/**************************************************************************** Copyright (C) 2002-2007 Gilles Debunne (Gilles.Debunne@imag.fr) This file is part of the QGLViewer library. Version 2.2.6-3, released on August 28, 2007. http://artis.imag.fr/Members/Gilles.Debunne/QGLViewer libQGLViewer is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. libQGLViewer 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 General Public License for more details. You should have received a copy of the GNU General Public License along with libQGLViewer; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA *****************************************************************************/ #ifndef QGLVIEWER_VEC_H #define QGLVIEWER_VEC_H #include "AppGLWidget_config.h" // #include // Included by all files as vec.h is at the end of the include hierarchy //soc #include "config.h" // Specific configuration options. /*! \brief The Vec class represents 3D positions and 3D vectors. \class Vec vec.h 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 qglviewer::Vec or use the qglviewer namespace: \code using namespace qglviewer; \endcode

Interface with other vector classes

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 Vec { // If your compiler complains the "The class "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) float x, y, z; #else union { struct { float x, y, z; }; float 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(float X, float Y, float 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 { // ... float 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 float[3], ...) implement this operator and can hence be used in place of Vec. See also operator const float*() .*/ template 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. */ Vec& operator=(const Vec& v) { x = v.x; y = v.y; z = v.z; return *this; } /*! Set the current value. Maybe faster than using operator=() with a temporary Vec(x,y,z). */ void setValue(float X, float Y, float 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 // 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]. */ float 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]. */ float& operator[](int i) { #ifdef QGLVIEWER_UNION_NOT_SUPPORTED return (&x)[i]; #else return v_[i]; #endif } #ifndef DOXYGEN /*! This method is deprecated since version 2.0. Use operator const float* instead. */ const float* address() const { cout << "Vec::address() is deprecated, use operator const float* instead." << endl; return operator const float*(); }; #endif /*! Conversion operator returning the memory address of the vector. Very convenient to pass a Vec pointer as a parameter to OpenGL functions: \code Vec pos, normal; glNormal3fv(normal); glVertex3fv(pos); \endcode */ operator const float*() 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 float*, as provided by certain libraries. */ operator float*() { #ifdef QGLVIEWER_UNION_NOT_SUPPORTED return &x; #else return v_; #endif } //@} /*! @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, float k) { return Vec(a.x*k, a.y*k, a.z*k); } /*! Returns the product of the vector with a scalar. */ friend Vec operator*(float 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, float k) { #ifndef QT_NO_DEBUG if (fabs(k) < 1.0E-10) cout << "Vec::operator / : dividing by a null value" << endl; #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 float epsilon = 1.0E-10f; 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*=(float 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/=(float k) { #ifndef QT_NO_DEBUG if (fabs(k)<1.0E-10) cout << "Vec::operator /= : dividing by a null value" << endl; #endif x /= k; y /= k; z /= k; return *this; } /*! Dot product of the two Vec. */ friend float 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 */ //@{ #ifndef DOXYGEN /*! This method is deprecated since version 2.0. Use squaredNorm() instead. */ float sqNorm() const { return x*x + y*y + z*z; } #endif /*! Returns the \e squared norm of the Vec. */ float squaredNorm() const { return x*x + y*y + z*z; } /*! Returns the norm of the vector. */ float 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. */ float normalize() { const float n = norm(); #ifndef QT_NO_DEBUG if (n < 1.0E-10) cout << "Vec::normalize: normalizing a null vector" << endl; #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); //@} #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 qglviewer::Vec&); //@} #endif }; std::ostream& operator<<(std::ostream& o, const Vec&); #endif // QGLVIEWER_VEC_H