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opennurbs_fpoint.h
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opennurbs_fpoint.h
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/* $NoKeywords: $ */
/*
//
// Copyright (c) 1993-2012 Robert McNeel & Associates. All rights reserved.
// OpenNURBS, Rhinoceros, and Rhino3D are registered trademarks of Robert
// McNeel & Associates.
//
// THIS SOFTWARE IS PROVIDED "AS IS" WITHOUT EXPRESS OR IMPLIED WARRANTY.
// ALL IMPLIED WARRANTIES OF FITNESS FOR ANY PARTICULAR PURPOSE AND OF
// MERCHANTABILITY ARE HEREBY DISCLAIMED.
//
// For complete openNURBS copyright information see <http://www.opennurbs.org>.
//
////////////////////////////////////////////////////////////////
*/
////////////////////////////////////////////////////////////////
//
// defines float precision point, vector, and array classes
//
////////////////////////////////////////////////////////////////
#if !defined(ON_FPOINT_INC_)
#define ON_FPOINT_INC_
class ON_Xform;
class ON_2fPoint;
class ON_3fPoint;
class ON_4fPoint;
class ON_2fVector;
class ON_3fVector;
////////////////////////////////////////////////////////////////
//
// ON_2fPoint
//
class ON_CLASS ON_2fPoint
{
public:
float x, y;
static const ON_2fPoint Origin; // (0.0f,0.0f)
// use implicit destructor, copy constructor
ON_2fPoint(); // x,y not initialized
ON_2fPoint(float x,float y);
ON_2fPoint(const ON_3fPoint& ); // from 3f point
ON_2fPoint(const ON_4fPoint& ); // from 4f point
ON_2fPoint(const ON_2fVector& ); // from 2f vector
ON_2fPoint(const ON_3fVector& ); // from 3f vector
ON_2fPoint(const float*); // from float[2] array
ON_2fPoint(const ON_2dPoint& ); // from 2d point
ON_2fPoint(const ON_3dPoint& ); // from 3d point
ON_2fPoint(const ON_4dPoint& ); // from 4d point
ON_2fPoint(const ON_2dVector& ); // from 2d vector
ON_2fPoint(const ON_3dVector& ); // from 3d vector
ON_2fPoint(const double*); // from double[2] array
// (float*) conversion operators
operator float*();
operator const float*() const;
// use implicit operator=(const ON_2fPoint&)
ON_2fPoint& operator=(const ON_3fPoint&);
ON_2fPoint& operator=(const ON_4fPoint&);
ON_2fPoint& operator=(const ON_2fVector&);
ON_2fPoint& operator=(const ON_3fVector&);
ON_2fPoint& operator=(const float*); // point = float[2] support
ON_2fPoint& operator=(const ON_2dPoint&);
ON_2fPoint& operator=(const ON_3dPoint&);
ON_2fPoint& operator=(const ON_4dPoint&);
ON_2fPoint& operator=(const ON_2dVector&);
ON_2fPoint& operator=(const ON_3dVector&);
ON_2fPoint& operator=(const double*); // point = double[2] support
ON_2fPoint& operator*=(float);
ON_2fPoint& operator/=(float);
ON_2fPoint& operator+=(const ON_2fPoint&);
ON_2fPoint& operator+=(const ON_2fVector&);
ON_2fPoint& operator+=(const ON_3fVector&);
ON_2fPoint& operator-=(const ON_2fPoint&);
ON_2fPoint& operator-=(const ON_2fVector&);
ON_2fPoint& operator-=(const ON_3fVector&);
ON_2fPoint operator*(int) const;
ON_2fPoint operator/(int) const;
ON_2fPoint operator*(float) const;
ON_2fPoint operator/(float) const;
ON_2dPoint operator*(double) const;
ON_2dPoint operator/(double) const;
ON_2fPoint operator+(const ON_2fPoint&) const;
ON_2fPoint operator+(const ON_2fVector&) const;
