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Diffstat (limited to 'dev/MinGfx/src/point3.h')
-rw-r--r-- | dev/MinGfx/src/point3.h | 308 |
1 files changed, 154 insertions, 154 deletions
diff --git a/dev/MinGfx/src/point3.h b/dev/MinGfx/src/point3.h index 50783f0..027312b 100644 --- a/dev/MinGfx/src/point3.h +++ b/dev/MinGfx/src/point3.h @@ -1,154 +1,154 @@ -/* - This file is part of the MinGfx Project. - - Copyright (c) 2017,2018 Regents of the University of Minnesota. - All Rights Reserved. - - Original Author(s) of this File: - Dan Keefe, 2018, University of Minnesota - - Author(s) of Significant Updates/Modifications to the File: - ... - */ - -#ifndef SRC_POINT3_H_ -#define SRC_POINT3_H_ - -#include <iostream> -#include <vector> - -namespace mingfx { - -/// Epsilon value used for == and != comparisons within MinGfx -#define MINGFX_MATH_EPSILON 1e-8 - -// forward declaration -class Vector3; - - -/** A 3D Point with floating point coordinates, used for storing vertices and - all sorts of other 3D graphics operations. Point3s can be transformed by a - Matrix4. Example: - ~~~ - Point3 a(0,0,1); - std::cout << a << std::endl; - - Matrix4 M = Matrix4::Translation(Vector3(0,0,-1)); - Point3 b = M * a; - std::cout << b << std::endl; - - // you can access the individual components of the point in two ways: - Point3 p(1,2,3); - float option1 = p.x(); - float option2 = p[0]; - - // to set an individual component of the point use the [] operator: - Point3 p2; - p2[0] = 0.4; - p2[1] = 1.2; - p2[2] = 3.1; - ~~~ - */ -class Point3 { -public: - /// Default point at the origin - Point3(); - - /// Constructs a point given (x,y,z,1), where the 1 comes from the use of - /// homogeneous coordinates in computer graphics. - Point3(float x, float y, float z); - - /// Constructs a point given a pointer to x,y,z data - Point3(float *p); - - /// Copy constructor for point - Point3(const Point3& p); - - /// Point destructor - virtual ~Point3(); - - /// Check for "equality", taking floating point imprecision into account - bool operator==(const Point3& p) const; - - /// Check for "inequality", taking floating point imprecision into account - bool operator!=(const Point3& p) const; - - /// Assignment operator - Point3& operator=(const Point3& p); - - /// Read only access to the ith coordinate of the point. - float operator[](const int i) const; - - /// Returns a reference to the ith coordinate of the point. Use this - /// accessor if you wish to set the coordinate rather than just request - /// its value. Example: - /// ~~~ - /// Point3 a; - /// a[0] = 5.0; // set the x-coordinate of the point - /// ~~~ - float& operator[](const int i); - - /// Read only access to the x coordinate. Can also use my_point[0]. Use - /// the my_point[0] = 1.0; form if you need to set the value. - float x() const { return p[0]; } - - /// Read only access to the y coordinate. Can also use my_point[1]. Use - /// the my_point[1] = 1.0; form if you need to set the value. - float y() const { return p[1]; } - - /// Read only access to the z coordinate. Can also use my_point[2]. Use - /// the my_point[2] = 1.0; form if you need to set the value. - float z() const { return p[2]; } - - /// In homogeneous coordinates, the w coordinate for all points is 1.0. - float w() const { return 1.0; } - - /// Returns a const pointer to the raw data array - const float * value_ptr() const; - - - /// Linear interpolation between this point and another. Alpha=0.0 returns - /// this point, and alpha=1.0 returns the other point, other values blend - /// between the two. - Point3 Lerp(const Point3 &b, float alpha) const; - - /// Returns the shortest (i.e., perpendicular) distance from this point to - /// a plane defined by a point and a normal. - float DistanceToPlane(const Point3 &plane_origin, const Vector3 &plane_normal); - - /// Returns the perpendicular projection of this point onto a plane defined - /// by a point and a normal. - Point3 ClosestPointOnPlane(const Point3 &plane_origin, const Vector3 &plane_normal); - - /// Given a list of points, returns the closest in the last to the current point. - Point3 ClosestPoint(const std::vector<Point3> &point_list); - - - - /// (0,0,0) - a shortcut for a special point that is frequently needed - static const Point3& Origin(); - - /// (0,0,0) - a shortcut for a special point that is frequently needed - static const Point3& Zero(); - - /// (1,1,1) - a shortcut for a special point that is frequently needed - static const Point3& One(); - - /// Linear interpolation between two points. Alpha=0.0 returns 'a' and - /// alpha=1.0 returns 'b', other values blend between the two. - static Point3 Lerp(const Point3 &a, const Point3 &b, float alpha); - - - -private: - float p[3]; -}; - - -std::ostream & operator<< ( std::ostream &os, const Point3 &p); -std::istream & operator>> ( std::istream &is, Point3 &p); - - -} // namespace - -#endif +/*
+ This file is part of the MinGfx Project.
