369 lines
10 KiB
C
369 lines
10 KiB
C
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/****************************************************************************
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Copyright (c) 2018 GeometryFactory Sarl (France).
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Copyright (C) 2002-2014 Gilles Debunne. All rights reserved.
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This file is part of a fork of the QGLViewer library version 2.7.0.
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http://www.libqglviewer.com - contact@libqglviewer.com
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This file may be used under the terms of the GNU General Public License
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version 3.0 as published by the Free Software Foundation and
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appearing in the LICENSE file included in the packaging of this file.
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This file is provided AS IS with NO WARRANTY OF ANY KIND, INCLUDING THE
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WARRANTY OF DESIGN, MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE.
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*****************************************************************************/
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// $URL$
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// $Id$
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// SPDX-License-Identifier: GPL-3.0
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#ifndef QGLVIEWER_VEC_H
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#define QGLVIEWER_VEC_H
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#include <iostream>
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#include <math.h>
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#include <QDomElement>
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// Included by all files as vec.h is at the end of the include hierarchy
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#include <CGAL/export/Qt.h>
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namespace CGAL{
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namespace qglviewer {
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/*! \brief The Vec class represents 3D positions and 3D vectors.
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\class Vec vec.h CGAL::QGLViewer/vec.h
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Vec is used as a parameter and return type by many methods of the library. It
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provides classical algebraic computational methods and is compatible with
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OpenGL:
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\code
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// Draws a point located at 3.0 OpenGL units in front of the camera
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Vec pos = camera()->position() + 3.0 * camera()->viewDirection();
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glBegin(GL_POINTS);
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glVertex3fv(pos);
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glEnd();
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\endcode
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This makes of Vec a good candidate for representing positions and vectors in
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your programs. Since it is part of the \c qglviewer namespace, specify \c
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CGAL::qglviewer::Vec or use the qglviewer namespace: \code using namespace
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qglviewer; \endcode
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<h3>Interface with other vector classes</h3>
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Vec implements a universal explicit converter, based on the \c [] \c operator.
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Everywhere a \c const \c Vec& argument is expected, you can use your own
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vector type instead, as long as it implements this operator (see the Vec(const
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C& c) documentation).
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See also the Quaternion and the Frame documentations.
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\nosubgrouping */
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class CGAL_QT_EXPORT Vec {
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// If your compiler complains the "The class "CGAL::qglviewer::Vec" has no member
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// "x"." Add your architecture Q_OS_XXXX flag (see qglobal.h) in this list.
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#if defined(Q_OS_IRIX) || defined(Q_OS_AIX) || defined(Q_OS_HPUX)
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#define QGLVIEWER_UNION_NOT_SUPPORTED
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#endif
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public:
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/*! The internal data representation is public. One can use v.x, v.y, v.z. See
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* also operator[](). */
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#if defined(DOXYGEN) || defined(QGLVIEWER_UNION_NOT_SUPPORTED)
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qreal x, y, z;
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#else
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union {
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struct {
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qreal x, y, z;
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};
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qreal v_[3];
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};
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#endif
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/*! @name Setting the value */
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//@{
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/*! Default constructor. Value is set to (0,0,0). */
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Vec() : x(0.0), y(0.0), z(0.0) {}
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/*! Standard constructor with the x, y and z values. */
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Vec(qreal X, qreal Y, qreal Z) : x(X), y(Y), z(Z) {}
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/*! Universal explicit converter from any class to Vec. You can use your own
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vector class everywhere a \c const \c Vec& parameter is required, as long as it
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implements the \c operator[ ]:
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\code
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class MyVec
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{
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// ...
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qreal operator[](int i) const { returns x, y or z when i=0, 1 or 2; }
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}
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MyVec v(...);
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camera()->setPosition(v);
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\endcode
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Note that standard vector types (STL, \c qreal[3], ...) implement this operator
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and can hence be used in place of Vec. See also operator const qreal*() .*/
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template <class C> explicit Vec(const C &c) : x(c[0]), y(c[1]), z(c[2]) {}
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// Should NOT be explicit to prevent conflicts with operator<<.
