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License statement text corrected; compiler warnings caused by Bison 2.41 disabled for MSVC; a few other compiler warnings on 54-bit Windows eliminated by appropriate type cast Wrong license statements corrected in several files. Copyright and license statements added in XSD and GLSL files. Copyright year updated in some files. Obsolete documentation files removed from DrawResources.
366 lines
11 KiB
C++
366 lines
11 KiB
C++
// Created by: Kirill GAVRILOV
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// Copyright (c) 2013-2014 OPEN CASCADE SAS
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//
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// This file is part of Open CASCADE Technology software library.
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//
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// This library is free software; you can redistribute it and/or modify it under
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// the terms of the GNU Lesser General Public License version 2.1 as published
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// by the Free Software Foundation, with special exception defined in the file
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// OCCT_LGPL_EXCEPTION.txt. Consult the file LICENSE_LGPL_21.txt included in OCCT
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// distribution for complete text of the license and disclaimer of any warranty.
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//
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// Alternatively, this file may be used under the terms of Open CASCADE
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// commercial license or contractual agreement.
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#ifndef _NCollection_Vec3_H__
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#define _NCollection_Vec3_H__
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#include <cstring>
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#include <cmath>
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#include <NCollection_Vec2.hxx>
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//! Auxiliary macros to define couple of similar access components as vector methods
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#define NCOLLECTION_VEC_COMPONENTS_3D(theX, theY, theZ) \
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const NCollection_Vec3<Element_t> theX##theY##theZ() const { return NCollection_Vec3<Element_t>(theX(), theY(), theZ()); } \
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const NCollection_Vec3<Element_t> theX##theZ##theY() const { return NCollection_Vec3<Element_t>(theX(), theZ(), theY()); } \
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const NCollection_Vec3<Element_t> theY##theX##theZ() const { return NCollection_Vec3<Element_t>(theY(), theX(), theZ()); } \
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const NCollection_Vec3<Element_t> theY##theZ##theX() const { return NCollection_Vec3<Element_t>(theY(), theZ(), theX()); } \
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const NCollection_Vec3<Element_t> theZ##theY##theX() const { return NCollection_Vec3<Element_t>(theZ(), theY(), theX()); } \
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const NCollection_Vec3<Element_t> theZ##theX##theY() const { return NCollection_Vec3<Element_t>(theZ(), theX(), theY()); }
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//! Generic 3-components vector.
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//! To be used as RGB color pixel or XYZ 3D-point.
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//! The main target for this class - to handle raw low-level arrays (from/to graphic driver etc.).
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template<typename Element_t>
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class NCollection_Vec3
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{
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public:
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//! Returns the number of components.
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static int Length()
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{
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return 3;
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}
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//! Empty constructor. Construct the zero vector.
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NCollection_Vec3()
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{
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std::memset (this, 0, sizeof(NCollection_Vec3));
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}
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//! Initialize ALL components of vector within specified value.
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explicit NCollection_Vec3 (Element_t theValue)
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{
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v[0] = v[1] = v[2] = theValue;
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}
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//! Per-component constructor.
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explicit NCollection_Vec3 (const Element_t theX,
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const Element_t theY,
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const Element_t theZ)
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{
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v[0] = theX;
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v[1] = theY;
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v[2] = theZ;
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}
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//! Constructor from 2-components vector.
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explicit NCollection_Vec3 (const NCollection_Vec2<Element_t>& theVec2)
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{
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v[0] = theVec2[0];
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v[1] = theVec2[1];
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v[2] = Element_t(0);
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}
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//! Copy constructor.
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NCollection_Vec3 (const NCollection_Vec3& theVec3)
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{
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std::memcpy (this, &theVec3, sizeof(NCollection_Vec3));
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}
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//! Assignment operator.
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const NCollection_Vec3& operator= (const NCollection_Vec3& theVec3)
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{
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std::memcpy (this, &theVec3, sizeof(NCollection_Vec3));
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return *this;
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}
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//! Alias to 1st component as X coordinate in XYZ.
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Element_t x() const { return v[0]; }
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//! Alias to 1st component as RED channel in RGB.
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Element_t r() const { return v[0]; }
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//! Alias to 2nd component as Y coordinate in XYZ.
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Element_t y() const { return v[1]; }
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//! Alias to 2nd component as GREEN channel in RGB.
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Element_t g() const { return v[1]; }
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//! Alias to 3rd component as Z coordinate in XYZ.
