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