+
+ Copyright (c) 2017,2018 Regents of the University of Minnesota.
+ All Rights Reserved.
+
+ Original Author(s) of this File:
+ Dan Keefe, 2018, University of Minnesota
+
+ Author(s) of Significant Updates/Modifications to the File:
+ ...
+ */
+
+#ifndef SRC_POINT3_H_
+#define SRC_POINT3_H_
+
+#include <iostream>
+#include <vector>
+
+namespace mingfx {
+
+/// Epsilon value used for == and != comparisons within MinGfx
+#define MINGFX_MATH_EPSILON 1e-8
+
+// forward declaration
+class Vector3;
+
+
+/** A 3D Point with floating point coordinates, used for storing vertices and
+ all sorts of other 3D graphics operations. Point3s can be transformed by a
+ Matrix4. Example:
+ ~~~
+ Point3 a(0,0,1);
+ std::cout << a << std::endl;
+
+ Matrix4 M = Matrix4::Translation(Vector3(0,0,-1));
+ Point3 b = M * a;
+ std::cout << b << std::endl;
+
+ // you can access the individual components of the point in two ways:
+ Point3 p(1,2,3);
+ float option1 = p.x();
+ float option2 = p[0];
+
+ // to set an individual component of the point use the [] operator:
+ Point3 p2;
+ p2[0] = 0.4;
+ p2[1] = 1.2;
+ p2[2] = 3.1;
+ ~~~
+ */
+class Point3 {
+public:
+ /// Default point at the origin
+ Point3();
+
+ /// Constructs a point given (x,y,z,1), where the 1 comes from the use of
+ /// homogeneous coordinates in computer graphics.
+ Point3(float x, float y, float z);
+
+ /// Constructs a point given a pointer to x,y,z data
+ Point3(float *p);
+
+ /// Copy constructor for point
+ Point3(const Point3& p);
+
+ /// Point destructor
+ virtual ~Point3();
+
+ /// Check for "equality", taking floating point imprecision into account
+ bool operator==(const Point3& p) const;
+
+ /// Check for "inequality", taking floating point imprecision into account
+ bool operator!=(const Point3& p) const;
+
+ /// Assignment operator
+ Point3& operator=(const Point3& p);
+
+ /// Read only access to the ith coordinate of the point.
+ float operator[](const int i) const;
+
+ /// Returns a reference to the ith coordinate of the point. Use this
+ /// accessor if you wish to set the coordinate rather than just request
+ /// its value. Example:
+ /// ~~~
+ /// Point3 a;
+ /// a[0] = 5.0; // set the x-coordinate of the point
+ /// ~~~
+ float& operator[](const int i);
+
+ /// Read only access to the x coordinate. Can also use my_point[0]. Use
+ /// the my_point[0] = 1.0; form if you need to set the value.
+ float x() const { return p[0]; }
+
+ /// Read only access to the y coordinate. Can also use my_point[1]. Use
+ /// the my_point[1] = 1.0; form if you need to set the value.
+ float y() const { return p[1]; }
+
+ /// Read only access to the z coordinate. Can also use my_point[2]. Use
+ /// the my_point[2] = 1.0; form if you need to set the value.
+ float z() const { return p[2]; }
+
+ /// In homogeneous coordinates, the w coordinate for all points is 1.0.
+ float w() const { return 1.0; }
+
+ /// Returns a const pointer to the raw data array
+ const float * value_ptr() const;
+
+
+ /// Linear interpolation between this point and another. Alpha=0.0 returns
+ /// this point, and alpha=1.0 returns the other point, other values blend
+ /// between the two.
+ Point3 Lerp(const Point3 &b, float alpha) const;
+
+ /// Returns the shortest (i.e., perpendicular) distance from this point to
+ /// a plane defined by a point and a normal.
+ float DistanceToPlane(const Point3 &plane_origin, const Vector3 &plane_normal);
+
+ /// Returns the perpendicular projection of this point onto a plane defined
+ /// by a point and a normal.
+ Point3 ClosestPointOnPlane(const Point3 &plane_origin, const Vector3 &plane_normal);
+
+ /// Given a list of points, returns the closest in the last to the current point.
+ Point3 ClosestPoint(const std::vector<Point3> &point_list);
+
+
+
+ /// (0,0,0) - a shortcut for a special point that is frequently needed
+ static const Point3& Origin();
+
+ /// (0,0,0) - a shortcut for a special point that is frequently needed
+ static const Point3& Zero();
+
+ /// (1,1,1) - a shortcut for a special point that is frequently needed
+ static const Point3& One();
+
+ /// Linear interpolation between two points. Alpha=0.0 returns 'a' and
+ /// alpha=1.0 returns 'b', other values blend between the two.
+ static Point3 Lerp(const Point3 &a, const Point3 &b, float alpha);
+
+
+
+private:
+ float p[3];
+};
+
+
+std::ostream & operator<< ( std::ostream &os, const Point3 &p);
+std::istream & operator>> ( std::istream &is, Point3 &p);
+
+
+} // namespace
+
+#endif
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