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Element_t z() const { return v[2]; }
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//! Alias to 3rd component as BLUE channel in RGB.
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Element_t b() const { return v[2]; }
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//! @return 2 components by their names in specified order (in GLSL-style)
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NCOLLECTION_VEC_COMPONENTS_2D(x, y)
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NCOLLECTION_VEC_COMPONENTS_2D(x, z)
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NCOLLECTION_VEC_COMPONENTS_2D(y, z)
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//! @return 3 components by their names in specified order (in GLSL-style)
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NCOLLECTION_VEC_COMPONENTS_3D(x, y, z)
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//! Alias to 1st component as X coordinate in XYZ.
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Element_t& x() { return v[0]; }
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//! Alias to 1st component as RED channel in RGB.
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Element_t& r() { return v[0]; }
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//! Alias to 2nd component as Y coordinate in XYZ.
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Element_t& y() { return v[1]; }
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//! Alias to 2nd component as GREEN channel in RGB.
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Element_t& g() { return v[1]; }
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//! Alias to 3rd component as Z coordinate in XYZ.
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Element_t& z() { return v[2]; }
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//! Alias to 3rd component as BLUE channel in RGB.
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Element_t& b() { return v[2]; }
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//! @return XY-components modifiable vector
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NCollection_Vec2<Element_t>& xy()
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{
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return *((NCollection_Vec2<Element_t>* )&v[0]);
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}
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//! @return YZ-components modifiable vector
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NCollection_Vec2<Element_t>& yz()
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{
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return *((NCollection_Vec2<Element_t>* )&v[1]);
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}
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//! Raw access to the data (for OpenGL exchange).
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const Element_t* GetData() const { return v; }
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Element_t* ChangeData() { return v; }
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operator const Element_t*() const { return v; }
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operator Element_t*() { return v; }
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//! Compute per-component summary.
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NCollection_Vec3& operator+= (const NCollection_Vec3& theAdd)
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{
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v[0] += theAdd.v[0];
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v[1] += theAdd.v[1];
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v[2] += theAdd.v[2];
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return *this;
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}
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//! Compute per-component summary.
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friend NCollection_Vec3 operator+ (const NCollection_Vec3& theLeft,
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const NCollection_Vec3& theRight)
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{
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NCollection_Vec3 aSumm = NCollection_Vec3 (theLeft);
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return aSumm += theRight;
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}
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//! Unary -.
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NCollection_Vec3 operator-() const
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{
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return NCollection_Vec3 (-x(), -y(), -z());
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}
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//! Compute per-component subtraction.
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NCollection_Vec3& operator-= (const NCollection_Vec3& theDec)
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{
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v[0] -= theDec.v[0];
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v[1] -= theDec.v[1];
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v[2] -= theDec.v[2];
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return *this;
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}
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//! Compute per-component subtraction.
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friend NCollection_Vec3 operator- (const NCollection_Vec3& theLeft,
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const NCollection_Vec3& theRight)
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{
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NCollection_Vec3 aSumm = NCollection_Vec3 (theLeft);
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return aSumm -= theRight;
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}
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//! Compute per-component multiplication by scale factor.
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void Multiply (const Element_t theFactor)
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{
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v[0] *= theFactor;
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v[1] *= theFactor;
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v[2] *= theFactor;
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}
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//! Compute per-component multiplication.
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NCollection_Vec3& operator*= (const NCollection_Vec3& theRight)
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{
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v[0] *= theRight.v[0];
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v[1] *= theRight.v[1];
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v[2] *= theRight.v[2];
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return *this;
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}
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//! Compute per-component multiplication.
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friend NCollection_Vec3 operator* (const NCollection_Vec3& theLeft,
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const NCollection_Vec3& theRight)
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{
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NCollection_Vec3 aResult = NCollection_Vec3 (theLeft);
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return aResult *= theRight;
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}
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//! Compute per-component multiplication by scale factor.
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NCollection_Vec3& operator*= (const Element_t theFactor)
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{
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Multiply (theFactor);
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return *this;
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}
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//! Compute per-component multiplication by scale factor.
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NCollection_Vec3 operator* (const Element_t theFactor) const
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{
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return Multiplied (theFactor);
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}
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//! Compute per-component multiplication by scale factor.
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NCollection_Vec3 Multiplied (const Element_t theFactor) const
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{
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NCollection_Vec3 aCopyVec3 (*this);
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aCopyVec3 *= theFactor;
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return aCopyVec3;
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}
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//! Compute component-wise minimum of two vectors.
