/* ---- This file is part of SECONDO. Copyright (C) 2008, University in Hagen, Department of Computer Science, Database Systems for New Applications. SECONDO 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. SECONDO 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 SECONDO; if not, write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA 02111-1307 USA ---- //paragraph [1] Title: [{\Large \bf \begin {center}] [\end {center}}] //[TOC] [\tableofcontents] //[ue] [\"u] //[ae] [\"a] //[oe] [\"o] //[x] [$\times $] //[->] [$\rightarrow $] //[pow] [\verb+^+] [1] Headerfile of the Point and Vector classes April - November 2008, M. H[oe]ger for bachelor thesis. [TOC] 1 Introduction This file contains the definitions of the classes Point2D, Point3D, Vector2D and Vector3D. 2 Defines and Includes */ #ifndef POINTVECTOR_H_ #define POINTVECTOR_H_ #include #include #include #include #include #include "NumericUtil.h" namespace temporalalgebra{ namespace mregionops { /* 2.1 VRML Constants Used for generating a VRML file for debugging. */ #define VRML_SCALE_FACTOR 0.3 #define VRML_DOUBLE_PRECISION 2 /* 2.2 Forward declarations */ class Point2D; class Point3D; class Vector2D; class Vector3D; class Segment2D; /* 3 Class Vector3D This class provides a spatial vector of dimension 3. It's components are represented by three double values. */ class Vector3D { public: /* 3.1 Constructors */ inline Vector3D() : x(0.0), y(0.0), z(0.0) { } inline Vector3D(double _x, double _y, double _z) : x(_x), y(_y), z(_z) { } Vector3D(const Vector2D& v); /* 3.2 Getter and setter methods */ inline double GetX() const { return x; } inline double GetY() const { return y; } inline double GetZ() const { return z; } inline double GetT() const { return z; } /* 3.3 Operators and Predicates 3.3.1 Length Returns the length of this vector. */ inline double Length() const { return sqrt(x*x + y*y + z*z); } /* 3.3.2 Length2 Returns the quadratic length of this vector. */ inline double Length2() const { return x*x + y*y + z*z; } /* 3.3.3 IsZero Returns ~true~, if all components are nearly equal to zero. */ inline bool IsZero() const { return NumericUtil::NearlyEqual(x, 0.0) && NumericUtil::NearlyEqual(y, 0.0) && NumericUtil::NearlyEqual(z, 0.0); } /* 3.3.4 operator - Returns the negative of this vector. */ inline Vector3D operator -() const { return Vector3D(-x, -y, -z); } /* 3.3.5 operator [*] Returns the scalar multplication of w and c. */ inline friend Vector3D operator *(const double c, const Vector3D& w) { Vector3D v; v.x = c * w.x; v.y = c * w.y; v.z = c * w.z; return v; } inline friend Vector3D operator *(const Vector3D& w, const double c) { Vector3D v; v.x = c * w.x; v.y = c * w.y; v.z = c * w.z; return v; } /* 3.3.6 operator / Returns the scalar multplication of w and 1/c. */ inline friend Vector3D operator /(const Vector3D& w, const double c) { Vector3D v; v.x = w.x / c; v.y = w.y / c; v.z = w.z / c; return v; } /* 3.3.7 operator + Returns the vector sum of this and w. */ inline Vector3D operator +(const Vector3D& w) const { Vector3D v; v.x = x + w.x; v.y = y + w.y; v.z = z + w.z; return v; } /* 3.3.8 operator - Returns the vector difference of this and w. */ inline Vector3D operator -(const Vector3D& w) const { Vector3D v; v.x = x - w.x; v.y = y - w.y; v.z = z - w.z; return v; } /* 3.3.9 operator [*] Returns the dot product of this and w. */ inline double operator *(const Vector3D& w) const { return (x * w.x + y * w.y + z * w.z); } /* 3.3.10 operator power Returns the cross product of this and w. */ inline Vector3D operator ^(const Vector3D& w) const { Vector3D v; v.x = y * w.z - z * w.y; v.y = z * w.x - x * w.z; v.z = x * w.y - y * w.x; return v; } /* 3.3.11 Normalize Normalize this vector to length one. */ inline void Normalize() { const double len = sqrt(x*x + y*y + z*z); if (len != 0.0) { x /= len; y /= len; z /= len; } } /* 3.3.12 operator == Returns ~true~, if all components of this are nearly equal to all components of p. */ inline bool operator ==(const Vector3D& p) const { return NumericUtil::NearlyEqual(x, p.x) && NumericUtil::NearlyEqual(y, p.y) && NumericUtil::NearlyEqual(z, p.z); } private: double x; double y; double z; }; /* 4 Class Vector2D This class provides a spatial vector of dimension 2. It's components are represented by two double values. */ class Vector2D { public: /* 4.1 Constructors */ inline Vector2D() : x(0.0), y(0.0) { } inline Vector2D(double _x, double _y) : x(_x), y(_y) { } Vector2D(const Vector3D& v); /* 4.2 Getter and setter methods */ inline double GetX() const { return x; } inline double GetW() const { return x; } inline double