dust3d/thirdparty/cgal/CGAL-5.1/include/CGAL/Qt/vec.h

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/****************************************************************************
Copyright (c) 2018 GeometryFactory Sarl (France).
Copyright (C) 2002-2014 Gilles Debunne. All rights reserved.
This file is part of a fork of the QGLViewer library version 2.7.0.
*****************************************************************************/
// $URL: https://github.com/CGAL/cgal/blob/v5.1/GraphicsView/include/CGAL/Qt/vec.h $
// $Id: vec.h 0779373 2020-03-26T13:31:46+01:00 Sébastien Loriot
// SPDX-License-Identifier: GPL-3.0-only
#ifndef QGLVIEWER_VEC_H
#define QGLVIEWER_VEC_H
#include <iostream>
#include <math.h>
#include <QDomElement>
// Included by all files as vec.h is at the end of the include hierarchy
#include <CGAL/export/Qt.h>
namespace CGAL{
namespace qglviewer {
/*! \brief The Vec class represents 3D positions and 3D vectors.
\class Vec vec.h CGAL::QGLViewer/vec.h
Vec is used as a parameter and return type by many methods of the library. It
provides classical algebraic computational methods and is compatible with
OpenGL:
\code
// Draws a point located at 3.0 OpenGL units in front of the camera
Vec pos = camera()->position() + 3.0 * camera()->viewDirection();
glBegin(GL_POINTS);
glVertex3fv(pos);
glEnd();
\endcode
This makes of Vec a good candidate for representing positions and vectors in
your programs. Since it is part of the \c qglviewer namespace, specify \c
CGAL::qglviewer::Vec or use the qglviewer namespace: \code using namespace
qglviewer; \endcode
<h3>Interface with other vector classes</h3>
Vec implements a universal explicit converter, based on the \c [] \c operator.
Everywhere a \c const \c Vec& argument is expected, you can use your own
vector type instead, as long as it implements this operator (see the Vec(const
C& c) documentation).
See also the Quaternion and the Frame documentations.
\nosubgrouping */
class CGAL_QT_EXPORT Vec {
// If your compiler complains the "The class "CGAL::qglviewer::Vec" has no member
// "x"." Add your architecture Q_OS_XXXX flag (see qglobal.h) in this list.
#if defined(Q_OS_IRIX) || defined(Q_OS_AIX) || defined(Q_OS_HPUX)
#define QGLVIEWER_UNION_NOT_SUPPORTED
#endif
public:
/*! The internal data representation is public. One can use v.x, v.y, v.z. See
* also operator[](). */
#if defined(DOXYGEN) || defined(QGLVIEWER_UNION_NOT_SUPPORTED)
qreal x, y, z;
#else
union {
struct {
qreal x, y, z;
};
qreal v_[3];
};
#endif
/*! @name Setting the value */
//@{
/*! Default constructor. Value is set to (0,0,0). */
Vec() : x(0.0), y(0.0), z(0.0) {}
/*! Standard constructor with the x, y and z values. */
Vec(qreal X, qreal Y, qreal Z) : x(X), y(Y), z(Z) {}
/*! Universal explicit converter from any class to Vec. You can use your own
vector class everywhere a \c const \c Vec& parameter is required, as long as it
implements the \c operator[ ]:
\code
class MyVec
{
// ...
qreal operator[](int i) const { returns x, y or z when i=0, 1 or 2; }
}
MyVec v(...);
camera()->setPosition(v);
\endcode
Note that standard vector types (STL, \c qreal[3], ...) implement this operator
and can hence be used in place of Vec. See also operator const qreal*() .*/
template <class C> explicit Vec(const C &c) : x(c[0]), y(c[1]), z(c[2]) {}
// Should NOT be explicit to prevent conflicts with operator<<.
// ! Copy constructor
// Vec(const Vec& v) : x(v.x), y(v.y), z(v.z) {}
/*! Equal operator. */
#ifdef DOXYGEN_RUNNING
Vec &operator=(const Vec &v) {
x = v.x;
y = v.y;
z = v.z;
return *this;
}
#endif
/*! Set the current value. May be faster than using operator=() with a
* temporary Vec(x,y,z). */
void setValue(qreal X, qreal Y, qreal Z) {
x = X;
y = Y;
z = Z;
}
// Universal equal operator which allows the use of any type in place of Vec,
// as long as the [] operator is implemented (v[0]=v.x, v[1]=v.y, v[2]=v.z).
// template <class C>
// Vec& operator=(const C& c)
// {
// x=c[0]; y=c[1]; z=c[2];
// return *this;
// }
//@}
/*! @name Accessing the value */
//@{
/*! Bracket operator, with a constant return value. \p i must range in [0..2].
*/
qreal operator[](int i) const {
#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
return (&x)[i];
#else
return v_[i];
#endif
}
/*! Bracket operator returning an l-value. \p i must range in [0..2]. */
qreal &operator[](int i) {
#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
return (&x)[i];
#else
return v_[i];
#endif
}
/*! Conversion operator returning the memory address of the vector.
Very convenient to pass a Vec pointer as a parameter to \c GLdouble OpenGL
functions: \code Vec pos, normal; glNormal3dv(normal); glVertex3dv(pos);
\endcode */
operator const qreal *() const {
#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
return &x;
#else
return v_;
#endif
}
/*! Non const conversion operator returning the memory address of the vector.
