/usr/include/wfmath-1.0/wfmath/point.h is in libwfmath-1.0-dev 1.0.2+dfsg1-4.
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//
// The WorldForge Project
// Copyright (C) 2000, 2001, 2002 The WorldForge Project
//
// This program 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.
//
// This program 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 this program; if not, write to the Free Software
// Foundation, Inc., 675 Mass Ave, Cambridge, MA 02139, USA.
//
// For information about WorldForge and its authors, please contact
// the Worldforge Web Site at http://www.worldforge.org.
//
// Author: Ron Steinke
#ifndef WFMATH_POINT_H
#define WFMATH_POINT_H
#include <wfmath/const.h>
#include <memory>
#include <iosfwd>
#include <cmath>
namespace WFMath {
template<int dim>
Point<dim>& operator+=(Point<dim>& p, const Vector<dim>& v);
template<int dim>
Point<dim>& operator-=(Point<dim>& p, const Vector<dim>& v);
template<int dim>
Vector<dim> operator-(const Point<dim>& c1, const Point<dim>& c2);
template<int dim>
Point<dim> operator+(const Point<dim>& c, const Vector<dim>& v);
template<int dim>
Point<dim> operator+(const Vector<dim>& v, const Point<dim>& c);
template<int dim>
Point<dim> operator-(const Point<dim>& c, const Vector<dim>& v);
template<int dim>
CoordType SquaredDistance(const Point<dim>& p1, const Point<dim>& p2);
template<int dim>
CoordType Distance(const Point<dim>& p1, const Point<dim>& p2)
{return std::sqrt(SquaredDistance(p1, p2));}
template<int dim>
CoordType SloppyDistance(const Point<dim>& p1, const Point<dim>& p2)
{return (p1 - p2).sloppyMag();}
/// Find the center of a set of points, all weighted equally
template<int dim, template<class, class> class container>
Point<dim> Barycenter(const container<Point<dim>, std::allocator<Point<dim> > >& c);
/// Find the center of a set of points with the given weights
/**
* If the number of points and the number of weights are not equal,
* the excess of either is ignored. The weights (or that subset
* which is used, if there are more weights than points), must not
* sum to zero.
**/
template<int dim, template<class, class> class container,
template<class, class> class container2>
Point<dim> Barycenter(const container<Point<dim>, std::allocator<Point<dim> > >& c,
const container2<CoordType, std::allocator<CoordType> >& weights);
// This is used a couple of places in the library
template<int dim>
Point<dim> Midpoint(const Point<dim>& p1, const Point<dim>& p2,
CoordType dist = 0.5);
template<int dim>
std::ostream& operator<<(std::ostream& os, const Point<dim>& m);
template<int dim>
std::istream& operator>>(std::istream& is, Point<dim>& m);
template<typename Shape>
class ZeroPrimitive;
/// A dim dimensional point
/**
* This class implements the full shape interface, as described in
* the fake class Shape.
**/
template<int dim = 3>
class Point
{
friend class ZeroPrimitive<Point<dim> >;
public:
/// Construct an uninitialized point
Point () : m_valid(false) {}
/// Construct a copy of a point
Point (const Point& p);
/// Construct a point from an object passed by Atlas
explicit Point (const AtlasInType& a);
/// Construct a point from a vector.
explicit Point(const Vector<dim>& vector);
/**
* @brief Provides a global instance preset to zero.
*/
static const Point<dim>& ZERO();
friend std::ostream& operator<< <dim>(std::ostream& os, const Point& p);
friend std::istream& operator>> <dim>(std::istream& is, Point& p);
/// Create an Atlas object from the point
AtlasOutType toAtlas() const;
/// Set the point's value to that given by an Atlas object
void fromAtlas(const AtlasInType& a);
Point& operator= (const Point& rhs);
bool isEqualTo(const Point &p, CoordType epsilon = numeric_constants<CoordType>::epsilon()) const;
bool operator== (const Point& rhs) const {return isEqualTo(rhs);}
bool operator!= (const Point& rhs) const {return !isEqualTo(rhs);}
bool isValid() const {return m_valid;}
/// make isValid() return true if you've initialized the point by hand
void setValid(bool valid = true) {m_valid = valid;}
/// Set point to (0,0,...,0)
Point& setToOrigin();
// Operators
// Documented in vector.h
friend Vector<dim> operator-<dim>(const Point& c1, const Point& c2);
friend Point operator+<dim>(const Point& c, const Vector<dim>& v);
friend Point operator-<dim>(const Point& c, const Vector<dim>& v);
friend Point operator+<dim>(const Vector<dim>& v, const Point& c);
friend Point& operator+=<dim>(Point& p, const Vector<dim>& rhs);
friend Point& operator-=<dim>(Point& p, const Vector<dim>& rhs);
/// Rotate about point p
Point& rotate(const RotMatrix<dim>& m, const Point& p)
{return (*this = p + Prod(*this - p, m));}
// Functions so that Point<> has the generic shape interface
size_t numCorners() const {return 1;}
Point<dim> getCorner(size_t) const { return *this;}
Point<dim> getCenter() const {return *this;}
Point shift(const Vector<dim>& v) {return *this += v;}
Point moveCornerTo(const Point& p, size_t)
