Files
create/src/Base/Vector3D.h
Kacper Donat 8fc78d8ff6 Base: Add Vector3*::Unit* axis constants
This is simple helper that can be used to replace hardcoded values of
base axis with properly labeled ones.
2025-02-24 17:30:27 +01:00

312 lines
12 KiB
C++

/***************************************************************************
* Copyright (c) 2005 Imetric 3D GmbH *
* *
* This file is part of the FreeCAD CAx development system. *
* *
* This library is free software; you can redistribute it and/or *
* modify it under the terms of the GNU Library General Public *
* License as published by the Free Software Foundation; either *
* version 2 of the License, or (at your option) any later version. *
* *
* This library is distributed in the hope that it will be useful, *
* but WITHOUT ANY WARRANTY; without even the implied warranty of *
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the *
* GNU Library General Public License for more details. *
* *
* You should have received a copy of the GNU Library General Public *
* License along with this library; see the file COPYING.LIB. If not, *
* write to the Free Software Foundation, Inc., 59 Temple Place, *
* Suite 330, Boston, MA 02111-1307, USA *
* *
***************************************************************************/
#ifndef BASE_VECTOR3D_H
#define BASE_VECTOR3D_H
#include <cmath>
#include <cfloat>
#ifndef F_PI
#define F_PI 3.1415926f
#endif
#ifndef D_PI
#define D_PI 3.141592653589793
#endif
#ifndef FLOAT_MAX
#define FLOAT_MAX 3.402823466E+38F
#endif
#ifndef FLOAT_MIN
#define FLOAT_MIN 1.175494351E-38F
#endif
#ifndef DOUBLE_MAX
#define DOUBLE_MAX 1.7976931348623157E+308 /* max decimal value of a "double"*/
#endif
#ifndef DOUBLE_MIN
#define DOUBLE_MIN 2.2250738585072014E-308 /* min decimal value of a "double"*/
#endif
namespace Base
{
template<class numT>
struct float_traits
{
};
template<>
struct float_traits<float>
{
using float_type = float;
[[nodiscard]] static constexpr float_type pi()
{
return F_PI;
}
[[nodiscard]] static constexpr float_type epsilon()
{
return FLT_EPSILON;
}
[[nodiscard]] static constexpr float_type maximum()
{
return FLT_MAX;
}
};
template<>
struct float_traits<double>
{
using float_type = double;
[[nodiscard]] static constexpr float_type pi()
{
return D_PI;
}
[[nodiscard]] static constexpr float_type epsilon()
{
return DBL_EPSILON;
}
[[nodiscard]] static constexpr float_type maximum()
{
return DBL_MAX;
}
};
/** The Vector Base class. */
template<class float_type>
class Vector3
{
public:
static const Vector3 UnitX;
static const Vector3 UnitY;
static const Vector3 UnitZ;
using num_type = float_type;
using traits_type = float_traits<num_type>;
[[nodiscard]] static constexpr num_type epsilon()
{
return traits_type::epsilon();
}
/** @name Public data members */
//@{
float_type x; /**< x-coordinate */
float_type y; /**< y-coordinate */
float_type z; /**< z-coordinate */
//@}
/// Construction
explicit Vector3(float_type fx = 0.0, float_type fy = 0.0, float_type fz = 0.0);
Vector3(const Vector3<float_type>& v) = default;
Vector3(Vector3<float_type>&& v) noexcept = default;
~Vector3() = default;
/** @name Operator */
//@{
/// Returns a reference to a coordinate. \a usIndex must be in the range [0,2]
[[nodiscard]] float_type& operator[](unsigned short usIndex);
/// Returns a const reference to a coordinate. \a usIndex must be in the range [0,2]
[[nodiscard]] const float_type& operator[](unsigned short usIndex) const;
/// Vector addition