Useful to pass a Vec to a method that requires and fills a \c qreal*, as
provided by certain libraries. */
operator qreal *() {
#ifdef QGLVIEWER_UNION_NOT_SUPPORTED
return &x;
#else
return v_;
#endif
}
/*! Conversion operator returning the memory address of the vector.
Very convenient to pass a Vec pointer as a \c float parameter to OpenGL
functions: \code Vec pos, normal; glNormal3fv(normal); glVertex3fv(pos);
\endcode
\note The returned float array is a static shared by all \c Vec instances. */
operator const float *() const {
static float *const result = new float[3];
result[0] = (float)x;
result[1] = (float)y;
result[2] = (float)z;
return result;
}
//@}
/*! @name Algebraic computations */
//@{
/*! Returns the sum of the two vectors. */
friend Vec operator+(const Vec &a, const Vec &b) {
return Vec(a.x + b.x, a.y + b.y, a.z + b.z);
}
/*! Returns the difference of the two vectors. */
friend Vec operator-(const Vec &a, const Vec &b) {
return Vec(a.x - b.x, a.y - b.y, a.z - b.z);
}
/*! Unary minus operator. */
friend Vec operator-(const Vec &a) { return Vec(-a.x, -a.y, -a.z); }
/*! Returns the product of the vector with a scalar. */
friend Vec operator*(const Vec &a, qreal k) {
return Vec(a.x * k, a.y * k, a.z * k);
}
/*! Returns the product of a scalar with the vector. */
friend Vec operator*(qreal k, const Vec &a) { return a * k; }
/*! Returns the division of the vector with a scalar.
Too small \p k values are \e not tested (unless the library was compiled with
the "debug" Qt \c CONFIG flag) and may result in \c NaN values. */
friend Vec operator/(const Vec &a, qreal k) {
#ifndef QT_NO_DEBUG
if (fabs(k) < 1.0E-10)
qWarning("Vec::operator / : dividing by a null value (%f)", k);
#endif
return Vec(a.x / k, a.y / k, a.z / k);
}
/*! Returns \c true only when the two vector are not equal (see operator==()).
*/
friend bool operator!=(const Vec &a, const Vec &b) { return !(a == b); }
/*! Returns \c true when the squaredNorm() of the difference vector is lower
* than 1E-10. */
friend bool operator==(const Vec &a, const Vec &b) {
const qreal epsilon = 1.0E-10;
return (a - b).squaredNorm() < epsilon;
}
/*! Adds \p a to the vector. */
Vec &operator+=(const Vec &a) {
x += a.x;
y += a.y;
z += a.z;
return *this;
}
/*! Subtracts \p a to the vector. */
Vec &operator-=(const Vec &a) {
x -= a.x;
y -= a.y;
z -= a.z;
return *this;
}
/*! Multiply the vector by a scalar \p k. */
Vec &operator*=(qreal k) {
x *= k;
y *= k;
z *= k;
return *this;
}
/*! Divides the vector by a scalar \p k.
An absolute \p k value lower than 1E-10 will print a warning if the library was
compiled with the "debug" Qt \c CONFIG flag. Otherwise, no test is performed for
efficiency reasons. */
Vec &operator/=(qreal k) {
#ifndef QT_NO_DEBUG
if (fabs(k) < 1.0E-10)
qWarning("Vec::operator /= : dividing by a null value (%f)", k);
#endif
x /= k;
y /= k;
z /= k;
return *this;
}
/*! Dot product of the two Vec. */
friend qreal operator*(const Vec &a, const Vec &b) {
return a.x * b.x + a.y * b.y + a.z * b.z;
}
/*! Cross product of the two vectors. Same as cross(). */
friend Vec operator^(const Vec &a, const Vec &b) { return cross(a, b); }
/*! Cross product of the two Vec. Mind the order ! */
friend Vec cross(const Vec &a, const Vec &b) {
return Vec(a.y * b.z - a.z * b.y, a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}
Vec orthogonalVec() const;
//@}
/*! @name Norm of the vector */
//@{
/*! Returns the \e squared norm of the Vec. */
qreal squaredNorm() const { return x * x + y * y + z * z; }
/*! Returns the norm of the vector. */
qreal norm() const { return sqrt(x * x + y * y + z * z); }
/*! Normalizes the Vec and returns its original norm.
Normalizing a null vector will result in \c NaN values. */
qreal normalize() {
const qreal n = norm();
#ifndef QT_NO_DEBUG
if (n < 1.0E-10)
qWarning("Vec::normalize: normalizing a null vector (norm=%f)", n);
#endif
*this /= n;
return n;
}
/*! Returns a unitary (normalized) \e representation of the vector. The
* original Vec is not modified. */
Vec unit() const {
Vec v = *this;
v.normalize();
return v;
}
//@}
/*! @name Projection */
//@{
void projectOnAxis(const Vec &direction);
void projectOnPlane(const Vec &normal);
//@}
/*! @name XML representation */
//@{
explicit Vec(const QDomElement &element);
QDomElement domElement(const QString &name, QDomDocument &document) const;
void initFromDOMElement(const QDomElement &element);
//@}
#ifdef DOXYGEN
/*! @name Output stream */
//@{
/*! Output stream operator. Enables debugging code like:
\code
Vec pos(...);
cout << "Position=" << pos << endl;
\endcode */
std::ostream &operator<<(std::ostream &o, const CGAL::qglviewer::Vec &);
//@}
#endif
};
std::ostream &operator<<(std::ostream &o, const Vec &);
}} // namespace CGAL::qglviewer
#endif // QGLVIEWER_VEC_H