ON_2fVector operator-(const ON_2fPoint&) const;
ON_2fPoint operator-(const ON_2fVector&) const;
ON_3fPoint operator+(const ON_3fPoint&) const;
ON_3fPoint operator+(const ON_3fVector&) const;
ON_3fVector operator-(const ON_3fPoint&) const;
ON_3fPoint operator-(const ON_3fVector&) const;
ON_2dPoint operator+(const ON_2dPoint&) const;
ON_2dPoint operator+(const ON_2dVector&) const;
ON_2dVector operator-(const ON_2dPoint&) const;
ON_2dPoint operator-(const ON_2dVector&) const;
ON_3dPoint operator+(const ON_3dPoint&) const;
ON_3dPoint operator+(const ON_3dVector&) const;
ON_3dVector operator-(const ON_3dPoint&) const;
ON_3dPoint operator-(const ON_3dVector&) const;
float operator*(const ON_2fPoint&) const; // for points acting as vectors
float operator*(const ON_2fVector&) const; // for points acting as vectors
float operator*(const ON_4fPoint&) const;
bool operator==(const ON_2fPoint&) const;
bool operator!=(const ON_2fPoint&) const;
// dictionary order comparisons
bool operator<=(const ON_2fPoint&) const;
bool operator>=(const ON_2fPoint&) const;
bool operator<(const ON_2fPoint&) const;
bool operator>(const ON_2fPoint&) const;
// index operators mimic float[2] behavior
float& operator[](int);
float operator[](int) const;
float& operator[](unsigned int);
float operator[](unsigned int) const;
// set 2d point value
void Set(float,float);
double DistanceTo( const ON_2fPoint& ) const;
int MaximumCoordinateIndex() const;
double MaximumCoordinate() const; // absolute value of maximum coordinate
void Zero(); // set all coordinates to zero;
// These transform the point in place. The transformation matrix acts on
// the left of the point; i.e., result = transformation*point
void Transform(
const ON_Xform&
);
void Rotate( // rotatation in XY plane
double, // angle in radians
const ON_2fPoint& // center of rotation
);
void Rotate( // rotatation in XY plane
double, // sin(angle)
double, // cos(angle)
const ON_2fPoint& // center of rotation
);
};
ON_DECL
ON_2fPoint operator*(int, const ON_2fPoint&);
ON_DECL
ON_2fPoint operator*(float, const ON_2fPoint&);
ON_DECL
ON_2dPoint operator*(double, const ON_2fPoint&);
////////////////////////////////////////////////////////////////
//
// ON_3fPoint
//
class ON_CLASS ON_3fPoint
{
public:
float x, y, z;
static const ON_3fPoint Origin; // (0.0f,0.0f,0.0f)
// use implicit destructor, copy constructor
ON_3fPoint(); // x,y,z not initialized
ON_3fPoint(float x,float y,float z);
ON_3fPoint(const ON_2fPoint& ); // from 2f point
ON_3fPoint(const ON_4fPoint& ); // from 4f point
ON_3fPoint(const ON_2fVector& ); // from 2f vector
ON_3fPoint(const ON_3fVector& ); // from 3f vector
ON_3fPoint(const float*); // from float[3] array
ON_3fPoint(const ON_2dPoint& ); // from 2d point
ON_3fPoint(const ON_3dPoint& ); // from 3d point
ON_3fPoint(const ON_4dPoint& ); // from 4d point
ON_3fPoint(const ON_2dVector& ); // from 2d vector
ON_3fPoint(const ON_3dVector& ); // from 3d vector
ON_3fPoint(const double*); // from double[3] array
// (float*) conversion operators
operator float*();
operator const float*() const;
// use implicit operator=(const ON_3fPoint&)
ON_3fPoint& operator=(const ON_2fPoint&);
