LCOV - code coverage report
Current view: top level - include/basegfx/vector - b3ivector.hxx (source / functions) Hit Total Coverage
Test: commit 0e63ca4fde4e446f346e35849c756a30ca294aab Lines: 0 5 0.0 %
Date: 2014-04-11 Functions: 0 2 0.0 %
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       1             : /* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
       2             : /*
       3             :  * This file is part of the LibreOffice project.
       4             :  *
       5             :  * This Source Code Form is subject to the terms of the Mozilla Public
       6             :  * License, v. 2.0. If a copy of the MPL was not distributed with this
       7             :  * file, You can obtain one at http://mozilla.org/MPL/2.0/.
       8             :  *
       9             :  * This file incorporates work covered by the following license notice:
      10             :  *
      11             :  *   Licensed to the Apache Software Foundation (ASF) under one or more
      12             :  *   contributor license agreements. See the NOTICE file distributed
      13             :  *   with this work for additional information regarding copyright
      14             :  *   ownership. The ASF licenses this file to you under the Apache
      15             :  *   License, Version 2.0 (the "License"); you may not use this file
      16             :  *   except in compliance with the License. You may obtain a copy of
      17             :  *   the License at http://www.apache.org/licenses/LICENSE-2.0 .
      18             :  */
      19             : 
      20             : #ifndef INCLUDED_BASEGFX_VECTOR_B3IVECTOR_HXX
      21             : #define INCLUDED_BASEGFX_VECTOR_B3IVECTOR_HXX
      22             : 
      23             : #include <basegfx/tuple/b3ituple.hxx>
      24             : #include <basegfx/basegfxdllapi.h>
      25             : 
      26             : namespace basegfx
      27             : {
      28             :     // predeclaration
      29             :     class B3DHomMatrix;
      30             : 
      31             :     /** Base Point class with three sal_Int32 values
      32             : 
      33             :         This class derives all operators and common handling for
      34             :         a 3D data class from B3ITuple. All necessary extensions
      35             :         which are special for 3D Vectors are added here.
      36             : 
      37             :         @see B3ITuple
      38             :     */
      39             :     class BASEGFX_DLLPUBLIC B3IVector : public ::basegfx::B3ITuple
      40             :     {
      41             :     public:
      42             :         /** Create a 3D Vector
      43             : 
      44             :             The vector is initialized to (0, 0, 0)
      45             :         */
      46             :         B3IVector()
      47             :         :   B3ITuple()
      48             :         {}
      49             : 
      50             :         /** Create a 3D Vector
      51             : 
      52             :             @param nX
      53             :             This parameter is used to initialize the X-coordinate
      54             :             of the 3D Vector.
      55             : 
      56             :             @param nY
      57             :             This parameter is used to initialize the Y-coordinate
      58             :             of the 3D Vector.
      59             : 
      60             :             @param nZ
      61             :             This parameter is used to initialize the Z-coordinate
      62             :             of the 3D Vector.
      63             :         */
      64             :         B3IVector(sal_Int32 nX, sal_Int32 nY, sal_Int32 nZ)
      65             :         :   B3ITuple(nX, nY, nZ)
      66             :         {}
      67             : 
      68             :         /** Create a copy of a 3D Vector
      69             : 
      70             :             @param rVec
      71             :             The 3D Vector which will be copied.
