1 /*
2  * Copyright (c) 2022 Huawei Device Co., Ltd.
3  * Licensed under the Apache License, Version 2.0 (the "License");
4  * you may not use this file except in compliance with the License.
5  * You may obtain a copy of the License at
6  *
7  *     http://www.apache.org/licenses/LICENSE-2.0
8  *
9  * Unless required by applicable law or agreed to in writing, software
10  * distributed under the License is distributed on an "AS IS" BASIS,
11  * WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
12  * See the License for the specific language governing permissions and
13  * limitations under the License.
14  */
15 
16 #ifndef FOUNDATION_ACE_FRAMEWORKS_BASE_GEOMETRY_VEC3_H
17 #define FOUNDATION_ACE_FRAMEWORKS_BASE_GEOMETRY_VEC3_H
18 
19 #include "base/geometry/animatable_float.h"
20 #include "base/utils/macros.h"
21 #include "base/utils/utils.h"
22 
23 namespace OHOS::Ace {
24 
25 class ACE_EXPORT Vec3 {
26 public:
27     Vec3() = default;
28     ~Vec3() = default;
29     Vec3(float x, float y, float z, const AnimationOption& option = AnimationOption()) {
30         x_ = AnimatableFloat(x, option);
31         y_ = AnimatableFloat(y, option);
32         z_ = AnimatableFloat(z, option);
33         animationOption_ = option;
34     }
Vec3(AnimatableFloat x,AnimatableFloat y,AnimatableFloat z)35     Vec3(AnimatableFloat x, AnimatableFloat y, AnimatableFloat z) {
36         x_ = x;
37         y_ = y;
38         z_ = z;
39         animationOption_ = x_.GetAnimationOption();
40     }
41 
42     using RenderNodeAnimationCallback = std::function<void()>;
43 
SetContextAndCallbacks(const WeakPtr<PipelineBase> & context,RenderNodeAnimationCallback && callback)44     void SetContextAndCallbacks(
45       const WeakPtr<PipelineBase>& context,
46       RenderNodeAnimationCallback&& callback)
47     {
48         x_.SetContextAndCallback(context, std::forward<RenderNodeAnimationCallback>(callback));
49         y_.SetContextAndCallback(context, std::forward<RenderNodeAnimationCallback>(callback));
50         z_.SetContextAndCallback(context, std::forward<RenderNodeAnimationCallback>(callback));
51     }
52 
GetX()53     float GetX() const
54     {
55         return x_.GetValue();
56     }
57 
GetY()58     float GetY() const
59     {
60         return y_.GetValue();
61     }
62 
GetZ()63     float GetZ() const
64     {
65         return z_.GetValue();
66     }
67 
GetAnimationOption()68     AnimationOption GetAnimationOption() const
69     {
70         return animationOption_;
71     }
72 
SetX(float x)73     void SetX(float x)
74     {
75         x_ = AnimatableFloat(x);
76     }
77 
SetY(float y)78     void SetY(float y)
79     {
80         y_ = AnimatableFloat(y);
81     }
82 
SetZ(float z)83     void SetZ(float z)
84     {
85         z_ = AnimatableFloat(z);
86     }
87 
88     bool operator==(const Vec3& vec) const
89     {
90         return NearEqual(x_.GetValue(), vec.x_.GetValue())
91           && NearEqual(y_.GetValue(), vec.y_.GetValue())
92           && NearEqual(z_.GetValue(), vec.z_.GetValue());
93     }
94 
95     bool operator!=(const Vec3& vec) const
96     {
97         return !operator==(vec);
98     }
99 
100     Vec3& operator=(const Vec3& newValue)
101     {
102         animationOption_ = newValue.GetAnimationOption();
103         x_ = AnimatableFloat(newValue.GetX(), animationOption_);
104         y_ = AnimatableFloat(newValue.GetY(), animationOption_);
105         z_ = AnimatableFloat(newValue.GetZ(), animationOption_);
106         return *this;
107     }
108 
109 private:
110     AnimatableFloat x_;
111     AnimatableFloat y_;
112     AnimatableFloat z_;
113     // Same animation option is applied to x, y, z currently.
114     AnimationOption animationOption_;
115 };
116 
117 } // namespace OHOS::Ace
118 
119 #endif // FOUNDATION_ACE_FRAMEWORKS_BASE_GEOMETRY_VEC3_H
120