ON_3fPoint& operator=(const ON_4fPoint&);
ON_3fPoint& operator=(const ON_2fVector&);
ON_3fPoint& operator=(const ON_3fVector&);
ON_3fPoint& operator=(const float*); // point = float[3] support
ON_3fPoint& operator=(const ON_2dPoint&);
ON_3fPoint& operator=(const ON_3dPoint&);
ON_3fPoint& operator=(const ON_4dPoint&);
ON_3fPoint& operator=(const ON_2dVector&);
ON_3fPoint& operator=(const ON_3dVector&);
ON_3fPoint& operator=(const double*); // point = double[3] support
ON_3fPoint& operator*=(float);
ON_3fPoint& operator/=(float);
ON_3fPoint& operator+=(const ON_3fPoint&);
ON_3fPoint& operator+=(const ON_3fVector&);
ON_3fPoint& operator-=(const ON_3fPoint&);
ON_3fPoint& operator-=(const ON_3fVector&);
ON_3fPoint operator*(int) const;
ON_3fPoint operator/(int) const;
ON_3fPoint operator*(float) const;
ON_3fPoint operator/(float) const;
ON_3dPoint operator*(double) const;
ON_3dPoint operator/(double) const;
ON_3fPoint operator+(const ON_3fPoint&) const;
ON_3fPoint operator+(const ON_3fVector&) const;
ON_3fVector operator-(const ON_3fPoint&) const;
ON_3fPoint operator-(const ON_3fVector&) const;
ON_3fPoint operator+(const ON_2fPoint&) const;
ON_3fPoint operator+(const ON_2fVector&) const;
ON_3fVector operator-(const ON_2fPoint&) const;
ON_3fPoint operator-(const ON_2fVector&) const;
ON_3dPoint operator+(const ON_3dPoint&) const;
ON_3dPoint operator+(const ON_3dVector&) const;
ON_3dVector operator-(const ON_3dPoint&) const;
ON_3dPoint operator-(const ON_3dVector&) const;
ON_3dPoint operator+(const ON_2dPoint&) const;
ON_3dPoint operator+(const ON_2dVector&) const;
ON_3dVector operator-(const ON_2dPoint&) const;
ON_3dPoint operator-(const ON_2dVector&) const;
float operator*(const ON_3fPoint&) const; // for points acting as vectors
float operator*(const ON_3fVector&) const; // for points acting as vectors
float operator*(const ON_4fPoint&) const;
bool operator==(const ON_3fPoint&) const;
bool operator!=(const ON_3fPoint&) const;
// dictionary order comparisons
bool operator<=(const ON_3fPoint&) const;
bool operator>=(const ON_3fPoint&) const;
bool operator<(const ON_3fPoint&) const;
bool operator>(const ON_3fPoint&) const;
// index operators mimic float[3] behavior
float& operator[](int);
float operator[](int) const;
float& operator[](unsigned int);
float operator[](unsigned int) const;
// set 3d point value
void Set(float,float,float);
double DistanceTo( const ON_3fPoint& ) const;
int MaximumCoordinateIndex() const;
double MaximumCoordinate() const; // absolute value of maximum coordinate
double Fuzz( double = ON_ZERO_TOLERANCE ) const; // tolerance to use when comparing 3d points
void Zero(); // set all coordinates to zero;
// These transform the point in place. The transformation matrix acts on
// the left of the point; i.e., result = transformation*point
void Transform(
const ON_Xform&
);
void Rotate(
double, // angle in radians
const ON_3fVector&, // axis of rotation
const ON_3fPoint& // center of rotation
);
void Rotate(
double, // sin(angle)
double, // cos(angle)
const ON_3fVector&, // axis of rotation
const ON_3fPoint& // center of rotation
);
};
ON_DECL
ON_3fPoint operator*(int, const ON_3fPoint&);
ON_DECL
ON_3fPoint operator*(float, const ON_3fPoint&);