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// ! Copy constructor
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// Vec(const Vec& v) : x(v.x), y(v.y), z(v.z) {}
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/*! Equal operator. */
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Vec &operator=(const Vec &v) {
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x = v.x;
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y = v.y;
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z = v.z;
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return *this;
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}
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/*! Set the current value. May be faster than using operator=() with a
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* temporary Vec(x,y,z). */
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void setValue(qreal X, qreal Y, qreal Z) {
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x = X;
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y = Y;
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z = Z;
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}
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// Universal equal operator which allows the use of any type in place of Vec,
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// as long as the [] operator is implemented (v[0]=v.x, v[1]=v.y, v[2]=v.z).
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// template <class C>
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// Vec& operator=(const C& c)
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// {
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// x=c[0]; y=c[1]; z=c[2];
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// return *this;
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// }
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//@}
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/*! @name Accessing the value */
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//@{
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/*! Bracket operator, with a constant return value. \p i must range in [0..2].
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*/
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qreal operator[](int i) const {
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#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
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return (&x)[i];
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#else
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return v_[i];
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#endif
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}
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/*! Bracket operator returning an l-value. \p i must range in [0..2]. */
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qreal &operator[](int i) {
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#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
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return (&x)[i];
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#else
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return v_[i];
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#endif
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}
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/*! Conversion operator returning the memory address of the vector.
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Very convenient to pass a Vec pointer as a parameter to \c GLdouble OpenGL
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functions: \code Vec pos, normal; glNormal3dv(normal); glVertex3dv(pos);
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\endcode */
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operator const qreal *() const {
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#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
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return &x;
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#else
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return v_;
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#endif
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}
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/*! Non const conversion operator returning the memory address of the vector.
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Useful to pass a Vec to a method that requires and fills a \c qreal*, as
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provided by certain libraries. */
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operator qreal *() {
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#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
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return &x;
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#else
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return v_;
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#endif
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}
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/*! Conversion operator returning the memory address of the vector.
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Very convenient to pass a Vec pointer as a \c float parameter to OpenGL
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functions: \code Vec pos, normal; glNormal3fv(normal); glVertex3fv(pos);
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\endcode
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\note The returned float array is a static shared by all \c Vec instances. */
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operator const float *() const {
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static float *const result = new float[3];
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result[0] = (float)x;
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result[1] = (float)y;
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result[2] = (float)z;
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return result;
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}
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//@}
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/*! @name Algebraic computations */
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//@{
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/*! Returns the sum of the two vectors. */
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friend Vec operator+(const Vec &a, const Vec &b) {
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return Vec(a.x + b.x, a.y + b.y, a.z + b.z);
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}
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/*! Returns the difference of the two vectors. */
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friend Vec operator-(const Vec &a, const Vec &b) {
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return Vec(a.x - b.x, a.y - b.y, a.z - b.z);
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}
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/*! Unary minus operator. */
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friend Vec operator-(const Vec &a) { return Vec(-a.x, -a.y, -a.z); }
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/*! Returns the product of the vector with a scalar. */
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friend Vec operator*(const Vec &a, qreal k) {
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return Vec(a.x * k, a.y * k, a.z * k);
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}
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/*! Returns the product of a scalar with the vector. */
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friend Vec operator*(qreal k, const Vec &a) { return a * k; }
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/*! Returns the division of the vector with a scalar.
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Too small \p k values are \e not tested (unless the library was compiled with
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the "debug" Qt \c CONFIG flag) and may result in \c NaN values. */
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friend Vec operator/(const Vec &a, qreal k) {
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#ifndef QT_NO_DEBUG
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if (fabs(k) < 1.0E-10)
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qWarning("Vec::operator / : dividing by a null value (%f)", k);
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#endif
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return Vec(a.x / k, a.y / k, a.z / k);
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}
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/*! Returns \c true only when the two vector are not equal (see operator==()).
