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/*
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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