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NCollection_Vec3 cwiseMin (const NCollection_Vec3& theVec) const
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{
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return NCollection_Vec3 (v[0] < theVec.v[0] ? v[0] : theVec.v[0],
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v[1] < theVec.v[1] ? v[1] : theVec.v[1],
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v[2] < theVec.v[2] ? v[2] : theVec.v[2]);
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}
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//! Compute component-wise maximum of two vectors.
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NCollection_Vec3 cwiseMax (const NCollection_Vec3& theVec) const
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{
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return NCollection_Vec3 (v[0] > theVec.v[0] ? v[0] : theVec.v[0],
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v[1] > theVec.v[1] ? v[1] : theVec.v[1],
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v[2] > theVec.v[2] ? v[2] : theVec.v[2]);
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}
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//! Compute per-component division by scale factor.
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NCollection_Vec3& operator/= (const Element_t theInvFactor)
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{
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v[0] /= theInvFactor;
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v[1] /= theInvFactor;
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v[2] /= theInvFactor;
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return *this;
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}
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//! Compute per-component division by scale factor.
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NCollection_Vec3 operator/ (const Element_t theInvFactor)
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{
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NCollection_Vec3 aResult (this);
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return aResult /= theInvFactor;
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}
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//! Computes the dot product.
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Element_t Dot (const NCollection_Vec3& theOther) const
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{
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return x() * theOther.x() + y() * theOther.y() + z() * theOther.z();
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}
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//! Computes the vector modulus (magnitude, length).
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Element_t Modulus() const
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{
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return std::sqrt (x() * x() + y() * y() + z() * z());
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}
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//! Computes the square of vector modulus (magnitude, length).
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//! This method may be used for performance tricks.
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Element_t SquareModulus() const
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{
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return x() * x() + y() * y() + z() * z();
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}
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//! Normalize the vector.
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void Normalize()
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{
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Element_t aModulus = Modulus();
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if (aModulus != Element_t(0)) // just avoid divide by zero
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{
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x() = x() / aModulus;
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y() = y() / aModulus;
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z() = z() / aModulus;
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}
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}
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//! Normalize the vector.
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NCollection_Vec3 Normalized() const
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{
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NCollection_Vec3 aCopy (*this);
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aCopy.Normalize();
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return aCopy;
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}
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//! Computes the cross product.
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static NCollection_Vec3 Cross (const NCollection_Vec3& theVec1,
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const NCollection_Vec3& theVec2)
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{
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return NCollection_Vec3(theVec1.y() * theVec2.z() - theVec1.z() * theVec2.y(),
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theVec1.z() * theVec2.x() - theVec1.x() * theVec2.z(),
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theVec1.x() * theVec2.y() - theVec1.y() * theVec2.x());
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}
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//! Compute linear interpolation between to vectors.
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//! @param theT - interpolation coefficient 0..1;
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//! @return interpolation result.
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static NCollection_Vec3 GetLERP (const NCollection_Vec3& theFrom,
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const NCollection_Vec3& theTo,
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const Element_t theT)
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{
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return theFrom * (Element_t(1) - theT) + theTo * theT;
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}
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//! Constuct DX unit vector.
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static NCollection_Vec3 DX()
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{
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return NCollection_Vec3 (Element_t(1), Element_t(0), Element_t(0));
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}
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//! Constuct DY unit vector.
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static NCollection_Vec3 DY()
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{
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return NCollection_Vec3 (Element_t(0), Element_t(1), Element_t(0));
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}
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//! Constuct DZ unit vector.
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static NCollection_Vec3 DZ()
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{
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return NCollection_Vec3 (Element_t(0), Element_t(0), Element_t(1));
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}
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private:
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Element_t v[3]; //!< define the vector as array to avoid structure alignment issues
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};
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//! Optimized concretization for float type.
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template<> inline NCollection_Vec3<float>& NCollection_Vec3<float>::operator/= (const float theInvFactor)
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{
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Multiply (1.0f / theInvFactor);
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return *this;
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}
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//! Optimized concretization for double type.
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template<> inline NCollection_Vec3<double>& NCollection_Vec3<double>::operator/= (const double theInvFactor)
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{
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Multiply (1.0 / theInvFactor);
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return *this;
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}
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#endif // _NCollection_Vec3_H__
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