ON_DECL
ON_3dPoint operator*(double, const ON_3fPoint&);
////////////////////////////////////////////////////////////////
//
// ON_4fPoint (homogeneous coordinates)
//
class ON_CLASS ON_4fPoint
{
public:
float x, y, z, w;
// use implicit destructor, copy constructor
ON_4fPoint(); // x,y,z,w not initialized
ON_4fPoint(float x,float y,float z,float w);
ON_4fPoint(const ON_2fPoint& ); // from 2f point
ON_4fPoint(const ON_3fPoint& ); // from 3f point
ON_4fPoint(const ON_2fVector& ); // from 2f vector
ON_4fPoint(const ON_3fVector& ); // from 3f vector
ON_4fPoint(const float*); // from float[4] array
ON_4fPoint(const ON_2dPoint& ); // from 2d point
ON_4fPoint(const ON_3dPoint& ); // from 3d point
ON_4fPoint(const ON_4dPoint& ); // from 4d point
ON_4fPoint(const ON_2dVector& ); // from 2d vector
ON_4fPoint(const ON_3dVector& ); // from 3d vector
ON_4fPoint(const double*); // from double[4] array
// (float*) conversion operators
operator float*();
operator const float*() const;
// use implicit operator=(const ON_4fPoint&)
ON_4fPoint& operator=(const ON_2fPoint&);
ON_4fPoint& operator=(const ON_3fPoint&);
ON_4fPoint& operator=(const ON_2fVector&);
ON_4fPoint& operator=(const ON_3fVector&);
ON_4fPoint& operator=(const float*); // point = float[4] support
ON_4fPoint& operator=(const ON_2dPoint&);
ON_4fPoint& operator=(const ON_3dPoint&);
ON_4fPoint& operator=(const ON_4dPoint&);
ON_4fPoint& operator=(const ON_2dVector&);
ON_4fPoint& operator=(const ON_3dVector&);
ON_4fPoint& operator=(const double*); // point = double[4] support
ON_4fPoint& operator*=(float);
ON_4fPoint& operator/=(float);
ON_4fPoint& operator+=(const ON_4fPoint&);
ON_4fPoint& operator-=(const ON_4fPoint&);
ON_4fPoint operator*(float) const;
ON_4fPoint operator/(float) const;
ON_4fPoint operator+(const ON_4fPoint&) const; // sum w = sqrt(w1*w2)
ON_4fPoint operator-(const ON_4fPoint&) const; // difference w = sqrt(w1*w2)
float operator*(const ON_4fPoint&) const;
// projective comparison
// (i.e., [x,y,z,w] == [c*x,c*y,c*z,c*w] is true for nonzero c)
bool operator==(ON_4fPoint) const;
bool operator!=(const ON_4fPoint&) const;
// index operators mimic float[4] behavior
float& operator[](int);
float operator[](int) const;
float& operator[](unsigned int);
float operator[](unsigned int) const;
// set 4d point value
void Set(float,float,float,float);
int MaximumCoordinateIndex() const;
double MaximumCoordinate() const; // absolute value of maximum coordinate
void Zero(); // set all 4 coordinates to zero;
bool Normalize(); // set so x^2 + y^2 + z^2 + w^2 = 1
// These transform the point in place. The transformation matrix acts on
// the left of the point; i.e., result = transformation*point
void Transform(
const ON_Xform&
);
};
ON_DECL
ON_4fPoint operator*(float, const ON_4fPoint&);
ON_DECL
ON_4dPoint operator*(double, const ON_4fPoint&);
////////////////////////////////////////////////////////////////
//
// ON_2fVector
//
class ON_CLASS ON_2fVector
{
public:
float x, y;
static const ON_2fVector ZeroVector; // (0.0f,0.0f)
static const ON_2fVector XAxis; // (1.0f,0.0f)
static const ON_2fVector YAxis; // (0.0f,1.0f)
// Description:
// A index driven function to get unit axis vectors.