[[nodiscard]] Vector3 operator+(const Vector3<float_type>& rcVct) const;
[[nodiscard]] Vector3 operator&(const Vector3<float_type>& rcVct) const;
/// Vector subtraction
[[nodiscard]] Vector3 operator-(const Vector3<float_type>& rcVct) const;
/// Negative vector
[[nodiscard]] Vector3 operator-() const;
/// Vector summation
Vector3& operator+=(const Vector3<float_type>& rcVct);
/// Vector subtraction
Vector3& operator-=(const Vector3<float_type>& rcVct);
/// Vector scaling
[[nodiscard]] Vector3 operator*(float_type fScale) const;
[[nodiscard]] Vector3 operator/(float_type fDiv) const;
Vector3& operator*=(float_type fScale);
Vector3& operator/=(float_type fDiv);
/// Assignment
Vector3& operator=(const Vector3<float_type>& v) = default;
Vector3& operator=(Vector3<float_type>&& v) noexcept = default;
/// Scalar product
[[nodiscard]] float_type operator*(const Vector3<float_type>& rcVct) const;
/// Scalar product
[[nodiscard]] float_type Dot(const Vector3<float_type>& rcVct) const;
/// Cross product
[[nodiscard]] Vector3 operator%(const Vector3<float_type>& rcVct) const;
/// Cross product
[[nodiscard]] Vector3 Cross(const Vector3<float_type>& rcVct) const;
/// Comparing for inequality
[[nodiscard]] bool operator!=(const Vector3<float_type>& rcVct) const;
/// Comparing for equality
[[nodiscard]] bool operator==(const Vector3<float_type>& rcVct) const;
//@}
/// Check if Vector is on a line segment
[[nodiscard]] bool IsOnLineSegment(const Vector3<float_type>& startVct,
const Vector3<float_type>& endVct) const;
/** @name Modification */
//@{
void ScaleX(float_type f);
void ScaleY(float_type f);
void ScaleZ(float_type f);
void Scale(float_type fX, float_type fY, float_type fZ);
void MoveX(float_type f);
void MoveY(float_type f);
void MoveZ(float_type f);
void Move(float_type fX, float_type fY, float_type fZ);
void RotateX(float_type f);
void RotateY(float_type f);
void RotateZ(float_type f);
//@}
void Set(float_type fX, float_type fY, float_type fZ);
/** @name Mathematics */
//@{
/// Length of the vector.
[[nodiscard]] float_type Length() const;
/// Squared length of the vector.
[[nodiscard]] float_type Sqr() const;
/// Set length to 1.
Vector3& Normalize();
/// Checks whether this is the null vector
[[nodiscard]] bool IsNull() const;
/// Get angle between both vectors. The returned value lies in the interval [0,pi].
[[nodiscard]] float_type GetAngle(const Vector3& rcVect) const;
/// Get oriented angle between both vectors using a normal. The returned value lies in the
/// interval [0,2*pi].
[[nodiscard]] float_type GetAngleOriented(const Vector3& rcVect, const Vector3& norm) const;
/** Transforms this point to the coordinate system defined by origin \a rclBase,
* vector \a vector rclDirX and vector \a vector rclDirY.
* \note \a rclDirX must be perpendicular to \a rclDirY, i.e. \a rclDirX * \a rclDirY = 0..
*/
void TransformToCoordinateSystem(const Vector3& rclBase,
const Vector3& rclDirX,
const Vector3& rclDirY);
/**
* @brief IsEqual
* @param rclPnt
* @param tol
* @return true or false
* If the distance to point \a rclPnt is within the tolerance \a tol both points are considered
* equal.
*/
[[nodiscard]] bool IsEqual(const Vector3& rclPnt, float_type tol) const;
/// Returns true if two vectors are parallel within the tol
/// If one of the vectors is the null vector then false is returned.
[[nodiscard]] bool IsParallel(const Vector3& rclDir, float_type tol) const;
/// Returns true if two vectors are normal within the tol
/// If one of the vectors is the null vector then false is returned.
