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diff --git a/chromium/third_party/WebKit/Source/platform/geometry/FloatBox.h b/chromium/third_party/WebKit/Source/platform/geometry/FloatBox.h
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+/*
+ * Copyright (c) 2014, Google Inc. All rights reserved.
+ *
+ * Redistribution and use in source and binary forms, with or without
+ * modification, are permitted provided that the following conditions are
+ * met:
+ *
+ * * Redistributions of source code must retain the above copyright
+ * notice, this list of conditions and the following disclaimer.
+ * * Redistributions in binary form must reproduce the above
+ * copyright notice, this list of conditions and the following disclaimer
+ * in the documentation and/or other materials provided with the
+ * distribution.
+ * * Neither the name of Google Inc. nor the names of its
+ * contributors may be used to endorse or promote products derived from
+ * this software without specific prior written permission.
+ *
+ * THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS
+ * "AS IS" AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT
+ * LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR
+ * A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT
+ * OWNER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL,
+ * SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT
+ * LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
+ * DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
+ * THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
+ * (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
+ * OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
+ */
+#ifndef FloatBox_h
+#define FloatBox_h
+
+#include "platform/geometry/FloatPoint3D.h"
+#include <cmath>
+
+namespace WebCore {
+
+class FloatBox {
+public:
+ FloatBox()
+ : m_x(0)
+ , m_y(0)
+ , m_z(0)
+ , m_width(0)
+ , m_height(0)
+ , m_depth(0)
+ {
+ }
+
+ FloatBox(float x, float y, float z, float width, float height, float depth)
+ : m_x(x)
+ , m_y(y)
+ , m_z(z)
+ , m_width(width)
+ , m_height(height)
+ , m_depth(depth)
+ {
+ }
+
+ FloatBox(const FloatBox& box)
+ : m_x(box.x())
+ , m_y(box.y())
+ , m_z(box.z())
+ , m_width(box.width())
+ , m_height(box.height())
+ , m_depth(box.depth())
+ {
+ }
+
+ void setOrigin(const FloatPoint3D& origin)
+ {
+ m_x = origin.x();
+ m_y = origin.y();
+ m_z = origin.z();
+ }
+
+ void setSize(const FloatPoint3D& origin)
+ {
+ ASSERT(origin.x() >= 0);
+ ASSERT(origin.y() >= 0);
+ ASSERT(origin.z() >= 0);
+
+ m_width = origin.x();
+ m_height = origin.y();
+ m_depth = origin.z();
+ }
+
+ void move(const FloatPoint3D& location)
+ {
+ m_x += location.x();
+ m_y += location.y();
+ m_z += location.z();
+ }
+
+ void flatten()
+ {
+ m_z = 0;
+ m_depth = 0;
+ }
+
+ void expandTo(const FloatPoint3D& low, const FloatPoint3D& high)
+ {
+ ASSERT(low.x() <= high.x());
+ ASSERT(low.y() <= high.y());
+ ASSERT(low.z() <= high.z());
+
+ float minX = std::min(m_x, low.x());
+ float minY = std::min(m_y, low.y());
+ float minZ = std::min(m_z, low.z());
+
+ float maxX = std::max(right(), high.x());
+ float maxY = std::max(bottom(), high.y());
+ float maxZ = std::max(front(), high.z());
+
+ m_x = minX;
+ m_y = minY;
+ m_z = minZ;
+
+ m_width = maxX - minX;
+ m_height = maxY - minY;
+ m_depth = maxZ - minZ;
+ }
+
+ void expandTo(const FloatPoint3D& point)
+ {
+ expandTo(point, point);
+ }
+
+ void expandTo(const FloatBox& box)
+ {
+ expandTo(FloatPoint3D(box.x(), box.y(), box.z()), FloatPoint3D(box.right(), box.bottom(), box.front()));
+ }
+
+ void unionBounds(const FloatBox& box)
+ {
+ if (box.isEmpty())
+ return;
+
+ if (isEmpty()) {
+ *this = box;
+ return;
+ }
+
+ expandTo(box);
+ }
+
+ bool isEmpty() const { return (m_width <= 0 && m_height <= 0) || (m_width <= 0 && m_depth <= 0) || (m_height <= 0 && m_depth <= 0); }
+
+ float right() const { return m_x + m_width; }
+ float bottom() const { return m_y + m_height; }
+ float front() const { return m_z + m_depth; }
+ float x() const { return m_x; }
+ float y() const { return m_y; }
+ float z() const { return m_z; }
+ float width() const { return m_width; }
+ float height() const { return m_height; }
+ float depth() const { return m_depth; }
+private:
+ float m_x;
+ float m_y;
+ float m_z;
+ float m_width;
+ float m_height;
+ float m_depth;
+};
+
+inline bool operator==(const FloatBox& a, const FloatBox& b)
+{
+ return a.x() == b.x() && a.y() == b.y() && a.z() == b.z() && a.width() == b.width()
+ && a.height() == b.height() && a.depth() == b.depth();
+}
+
+inline bool operator!=(const FloatBox& a, const FloatBox& b)
+{
+ return !(a == b);
+}
+
+} // namespace WebKit
+
+#endif