// Parameters:
// index - [in] 0 returns (1,0), 1 returns (0,1)
// Returns:
// Unit 3d vector with vector[i] = (i==index)?1:0;
static const ON_2fVector& UnitVector(
int // index
);
// use implicit destructor, copy constructor
ON_2fVector(); // x,y not initialized
ON_2fVector(float x,float y);
ON_2fVector(const ON_2fPoint& ); // from 2f point
ON_2fVector(const ON_3fPoint& ); // from 3f point
ON_2fVector(const ON_4fPoint& ); // from 4f point
ON_2fVector(const ON_3fVector& ); // from 3f vector
ON_2fVector(const float*); // from float[2] array
ON_2fVector(const ON_2dPoint& ); // from 2d point
ON_2fVector(const ON_3dPoint& ); // from 3d point
ON_2fVector(const ON_4dPoint& ); // from 4d point
ON_2fVector(const ON_2dVector& ); // from 2d vector
ON_2fVector(const ON_3dVector& ); // from 3d vector
ON_2fVector(const double*); // from double[2] array
// (float*) conversion operators
operator float*();
operator const float*() const;
// use implicit operator=(const ON_2fVector&)
ON_2fVector& operator=(const ON_2fPoint&);
ON_2fVector& operator=(const ON_3fPoint&);
ON_2fVector& operator=(const ON_3fVector&);
ON_2fVector& operator=(const float*); // point = float[2] support
ON_2fVector& operator=(const ON_2dPoint&);
ON_2fVector& operator=(const ON_3dPoint&);
ON_2fVector& operator=(const ON_2dVector&);
ON_2fVector& operator=(const ON_3dVector&);
ON_2fVector& operator=(const double*); // point = double[2] support
ON_2fVector operator-() const;
ON_2fVector& operator*=(float);
ON_2fVector& operator/=(float);
ON_2fVector& operator+=(const ON_2fVector&);
ON_2fVector& operator-=(const ON_2fVector&);
float operator*(const ON_2fVector&) const; // inner (dot) product
float operator*(const ON_2fPoint&) const; // inner (dot) product point acting as a vector
double operator*(const ON_2dVector&) const; // inner (dot) product
ON_2fVector operator*(int) const;
ON_2fVector operator/(int) const;
ON_2fVector operator*(float) const;
ON_2fVector operator/(float) const;
ON_2dVector operator*(double) const;
ON_2dVector operator/(double) const;
ON_2fVector operator+(const ON_2fVector&) const;
ON_2fPoint operator+(const ON_2fPoint&) const;
ON_2fVector operator-(const ON_2fVector&) const;
ON_2fPoint operator-(const ON_2fPoint&) const;
ON_3fVector operator+(const ON_3fVector&) const;
ON_3fPoint operator+(const ON_3fPoint&) const;
ON_3fVector operator-(const ON_3fVector&) const;
ON_3fPoint operator-(const ON_3fPoint&) const;
ON_2dVector operator+(const ON_2dVector&) const;
ON_2dPoint operator+(const ON_2dPoint&) const;
ON_2dVector operator-(const ON_2dVector&) const;
ON_2dPoint operator-(const ON_2dPoint&) const;
ON_3dVector operator+(const ON_3dVector&) const;
ON_3dPoint operator+(const ON_3dPoint&) const;
ON_3dVector operator-(const ON_3dVector&) const;
ON_3dPoint operator-(const ON_3dPoint&) const;
float operator*(const ON_4fPoint&) const;
bool operator==(const ON_2fVector&) const;
bool operator!=(const ON_2fVector&) const;
// dictionary order comparisons
bool operator<=(const ON_2fVector&) const;
bool operator>=(const ON_2fVector&) const;
bool operator<(const ON_2fVector&) const;
bool operator>(const ON_2fVector&) const;
// index operators mimic float[2] behavior
float& operator[](int);
float operator[](int) const;
float& operator[](unsigned int);
float operator[](unsigned int) const;
// set 2d vector value
void Set(float,float);
int MaximumCoordinateIndex() const;
double MaximumCoordinate() const; // absolute value of maximum coordinate
double LengthSquared() const;
double Length() const;
bool Decompose( // Computes a, b such that this vector = a*X + b*Y
// Returns false if unable to solve for a,b. This happens
// when X,Y is not really a basis.