[[nodiscard]] bool IsNormal(const Vector3& rclDir, float_type tol) const;
/// Projects this point onto the plane given by the base \a rclBase and the normal \a rclNorm.
Vector3& ProjectToPlane(const Vector3& rclBase, const Vector3& rclNorm);
/**
* Projects this point onto the plane given by the base \a rclBase and the normal \a rclNorm
* and stores the result in rclProj.
*/
void ProjectToPlane(const Vector3& rclBase, const Vector3& rclNorm, Vector3& rclProj) const;
/// Projects this point onto the line given by the base \a rclPoint and the direction \a
/// rclLine.
/**
* Projects a point \a rclPoint onto the line defined by the origin and the direction \a
* rclLine. The result is a vector from \a rclPoint to the point on the line. The length of this
* vector is the distance from \a rclPoint to the line. Note: The resulting vector does not
* depend on the current vector.
*/
Vector3& ProjectToLine(const Vector3& rclPoint, const Vector3& rclLine);
/**
* Get the perpendicular of this point to the line defined by rclBase and rclDir.
* Note: Do not mix up this method with ProjectToLine.
*/
[[nodiscard]] Vector3 Perpendicular(const Vector3& rclBase, const Vector3& rclDir) const;
/** Computes the distance to the given plane. Depending on the side this point is located
* the distance can also be negative. The distance is positive if the point is at the same
* side the plane normal points to, negative otherwise.
*/
[[nodiscard]] float_type DistanceToPlane(const Vector3& rclBase, const Vector3& rclNorm) const;
/// Computes the distance from this point to the line given by \a rclBase and \a rclDirect.
[[nodiscard]] float_type DistanceToLine(const Vector3& rclBase, const Vector3& rclDirect) const;
/** Computes the vector from this point to the point on the line segment with the shortest
* distance. The line segment is defined by \a rclP1 and \a rclP2.
* Note: If the projection of this point is outside the segment then the shortest distance
* to \a rclP1 or \a rclP2 is computed.
*/
[[nodiscard]] Vector3 DistanceToLineSegment(const Vector3& rclP1, const Vector3& rclP2) const;
//@}
};
template<class float_type>
Vector3<float_type> const Vector3<float_type>::UnitX(1.0, 0.0, 0.0);
template<class float_type>
Vector3<float_type> const Vector3<float_type>::UnitY(0.0, 1.0, 0.0);
template<class float_type>
Vector3<float_type> const Vector3<float_type>::UnitZ(0.0, 0.0, 1.0);
/// Returns the distance between two points
template<class float_type>
[[nodiscard]] inline float_type Distance(const Vector3<float_type>& v1,
const Vector3<float_type>& v2)
{
float_type x = v1.x - v2.x;
float_type y = v1.y - v2.y;
float_type z = v1.z - v2.z;
return static_cast<float_type>(sqrt((x * x) + (y * y) + (z * z)));
}
/// Returns the squared distance between two points
template<class float_type>
[[nodiscard]] inline float_type DistanceP2(const Vector3<float_type>& v1,
const Vector3<float_type>& v2)
{
float_type x = v1.x - v2.x;
float_type y = v1.y - v2.y;
float_type z = v1.z - v2.z;
return x * x + y * y + z * z;
}
/// Multiplication of scalar with vector.
template<class float_type>
[[nodiscard]] inline Vector3<float_type> operator*(float_type fFac,
const Vector3<float_type>& rcVct)
{
return Vector3<float_type>(rcVct.x * fFac, rcVct.y * fFac, rcVct.z * fFac);
}
template<class Pr1, class Pr2>
[[nodiscard]] inline Vector3<Pr1> toVector(const Vector3<Pr2>& v)
{
return Vector3<Pr1>(static_cast<Pr1>(v.x), static_cast<Pr1>(v.y), static_cast<Pr1>(v.z));
}
using Vector3f = Vector3<float>;
using Vector3d = Vector3<double>;
} // namespace Base
#endif // BASE_VECTOR3D_H