GetY() const { return y; } inline double GetT() const { return y; } /* 4.3 Operators and Predicates 4.3.1 Length Returns the length of this vector. */ inline double Length() const { return sqrt(x*x + y*y); } /* 4.3.2 Length2 Returns the quadratic length of this vector. */ inline double Length2() const { return x*x + y*y; } /* 4.3.3 IsZero Returns ~true~, if all components are nearly equal to zero. */ inline bool IsZero() const { return NumericUtil::NearlyEqual(x, 0.0) && NumericUtil::NearlyEqual(y, 0.0); } /* 4.3.4 operator - Returns the negative of this vector. */ inline Vector2D operator -() const { return Vector2D(-x, -y); } /* 4.3.5 operator [*] Returns the scalar multplication of w and c. */ inline friend Vector2D operator *(const double c, const Vector2D& w) { Vector2D v; v.x = c * w.x; v.y = c * w.y; return v; } inline friend Vector2D operator *(const Vector2D& w, const double c) { Vector2D v; v.x = c * w.x; v.y = c * w.y; return v; } /* 4.3.6 operator / Returns the scalar multplication of w and 1/c. */ inline friend Vector2D operator /(const Vector2D& w, const double c) { Vector2D v; v.x = w.x / c; v.y = w.y / c; return v; } /* 3.3.7 operator + Returns the vector sum of this and w. */ inline Vector2D operator +(const Vector2D& w) const { Vector2D v; v.x = x + w.x; v.y = y + w.y; return v; } /* 3.3.8 operator - Returns the vector difference of this and w. */ inline Vector2D operator -(const Vector2D& w) const { Vector2D v; v.x = x - w.x; v.y = y - w.y; return v; } /* 3.3.9 operator [*] Returns the dot product of this and w. */ inline double operator *(const Vector2D& w) const { return (x * w.x + y * w.y); } /* 3.3.10 operator $|$ Returns the perp product of this and w: a scalar. */ inline double operator |(const Vector2D& w) const { return (x * w.y - y * w.x); } /* 3.3.11 operator power Returns the cross product of this and w: a Vector3D */ inline Vector3D operator ^(const Vector2D& w) const { return Vector3D(0.0, 0.0, x * w.y - y * w.x); } /* 3.3.12 Normalize Normalize this vector to length one. */ inline void Normalize() { const double len = sqrt(x*x + y*y); if (len != 0.0) { x /= len; y /= len; } } /* 3.3.13 operator == Returns ~true~, if all components of this are nearly equal to all components of p. */ inline bool operator ==(const Vector2D& p) const { return NumericUtil::NearlyEqual(x, p.x) && NumericUtil::NearlyEqual(y, p.y); } private: double x; double y; }; /* 5 Class Point2D This class provides a point in the euclidian plane. It's components are represented by two double values. */ class Point2D { public: /* 5.1 Constructors */ inline Point2D() : x(0.0), y(0.0) { } inline Point2D(double _x, double _y) : x(_x), y(_y) { } Point2D(const Point3D& p); /* 5.2 Getter and setter methods. */ inline double GetX() const { return x; } inline double GetW() const { return x; } inline double GetY() const { return y; } inline double GetT() const { return y; } /* 5.3 Operators and Predicates 5.3.1 Operators for comparison. */ inline bool operator ==(const Point2D& p) const { return NumericUtil::NearlyEqual(x, p.x) && NumericUtil::NearlyEqual(y, p.y); } inline bool operator !=(const Point2D& p) const { return !(*this == p); } inline bool operator <(const Point2D& p) const { if (NumericUtil::Lower(x, p.x)) return true; if (NumericUtil::Greater(x, p.x)) return false; return NumericUtil::Lower(y, p.y); } /* 5.3.2 operator - Returns the Vector2D pointing from p to this. */ inline Vector2D operator -(const Point2D& p) const { return Vector2D(x - p.x, y - p.y); } /* 5.3.3 operator + Returns the translation of this along v. */ inline Point2D operator +(const Vector2D& v) const { Point2D p; p.x = x + v.GetX(); p.y = y + v.GetY(); return p; } /* 5.3.4 operator - Returns the translation of this along -v. */ inline Point2D operator -(const Vector2D& v) const { Point2D p; p.x = x - v.GetX(); p.y = y - v.GetY(); return p; } /* 5.3.5 operator + Returns the affine sum of this and p. */ inline Point2D operator +(const Point2D& p)const { Point2D sum; sum.x = x + p.x; sum.y = y + p.y; return sum; } /* 5.3.6 operator [*] Returns this point, scaled by the factor f. */ inline Point2D operator *(const double& f) const { Point2D res; res.x = x * f; res.y = y * f; return res; } /* 5.3.7 Distance Returns the distance between this and p. */ inline double Distance(const Point2D& p) const { return (p - *this).Length(); } /* 5.3.8 Distance2 Returns the quadratic distance between this and p. */ inline double Distance2(const Point2D& p) const { return (p - *this).Length2(); } /* 5.3.9 WhichSide Let l be the line defined by the points start and end. Then WhichSide