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*/
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friend bool operator!=(const Vec &a, const Vec &b) { return !(a == b); }
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/*! Returns \c true when the squaredNorm() of the difference vector is lower
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* than 1E-10. */
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friend bool operator==(const Vec &a, const Vec &b) {
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const qreal epsilon = 1.0E-10;
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return (a - b).squaredNorm() < epsilon;
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}
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/*! Adds \p a to the vector. */
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Vec &operator+=(const Vec &a) {
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x += a.x;
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y += a.y;
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z += a.z;
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return *this;
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}
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/*! Subtracts \p a to the vector. */
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Vec &operator-=(const Vec &a) {
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x -= a.x;
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y -= a.y;
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z -= a.z;
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return *this;
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}
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/*! Multiply the vector by a scalar \p k. */
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Vec &operator*=(qreal k) {
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x *= k;
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y *= k;
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z *= k;
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return *this;
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}
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/*! Divides the vector by a scalar \p k.
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An absolute \p k value lower than 1E-10 will print a warning if the library was
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compiled with the "debug" Qt \c CONFIG flag. Otherwise, no test is performed for
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efficiency reasons. */
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Vec &operator/=(qreal k) {
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#ifndef QT_NO_DEBUG
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if (fabs(k) < 1.0E-10)
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qWarning("Vec::operator /= : dividing by a null value (%f)", k);
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#endif
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x /= k;
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y /= k;
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z /= k;
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return *this;
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}
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/*! Dot product of the two Vec. */
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friend qreal operator*(const Vec &a, const Vec &b) {
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return a.x * b.x + a.y * b.y + a.z * b.z;
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}
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/*! Cross product of the two vectors. Same as cross(). */
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friend Vec operator^(const Vec &a, const Vec &b) { return cross(a, b); }
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/*! Cross product of the two Vec. Mind the order ! */
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friend Vec cross(const Vec &a, const Vec &b) {
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return Vec(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z,
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a.x * b.y - a.y * b.x);
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}
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Vec orthogonalVec() const;
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//@}
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/*! @name Norm of the vector */
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//@{
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/*! Returns the \e squared norm of the Vec. */
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qreal squaredNorm() const { return x * x + y * y + z * z; }
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/*! Returns the norm of the vector. */
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qreal norm() const { return sqrt(x * x + y * y + z * z); }
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/*! Normalizes the Vec and returns its original norm.
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Normalizing a null vector will result in \c NaN values. */
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qreal normalize() {
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const qreal n = norm();
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#ifndef QT_NO_DEBUG
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if (n < 1.0E-10)
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qWarning("Vec::normalize: normalizing a null vector (norm=%f)", n);
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#endif
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*this /= n;
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return n;
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}
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/*! Returns a unitary (normalized) \e representation of the vector. The
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* original Vec is not modified. */
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Vec unit() const {
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Vec v = *this;
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v.normalize();
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return v;
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}
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//@}
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/*! @name Projection */
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//@{
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void projectOnAxis(const Vec &direction);
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void projectOnPlane(const Vec &normal);
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//@}
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/*! @name XML representation */
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//@{
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explicit Vec(const QDomElement &element);
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QDomElement domElement(const QString &name, QDomDocument &document) const;
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void initFromDOMElement(const QDomElement &element);
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//@}
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#ifdef DOXYGEN
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/*! @name Output stream */
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//@{
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/*! Output stream operator. Enables debugging code like:
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\code
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Vec pos(...);
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cout << "Position=" << pos << endl;
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\endcode */
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std::ostream &operator<<(std::ostream &o, const CGAL::qglviewer::Vec &);
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//@}
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#endif
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};
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std::ostream &operator<<(std::ostream &o, const Vec &);
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}} // namespace CGAL::qglviewer
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#endif // QGLVIEWER_VEC_H
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