//
// If X,Y is known to be an orthonormal frame,
// then a = V*X, b = V*Y will compute
// the same result more quickly.
const ON_2fVector&, // X
const ON_2fVector&, // Y
double*, // a
double* // b
) const;
int IsParallelTo(
// returns 1: this and other vectors are parallel
// -1: this and other vectors are anti-parallel
// 0: this and other vectors are not parallel
// or at least one of the vectors is zero
const ON_2fVector&, // other vector
double = ON_DEFAULT_ANGLE_TOLERANCE // optional angle tolerance (radians)
) const;
bool IsPerpendicularTo(
// returns true: this and other vectors are perpendicular
// false: this and other vectors are not perpendicular
// or at least one of the vectors is zero
const ON_2fVector&, // other vector
double = ON_DEFAULT_ANGLE_TOLERANCE // optional angle tolerance (radians)
) const;
void Zero(); // set all coordinates to zero;
void Reverse(); // negate all coordinates
bool Unitize(); // returns false if vector has zero length
bool IsUnitVector() const;
// Description:
// Test a vector to see if it is very short
//
// Parameters:
// tiny_tol - [in] (default = ON_ZERO_TOLERANCE) a nonzero
// value used as the coordinate zero tolerance.
//
// Returns:
// ( fabs(x) <= tiny_tol && fabs(y) <= tiny_tol )
//
bool IsTiny(
double = ON_ZERO_TOLERANCE // tiny_tol
) const;
// Returns:
// true if vector is the zero vector.
bool IsZero() const;
// set this vector to be perpendicular to another vector
bool PerpendicularTo( // Result is not unitized.
// returns false if input vector is zero
const ON_2fVector&
);
// set this vector to be perpendicular to a line defined by 2 points
bool PerpendicularTo(
const ON_2fPoint&,
const ON_2fPoint&
);
};
ON_DECL
ON_2fVector operator*(int, const ON_2fVector&);
ON_DECL
ON_2fVector operator*(float, const ON_2fVector&);
ON_DECL
ON_2dVector operator*(double, const ON_2fVector&);
///////////////////////////////////////////////////////////////
//
// ON_2fVector utilities
//
ON_DECL
float
ON_DotProduct(
const ON_2fVector&,
const ON_2fVector&
);
ON_DECL
ON_3fVector
ON_CrossProduct(
const ON_2fVector&,
const ON_2fVector&
);
ON_DECL
bool
ON_IsOrthogonalFrame( // true if X, Y are nonzero and mutually perpendicular
const ON_2fVector&, // X
const ON_2fVector& // Y
);
ON_DECL
bool
ON_IsOrthonormalFrame( // true if X, Y are orthogonal and unit length
const ON_2fVector&, // X
const ON_2fVector& // Y
);
ON_DECL
bool
ON_IsRightHandFrame( // true if X, Y are orthonormal and right handed
const ON_2fVector&, // X
const ON_2fVector& // Y
);
////////////////////////////////////////////////////////////////
//
// ON_3fVector
//
class ON_CLASS ON_3fVector
{
public:
float x, y, z;
static const ON_3fVector ZeroVector; // (0.0f,0.0f,0.0f)
static const ON_3fVector XAxis; // (1.0f,0.0f,0.0f)
static const ON_3fVector YAxis; // (0.0f,1.0f,0.0f)
static const ON_3fVector ZAxis; // (0.0f,0.0f,1.0f)
// Description:
// A index driven function to get unit axis vectors.