{return operator=(p);}
Point moveCenterTo(const Point& p) {return operator=(p);}
Point& rotateCorner(const RotMatrix<dim>&, size_t)
{return *this;}
Point& rotateCenter(const RotMatrix<dim>&) {return *this;}
Point& rotatePoint(const RotMatrix<dim>& m, const Point& p) {return rotate(m, p);}
// 3D rotation functions
Point& rotate(const Quaternion& q, const Point& p);
Point& rotateCorner(const Quaternion&, size_t)
{ return *this;}
Point& rotateCenter(const Quaternion&) {return *this;}
Point& rotatePoint(const Quaternion& q, const Point& p);
// The implementations of these lie in axisbox_funcs.h and
// ball_funcs.h, to reduce include dependencies
AxisBox<dim> boundingBox() const;
Ball<dim> boundingSphere() const;
Ball<dim> boundingSphereSloppy() const;
Point toParentCoords(const Point& origin,
const RotMatrix<dim>& rotation = RotMatrix<dim>().identity()) const
{return origin + (*this - Point().setToOrigin()) * rotation;}
Point toParentCoords(const AxisBox<dim>& coords) const;
Point toParentCoords(const RotBox<dim>& coords) const;
// toLocal is just like toParent, expect we reverse the order of
// translation and rotation and use the opposite sense of the rotation
// matrix
Point toLocalCoords(const Point& origin,
const RotMatrix<dim>& rotation = RotMatrix<dim>().identity()) const
{return Point().setToOrigin() + rotation * (*this - origin);}
Point toLocalCoords(const AxisBox<dim>& coords) const;
Point toLocalCoords(const RotBox<dim>& coords) const;
// 3D only
Point toParentCoords(const Point& origin, const Quaternion& rotation) const;
Point toLocalCoords(const Point& origin, const Quaternion& rotation) const;
// Member access
/// Access the i'th coordinate of the point
CoordType operator[](const int i) const {return m_elem[i];}
/// Access the i'th coordinate of the point
CoordType& operator[](const int i) {return m_elem[i];}
/// Get the square of the distance from p1 to p2
friend CoordType SquaredDistance<dim>(const Point& p1, const Point& p2);
// FIXME instatiation problem when declared as friend
// template<template<class> class container>
// friend Point Barycenter(const container<Point>& c);
/// Find a point on the line containing p1 and p2, by default the midpoint
/**
* The default value of 0.5 for dist gives the midpoint. A value of 0 gives
* p1, and 1 gives p2. Values of dist outside the [0, 1] range are allowed,
* and give points on the line which are not on the segment bounded by
* p1 and p2.
**/
friend Point<dim> Midpoint<dim>(const Point& p1, const Point& p2, CoordType dist);
// 2D/3D stuff
/// 2D only: construct a point from its (x, y) coordinates
Point (CoordType x, CoordType y); // 2D only
/// 3D only: construct a point from its (x, y, z) coordinates
Point (CoordType x, CoordType y, CoordType z); // 3D only
// Label the first three components of the vector as (x,y,z) for
// 2D/3D convienience
/// access the first component of a point
CoordType x() const {return m_elem[0];}
/// access the first component of a point
CoordType& x() {return m_elem[0];}
/// access the second component of a point
CoordType y() const {return m_elem[1];}
/// access the second component of a point
CoordType& y() {return m_elem[1];}
/// access the third component of a point
CoordType z() const;
/// access the third component of a point
CoordType& z();
/// 2D only: construct a vector from polar coordinates
Point& polar(CoordType r, CoordType theta);
/// 2D only: convert a vector to polar coordinates
void asPolar(CoordType& r, CoordType& theta) const;
/// 3D only: construct a vector from polar coordinates
Point& polar(CoordType r, CoordType theta, CoordType z);
/// 3D only: convert a vector to polar coordinates
void asPolar(CoordType& r, CoordType& theta, CoordType& z) const;
/// 3D only: construct a vector from spherical coordinates
Point& spherical(CoordType r, CoordType theta, CoordType phi);
/// 3D only: convert a vector to spherical coordinates
void asSpherical(CoordType& r, CoordType& theta, CoordType& phi) const;
const CoordType* elements() const {return m_elem;}
private:
CoordType m_elem[dim];
bool m_valid;
};
template<>
inline CoordType Point<3>::z() const
{
return m_elem[2];
}
template<>
inline CoordType& Point<3>::z()
{
return m_elem[2];
}
template<int dim>
inline Point<dim> operator+(const Point<dim>& c, const Vector<dim>& v)
{
Point<dim> out(c);
out += v;
return out;
}
template<int dim>
inline Point<dim> operator+(const Vector<dim>& v, const Point<dim>& c)
{
Point<dim> out(c);
out += v;
return out;
}
template<int dim>
inline Point<dim> operator-(const Point<dim>& c, const Vector<dim>& v)
{
Point<dim> out(c);
out -= v;
return out;
}
template<>
inline Point<2>::Point(CoordType x, CoordType y) : m_valid(true)
{
m_elem[0] = x;
m_elem[1] = y;
}
template<>
inline Point<3>::Point(CoordType x, CoordType y, CoordType z) : m_valid(true)
{
m_elem[0] = x;
m_elem[1] = y;
m_elem[2] = z;
}
} // namespace WFMath
#endif // WFMATH_POINT_H
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