returns: * A value greater than zero, if this is left of l. * A value lower than zero, if this is right of l. * Zero, if this is on l. */ inline double WhichSide(const Point2D& start, const Point2D& end) const { // This is the fast version: //return (start.x - x) * (end.y - y) - (end.x - x) * (start.y - y); // This is slower, but numerical more stable: Vector2D v1 = end - start; Vector2D v2 = *this - start; v1.Normalize(); v2.Normalize(); return v1 | v2; } double WhichSide(const Segment2D& s) const; /* 5.3.10 IsLeft/IsRight/IsColinear This predicates evaluates the WhichSide method using an epsilon to avoid rounding errors. */ inline bool IsLeft(const Point2D& start, const Point2D& end) const { return NumericUtil::Greater(WhichSide(start, end), 0.0); } inline bool IsRight(const Point2D& start, const Point2D& end) const { return NumericUtil::Lower(WhichSide(start, end), 0.0); } inline bool IsColinear(const Point2D& start, const Point2D& end) const { return NumericUtil::NearlyEqual(WhichSide(start, end), 0.0); } bool IsLeft(const Segment2D& s) const; bool IsRight(const Segment2D& s) const; bool IsColinear(const Segment2D& s) const; private: double x; double y; }; /* 6 Class Point3D This class provides a point in the euclidian space. It's components are represented by three double values. */ class Point3D { public: /* 6.1 Constructors */ inline Point3D() : x(0.0), y(0.0), z(0.0) { } inline Point3D(double _x, double _y, double _z) : x(_x), y(_y), z(_z) { } Point3D(const Point2D& p); /* 6.2 Getter and setter methods. */ inline double GetX() const { return x; } inline double GetY() const { return y; } inline double GetZ() const { return z; } inline double GetT() const { return z; } /* 6.3 Operators and Predicates 6.3.1 Operators for comparison. */ inline bool operator ==(const Point3D& p) const { return NumericUtil::NearlyEqual(x, p.x) && NumericUtil::NearlyEqual(y, p.y) && NumericUtil::NearlyEqual(z, p.z); } inline bool operator !=(const Point3D& p) const { return !(*this == p); } /* 6.3.2 operator - Returns the Vector3D pointing from p to this. */ inline Vector3D operator -(const Point3D& p) const { return Vector3D(x - p.x, y - p.y, z - p.z); } /* 6.3.3 operator + Returns the translation of this along v. */ inline Point3D operator +(const Vector3D& v) const { Point3D p; p.x = x + v.GetX(); p.y = y + v.GetY(); p.z = z + v.GetZ(); return p; } /* 6.3.4 operator - Returns the translation of this along -v. */ inline Point3D operator -(const Vector3D& v) const { Point3D p; p.x = x - v.GetX(); p.y = y - v.GetY(); p.z = z - v.GetZ(); return p; } /* 6.3.5 operator + Returns the affine sum of this and p. */ inline Point3D operator +(const Point3D& p) const { Point3D sum; sum.x = x + p.x; sum.y = y + p.y; sum.z = z + p.z; return sum; } /* 6.3.6 operator [*] Returns this point, scaled by the factor f. */ inline Point3D operator *(const double& f) const { Point3D res; res.x = x * f; res.y = y * f; res.z = z * f; return res; } /* 6.3.7 Distance Returns the distance between this and p. */ inline double Distance(const Point3D& p) const { return (p - *this).Length(); } /* 6.3.8 Distance2 Returns the quadratic distance between this and p. */ inline double Distance2(const Point3D& p) const { return (p - *this).Length2(); } /* 6.3.9 DistanceToPlane Returns the distance between this and a plane defined by the point p0 and the vector normal. */ double DistanceToPlane(const Point3D& p0, const Vector3D& normal) const { const double sb = (- (normal * (*this - p0))) / normal.Length2(); const Point3D base = *this + (sb * normal); return Distance(base); } /* 6.3.10 DistanceToPlane2 Returns the quadratic distance between this and a plane defined by the point p0 and the vector normal. */ double DistanceToPlane2(const Point3D& p0, const Vector3D& normal) const { const double sb = (- (normal * (*this - p0))) / normal.Length2(); const Point3D base = *this + (sb * normal); return Distance2(base); } /* 6.3.11 GetVRMLDesc Returns a description of this point in VRML format. */ inline std::string GetVRMLDesc() const { std::ostringstream oss; oss << std::setprecision(VRML_DOUBLE_PRECISION) << std::fixed << x << " " << y << " " << z << ", "; return oss.str(); } private: double x; double y; double z; }; /* 7 Overloaded output operators */ std::ostream& operator <<(std::ostream& o, const Point2D& p); std::ostream& operator <<(std::ostream& o, const Point3D& p); std::ostream& operator <<(std::ostream& o, const Vector2D& p); std::ostream& operator <<(std::ostream& o, const Vector3D& p); } // end of namespace mregionops } // end of namespace temporalalgebra #endif // POINTVECTOR_H_