-
Notifications
You must be signed in to change notification settings - Fork 19
/
point3d.h
108 lines (90 loc) · 2.31 KB
/
point3d.h
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
/* This proram is part of Qt examples.
Copyright 2015-2022 by Chun-Ming Su
E-Mail: [email protected]
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 3 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, see <http://www.gnu.org/licenses/>. */
#ifndef POINT3D_H
#define POINT3D_H
#include "math.h"
#include <qglobal.h>
struct Point3d
{
float x, y, z;
Point3d()
: x(0)
, y(0)
, z(0)
{
}
Point3d(float x_, float y_, float z_)
: x(x_)
, y(y_)
, z(z_)
{
}
Point3d operator+(const Point3d &p) const
{
return Point3d(*this) += p;
}
Point3d operator-(const Point3d &p) const
{
return Point3d(*this) -= p;
}
Point3d operator*(float f) const
{
return Point3d(*this) *= f;
}
Point3d &operator+=(const Point3d &p)
{
x += p.x;
y += p.y;
z += p.z;
return *this;
}
Point3d &operator-=(const Point3d &p)
{
x -= p.x;
y -= p.y;
z -= p.z;
return *this;
}
Point3d &operator*=(float f)
{
x *= f;
y *= f;
z *= f;
return *this;
}
Point3d normalize() const
{
float r = 1. / sqrt(x * x + y * y + z * z);
return Point3d(x * r, y * r, z * r);
}
float &operator[](unsigned int index) {
Q_ASSERT(index < 3);
return (&x)[index];
}
const float &operator[](unsigned int index) const {
Q_ASSERT(index < 3);
return (&x)[index];
}
};
inline float dot(const Point3d &a, const Point3d &b)
{
return a.x * b.x + a.y * b.y + a.z * b.z;
}
inline Point3d cross(const Point3d &a, const Point3d &b)
{
return Point3d(a.y * b.z - a.z * b.y,
a.z * b.x - a.x * b.z,
a.x * b.y - a.y * b.x);
}
#endif