FreeCAD/src/Base/Vector3D.cpp
wmayer 1e2e24b652 + rename methods in Vector3 class
+ add convenience methods Cross and Dot to Vector3 class
+ fix bug in DistanceToLineSegment in Vector3 class
2016-07-30 15:14:47 +02:00

438 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 *
* *
***************************************************************************/
#include "PreCompiled.h"
#include "Tools.h"
#include "Vector3D.h"
using namespace Base;
template <class _Precision>
Vector3<_Precision>::Vector3 (_Precision fx, _Precision fy, _Precision fz)
: x(fx),
y(fy),
z(fz)
{
}
template <class _Precision>
Vector3<_Precision>::Vector3 (const Vector3<_Precision>& rcVct)
: x(rcVct.x),
y(rcVct.y),
z(rcVct.z)
{
}
template <class _Precision>
_Precision& Vector3<_Precision>::operator [] (unsigned short usIndex)
{
switch (usIndex)
{
case 0: return x;
case 1: return y;
case 2: return z;
}
return x;
}
template <class _Precision>
const _Precision& Vector3<_Precision>::operator [] (unsigned short usIndex) const
{
switch (usIndex)
{
case 0: return x;
case 1: return y;
case 2: return z;
}
return x;
}
template <class _Precision>
Vector3 <_Precision>Vector3<_Precision>::operator + (const Vector3<_Precision>& rcVct) const
{
Vector3<_Precision> cVctRes;
cVctRes.x = x + rcVct.x;
cVctRes.y = y + rcVct.y;
cVctRes.z = z + rcVct.z;
return cVctRes;
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::operator & (const Vector3<_Precision>& rcVct) const
{
Vector3<_Precision> cVctRes;
cVctRes.x = x * (_Precision) fabs(rcVct.x);
cVctRes.y = y * (_Precision) fabs(rcVct.y);
cVctRes.z = z * (_Precision) fabs(rcVct.z);
return cVctRes;
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::operator - (const Vector3<_Precision>& rcVct) const
{
Vector3<_Precision> cVctRes;
cVctRes.x = x - rcVct.x;
cVctRes.y = y - rcVct.y;
cVctRes.z = z - rcVct.z;
return cVctRes;
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::operator - (void) const
{
return Vector3(-x, -y, -z);
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::operator += (const Vector3<_Precision>& rcVct)
{
x += rcVct.x;
y += rcVct.y;
z += rcVct.z;
return *this;
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::operator -= (const Vector3<_Precision>& rcVct)
{
x -= rcVct.x;
y -= rcVct.y;
z -= rcVct.z;
return *this;
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::operator *= (_Precision fScale)
{
x *= fScale;
y *= fScale;
z *= fScale;
return *this;
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::operator /= (_Precision fDiv)
{
x /= fDiv;
y /= fDiv;
z /= fDiv;
return *this;
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::operator * (_Precision fScale) const
{
return Vector3<_Precision>(this->x*fScale,this->y*fScale,this->z*fScale);
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::operator / (_Precision fDiv) const
{
return Vector3<_Precision>(this->x/fDiv,this->y/fDiv,this->z/fDiv);
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::operator = (const Vector3<_Precision>& rcVct)
{
x = rcVct.x;
y = rcVct.y;
z = rcVct.z;
return *this;
}
template <class _Precision>
_Precision Vector3<_Precision>::operator * (const Vector3<_Precision>& rcVct) const
{
return (x * rcVct.x) + (y * rcVct.y) + (z * rcVct.z);
}
template <class _Precision>
_Precision Vector3<_Precision>::Dot (const Vector3<_Precision>& rcVct) const
{
return (x * rcVct.x) + (y * rcVct.y) + (z * rcVct.z);
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::operator % (const Vector3<_Precision>& rcVct) const
{
Vector3<_Precision> cVctRes;
cVctRes.x = (y * rcVct.z) - (z * rcVct.y);
cVctRes.y = (z * rcVct.x) - (x * rcVct.z);
cVctRes.z = (x * rcVct.y) - (y * rcVct.x);
return cVctRes;
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::Cross(const Vector3<_Precision>& rcVct) const
{
Vector3<_Precision> cVctRes;
cVctRes.x = (y * rcVct.z) - (z * rcVct.y);
cVctRes.y = (z * rcVct.x) - (x * rcVct.z);
cVctRes.z = (x * rcVct.y) - (y * rcVct.x);
return cVctRes;
}
template <class _Precision>
bool Vector3<_Precision>::operator != (const Vector3<_Precision>& rcVct) const
{
return !((*this) == rcVct);
}
template <class _Precision>
bool Vector3<_Precision>::operator == (const Vector3<_Precision>& rcVct) const
{
return (fabs (x - rcVct.x) <= traits_type::epsilon()) &&
(fabs (y - rcVct.y) <= traits_type::epsilon()) &&
(fabs (z - rcVct.z) <= traits_type::epsilon());
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::ProjectToPlane (const Vector3<_Precision> &rclBase,
const Vector3<_Precision> &rclNorm)
{
Vector3<_Precision> clTemp(rclNorm);
*this = *this - (clTemp *= ((*this - rclBase) * clTemp) / clTemp.Sqr());
return *this;
}
template <class _Precision>
void Vector3<_Precision>::ProjectToPlane (const Vector3 &rclBase,
const Vector3 &rclNorm,