// Parameters:
// index - [in] 0 returns (1,0,0), 1 returns (0,1,0)
// 2 returns (0,0,1)
// Returns:
// Unit 3d vector with vector[i] = (i==index)?1:0;
static const ON_3fVector& UnitVector(
int // index
);
// use implicit destructor, copy constructor
ON_3fVector(); // x,y,z not initialized
ON_3fVector(float x,float y,float z);
ON_3fVector(const ON_2fPoint& ); // from 2f point
ON_3fVector(const ON_3fPoint& ); // from 3f point
ON_3fVector(const ON_4fPoint& ); // from 4f point
ON_3fVector(const ON_2fVector& ); // from 2f vector
ON_3fVector(const float*); // from float[3] array
ON_3fVector(const ON_2dPoint& ); // from 2d point
ON_3fVector(const ON_3dPoint& ); // from 3d point
ON_3fVector(const ON_4dPoint& ); // from 4d point
ON_3fVector(const ON_2dVector& ); // from 2d vector
ON_3fVector(const ON_3dVector& ); // from 3d vector
ON_3fVector(const double*); // from double[3] array
// (float*) conversion operators
operator float*();
operator const float*() const;
// use implicit operator=(const ON_3fVector&)
ON_3fVector& operator=(const ON_2fPoint&);
ON_3fVector& operator=(const ON_3fPoint&);
ON_3fVector& operator=(const ON_4fPoint&);
ON_3fVector& operator=(const ON_2fVector&);
ON_3fVector& operator=(const float*); // point = float[3] support
ON_3fVector& operator=(const ON_2dPoint&);
ON_3fVector& operator=(const ON_3dPoint&);
ON_3fVector& operator=(const ON_4dPoint&);
ON_3fVector& operator=(const ON_2dVector&);
ON_3fVector& operator=(const ON_3dVector&);
ON_3fVector& operator=(const double*); // point = double[3] support
ON_3fVector operator-() const;
ON_3fVector& operator*=(float);
ON_3fVector& operator/=(float);
ON_3fVector& operator+=(const ON_3fVector&);
ON_3fVector& operator-=(const ON_3fVector&);
float operator*(const ON_3fVector&) const; // inner (dot) product
float operator*(const ON_3fPoint&) const; // inner (dot) product (point acting as a vector)
double operator*(const ON_3dVector&) const; // inner (dot) product
ON_3fVector operator*(int) const;
ON_3fVector operator/(int) const;
ON_3fVector operator*(float) const;
ON_3fVector operator/(float) const;
ON_3dVector operator*(double) const;
ON_3dVector operator/(double) const;
ON_3fVector operator+(const ON_3fVector&) const;
ON_3fPoint operator+(const ON_3fPoint&) const;
ON_3fVector operator-(const ON_3fVector&) const;
ON_3fPoint operator-(const ON_3fPoint&) const;
ON_3fVector operator+(const ON_2fVector&) const;
ON_3fPoint operator+(const ON_2fPoint&) const;
ON_3fVector operator-(const ON_2fVector&) const;
ON_3fPoint operator-(const ON_2fPoint&) const;
ON_3dVector operator+(const ON_3dVector&) const;
ON_3dPoint operator+(const ON_3dPoint&) const;
ON_3dVector operator-(const ON_3dVector&) const;
ON_3dPoint operator-(const ON_3dPoint&) const;
ON_3dVector operator+(const ON_2dVector&) const;
ON_3dPoint operator+(const ON_2dPoint&) const;
ON_3dVector operator-(const ON_2dVector&) const;
ON_3dPoint operator-(const ON_2dPoint&) const;
float operator*(const ON_4fPoint&) const;
bool operator==(const ON_3fVector&) const;
bool operator!=(const ON_3fVector&) const;
// dictionary order comparisons
bool operator<=(const ON_3fVector&) const;
bool operator>=(const ON_3fVector&) const;
bool operator<(const ON_3fVector&) const;
bool operator>(const ON_3fVector&) const;
// index operators mimic float[3] behavior
float& operator[](int);
float operator[](int) const;
float& operator[](unsigned int);
float operator[](unsigned int) const;
// set 3d vector value
void Set(float,float,float);
int MaximumCoordinateIndex() const;
double MaximumCoordinate() const; // absolute value of maximum coordinate
double LengthSquared() const;
double Length() const;
bool IsPerpendicularTo(
// returns true: this and other vectors are perpendicular
// false: this and other vectors are not perpendicular
// or at least one of the vectors is zero
const ON_3fVector&, // other vector
double = ON_DEFAULT_ANGLE_TOLERANCE // optional angle tolerance (radians)
) const;
double Fuzz( double = ON_ZERO_TOLERANCE ) const; // tolerance to use when comparing 3d vectors
void Zero(); // set all coordinates to zero
void Reverse(); // negate all coordinates
bool Unitize(); // returns false if vector has zero length
bool IsUnitVector() const;
// Description:
// Test a vector to see if it is very short
//
// Parameters:
// tiny_tol - [in] (default = ON_ZERO_TOLERANCE) a nonzero
// value used as the coordinate zero tolerance.
