= aPoint.w; return *static_cast(this); } Sub operator*(T aScale) const { return Sub(x * aScale, y * aScale, z * aScale, w * aScale); } Sub operator/(T aScale) const { return Sub(x / aScale, y / aScale, z / aScale, w / aScale); } Sub& operator*=(T aScale) { x *= aScale; y *= aScale; z *= aScale; w *= aScale; return *static_cast(this); } Sub& operator/=(T aScale) { x /= aScale; y /= aScale; z /= aScale; w /= aScale; return *static_cast(this); } Sub operator-() const { return Sub(-x, -y, -z, -w); } T& operator[](int aIndex) { NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid array index"); return *((&x)+aIndex); } const T& operator[](int aIndex) const { NS_ABORT_IF_FALSE(aIndex >= 0 && aIndex <= 3, "Invalid array index"); return *((&x)+aIndex); } T DotProduct(const Sub& aPoint) const { return x * aPoint.x + y * aPoint.y + z * aPoint.z + w * aPoint.w; } // Ignores the 4th component! Sub CrossProduct(const Sub& aPoint) const { return Sub(y * aPoint.z - aPoint.y * z, z * aPoint.x - aPoint.z * x, x * aPoint.y - aPoint.x * y, 0); } T Length() const { return sqrt(x*x + y*y + z*z + w*w); } void Normalize() { *this /= Length(); } }; } } #endif /* MOZILLA_BASEPOINT4D_H_ */