Vector3 &rclProj) const
{
Vector3<_Precision> clTemp(rclNorm);
rclProj = *this - (clTemp *= ((*this - rclBase) * clTemp) / clTemp.Sqr());
}
template <class _Precision>
_Precision Vector3<_Precision>::DistanceToPlane (const Vector3<_Precision> &rclBase,
const Vector3<_Precision> &rclNorm) const
{
return ((*this - rclBase) * rclNorm) / rclNorm.Length();
}
template <class _Precision>
_Precision Vector3<_Precision>::Length (void) const
{
return (_Precision)sqrt ((x * x) + (y * y) + (z * z));
}
template <class _Precision>
_Precision Vector3<_Precision>::DistanceToLine (const Vector3<_Precision> &rclBase,
const Vector3<_Precision> &rclDirect) const
{
return (_Precision) fabs((rclDirect % Vector3(*this - rclBase)).Length() / rclDirect.Length());
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::DistanceToLineSegment(const Vector3& rclP1,
const Vector3& rclP2) const
{
_Precision len2 = Base::DistanceP2(rclP1, rclP2);
if (len2 == 0)
return rclP1;
Vector3<_Precision> p2p1 = rclP2-rclP1;
Vector3<_Precision> pXp1 = *this-rclP1;
_Precision dot = pXp1 * p2p1;
_Precision t = clamp<_Precision>(dot/len2, 0, 1);
Vector3<_Precision> dist = t * p2p1 - pXp1;
return dist;
}
template <class _Precision>
Vector3<_Precision>& Vector3<_Precision>::ProjectToLine (const Vector3<_Precision> &rclPoint,
const Vector3<_Precision> &rclLine)
{
return (*this = ((((rclPoint * rclLine) / rclLine.Sqr()) * rclLine) - rclPoint));
}
template <class _Precision>
Vector3<_Precision> Vector3<_Precision>::Perpendicular(const Vector3<_Precision> &rclBase,
const Vector3<_Precision> &rclDir) const
{
_Precision t = ((*this - rclBase) * rclDir) / (rclDir * rclDir);
return rclBase + t * rclDir;
}
template <class _Precision>
_Precision Vector3<_Precision>::Sqr (void) const
{
return (_Precision) ((x * x) + (y * y) + (z * z));
}
template <class _Precision>
void Vector3<_Precision>::Set (_Precision fX, _Precision fY, _Precision fZ)
{
x = fX;
y = fY;
z = fZ;
}
template <class _Precision>
void Vector3<_Precision>::ScaleX (_Precision f)
{
x *= f;
}
template <class _Precision>
void Vector3<_Precision>::ScaleY (_Precision f)
{
y *= f;
}
template <class _Precision>
void Vector3<_Precision>::ScaleZ (_Precision f)
{
z *= f;
}
template <class _Precision>
void Vector3<_Precision>::Scale (_Precision fX, _Precision fY, _Precision fZ)
{
x *= fX;
y *= fY;
z *= fZ;
}
template <class _Precision>
void Vector3<_Precision>::MoveX (_Precision f)
{
x += f;
}
template <class _Precision>
void Vector3<_Precision>::MoveY (_Precision f)
{
y += f;
}
template <class _Precision>
void Vector3<_Precision>::MoveZ (_Precision f)
{
z += f;
}
template <class _Precision>
void Vector3<_Precision>::Move (_Precision fX, _Precision fY, _Precision fZ)
{
x += fX;
y += fY;
z += fZ;
}
template <class _Precision>
void Vector3<_Precision>::RotateX (_Precision f)
{
Vector3 cPt (*this);
_Precision fsin, fcos;
fsin = (_Precision)sin (f);
fcos = (_Precision)cos (f);
y = (cPt.y * fcos) - (cPt.z * fsin);
z = (cPt.y * fsin) + (cPt.z * fcos);
}
template <class _Precision>
void Vector3<_Precision>::RotateY (_Precision f)
{
Vector3 cPt (*this);
_Precision fsin, fcos;
fsin = (_Precision)sin (f);
fcos = (_Precision)cos (f);
x = (cPt.z * fsin) + (cPt.x * fcos);
z = (cPt.z * fcos) - (cPt.x * fsin);
}
template <class _Precision>
void Vector3<_Precision>::RotateZ (_Precision f)
{
Vector3 cPt (*this);
_Precision fsin, fcos;
fsin = (_Precision)sin (f);
fcos = (_Precision)cos (f);
x = (cPt.x * fcos) - (cPt.y * fsin);
y = (cPt.x * fsin) + (cPt.y * fcos);
}
template <class _Precision>
Vector3<_Precision> & Vector3<_Precision>::Normalize (void)
{
_Precision fLen = Length ();
if (fLen != (_Precision)0.0 && fLen != (_Precision)1.0) {
x /= fLen;
y /= fLen;
z /= fLen;
}
return *this;
}
template <class _Precision>
_Precision Vector3<_Precision>::GetAngle (const Vector3 &rcVect) const
{
_Precision divid, fNum;
divid = Length() * ((Vector3<_Precision>&)rcVect).Length();
if ((divid < -1e-10f) || (divid > 1e-10f)) {
fNum = (*this * rcVect) / divid;
if (fNum < -1)
return traits_type::pi();
else if (fNum > 1)
return 0.0F;
else
return _Precision(acos(fNum));
}
else
return traits_type::maximum(); // division by zero
}
template <class _Precision>
void Vector3<_Precision>::TransformToCoordinateSystem (const Vector3 &rclBase,
const Vector3 &rclDirX,
const Vector3 &rclDirY)
{
Vector3 clVectX, clVectY, clVectZ, clVectOld;
clVectX = rclDirX;
clVectY = rclDirY;
clVectZ = rclDirX % rclDirY;
clVectX.Normalize();
clVectY.Normalize();
clVectZ.Normalize();
clVectOld = *this - rclBase;
x = clVectX * clVectOld;
y = clVectY * clVectOld;
z = clVectZ * clVectOld;
}
// explicit template instantiation
namespace Base {
template class BaseExport Vector3<float>;
template class BaseExport Vector3<double>;
}