//
// Returns:
// ( fabs(x) <= tiny_tol && fabs(y) <= tiny_tol && fabs(z) <= tiny_tol )
//
bool IsTiny(
double = ON_ZERO_TOLERANCE // tiny_tol
) const;
// Returns:
// true if vector is the zero vector.
bool IsZero() const;
// set this vector to be perpendicular to another vector
bool PerpendicularTo( // Result is not unitized.
// returns false if input vector is zero
const ON_3fVector&
);
// These transform the vector in place. The transformation matrix acts on
// the left of the vector; i.e., result = transformation*vector
void Transform(
const ON_Xform& // can use ON_Xform here
);
void Rotate(
double, // angle in radians
const ON_3fVector& // axis of rotation
);
void Rotate(
double, // sin(angle)
double, // cos(angle)
const ON_3fVector& // axis of rotation
);
};
ON_DECL
ON_3fVector operator*(int, const ON_3fVector&);
ON_DECL
ON_3fVector operator*(float, const ON_3fVector&);
ON_DECL
ON_3dVector operator*(double, const ON_3fVector&);
///////////////////////////////////////////////////////////////
//
// ON_3fVector utilities
//
ON_DECL
float
ON_DotProduct(
const ON_3fVector&,
const ON_3fVector&
);
ON_DECL
ON_3fVector
ON_CrossProduct(
const ON_3fVector&,
const ON_3fVector&
);
ON_DECL
ON_3fVector
ON_CrossProduct( // 3d cross product for old fashioned arrays
const float*, // array of 3d floats
const float* // array of 3d floats
);
ON_DECL
float
ON_TripleProduct(
const ON_3fVector&,
const ON_3fVector&,
const ON_3fVector&
);
ON_DECL
float
ON_TripleProduct( // 3d triple product for old fashioned arrays
const float*, // array of 3d floats
const float*, // array of 3d floats
const float* // array of 3d floats
);
ON_DECL
bool
ON_IsOrthogonalFrame( // true if X, Y, Z are nonzero and mutually perpendicular
const ON_3fVector&, // X
const ON_3fVector&, // Y
const ON_3fVector& // Z
);
ON_DECL
bool
ON_IsOrthonormalFrame( // true if X, Y, Z are orthogonal and unit length
const ON_3fVector&, // X
const ON_3fVector&, // Y
const ON_3fVector& // Z
);
ON_DECL
bool
ON_IsRightHandFrame( // true if X, Y, Z are orthonormal and right handed
const ON_3fVector&, // X
const ON_3fVector&, // Y
const ON_3fVector& // Z
);
///////////////////////////////////////////////////////////////
//
// common points and vectors
//
// ON_forigin is OBSOLETE - use ON_3fPoint::Origin
extern ON_EXTERN_DECL const ON_3fPoint ON_forigin; // (0.0, 0.0, 0.0)
// ON_fxaxis is OBSOLETE - use ON_3fPoint::XAxis
extern ON_EXTERN_DECL const ON_3fVector ON_fxaxis; // (1.0, 0.0, 0.0)
// ON_fyaxis is OBSOLETE - use ON_3fVector::YAxis
extern ON_EXTERN_DECL const ON_3fVector ON_fyaxis; // (0.0, 1.0, 0.0)
// ON_fzaxis is OBSOLETE - use ON_3fVector::ZAxis
extern ON_EXTERN_DECL const ON_3fVector ON_fzaxis; // (0.0, 0.0, 1.0)
#endif