      72             :         */
      73           0 :         B3IVector(const B3IVector& rVec)
      74           0 :         :   B3ITuple(rVec)
      75           0 :         {}
      76             : 
      77             :         /** constructor with tuple to allow copy-constructing
      78             :             from B3ITuple-based classes
      79             :         */
      80             :         B3IVector(const ::basegfx::B3ITuple& rTuple)
      81             :         :   B3ITuple(rTuple)
      82             :         {}
      83             : 
      84           0 :         ~B3IVector()
      85           0 :         {}
      86             : 
      87             :         /** *=operator to allow usage from B3IVector, too
      88             :         */
      89             :         B3IVector& operator*=( const B3IVector& rPnt )
      90             :         {
      91             :             mnX *= rPnt.mnX;
      92             :             mnY *= rPnt.mnY;
      93             :             mnZ *= rPnt.mnZ;
      94             :             return *this;
      95             :         }
      96             : 
      97             :         /** *=operator to allow usage from B3IVector, too
      98             :         */
      99             :         B3IVector& operator*=(sal_Int32 t)
     100             :         {
     101             :             mnX *= t;
     102             :             mnY *= t;
     103             :             mnZ *= t;
     104             :             return *this;
     105             :         }
     106             : 
     107             :         /** assignment operator to allow assigning the results
     108             :             of B3ITuple calculations
     109             :         */
     110             :         B3IVector& operator=( const ::basegfx::B3ITuple& rVec )
     111             :         {
     112             :             mnX = rVec.getX();
     113             :             mnY = rVec.getY();
     114             :             mnZ = rVec.getZ();
     115             :             return *this;
     116             :         }
     117             : 
     118             :         /** Calculate the length of this 3D Vector
     119             : 
     120             :             @return The Length of the 3D Vector
     121             :         */
     122             :         double getLength(void) const
     123             :         {
     124             :             double fLen(scalar(*this));
     125             :             if((0 == fLen) || (1.0 == fLen))
     126             :                 return fLen;
     127             :             return sqrt(fLen);
     128             :         }
     129             : 
     130             :         /** Calculate the length in the XY-Plane for this 3D Vector
     131             : 
     132             :             @return The XY-Plane Length of the 3D Vector
     133             :         */
     134             :         double getXYLength(void) const
     135             :         {
     136             :             double fLen((mnX * mnX) + (mnY * mnY));
     137             :             if((0 == fLen) || (1.0 == fLen))
     138             :                 return fLen;
     139             :             return sqrt(fLen);
     140             :         }
     141             : 
     142             :         /** Calculate the length in the XZ-Plane for this 3D Vector
     143             : 
     144             :             @return The XZ-Plane Length of the 3D Vector
     145             :         */
     146             :         double getXZLength(void) const
     147             :         {
     148             :             double fLen((mnX * mnZ) + (mnY * mnZ));
     149             :             if((0 == fLen) || (1.0 == fLen))
     150             :                 return fLen;
     151             :             return sqrt(fLen);
     152             :         }
     153             : 
     154             :         /** Calculate the length in the YZ-Plane for this 3D Vector
     155             : 
     156             :             @return The YZ-Plane Length of the 3D Vector
     157             :         */
     158             :         double getYZLength(void) const
     159             :         {
     160             :             double fLen((mnY * mnY) + (mnZ * mnZ));
     161             :             if((0 == fLen) || (1.0 == fLen))
     162             :                 return fLen;
     163             :             return sqrt(fLen);
     164             :         }
     165             : 
     166             :         /** Set the length of this 3D Vector
     167             : 
     168             :             @param fLen
     169             :             The to be achieved length of the 3D Vector
     170             :         */
     171             :         B3IVector& setLength(double fLen)
     172             :         {
     173             :             double fLenNow(scalar(*this));
     174             : 
     175             :             if(!::basegfx::fTools::equalZero(fLenNow))
     176             :             {
     177             :                 const double fOne(1.0);
     178             : 
     179             :                 if(!::basegfx::fTools::equal(fOne, fLenNow))
     180             :                 {
     181             :                     fLen /= sqrt(fLenNow);
     182             :                 }
     183             : 
     184             :                 mnX = fround(mnX*fLen);
     185             :                 mnY = fround(mnY*fLen);
     186             :                 mnZ = fround(mnZ*fLen);
     187             :             }
     188             : 
     189             :             return *this;
     190             :         }
     191             : 
     192             :         /** Calculate the Scalar product
     193             : 
     194             :             This method calculates the Scalar product between this
     195             :             and the given 3D Vector.
     196             : 
     197             :             @param rVec
     198             :             A second 3D Vector.
     199             : 
     200             :             @return
     201             :             The Scalar Product of two 3D Vectors
     202             :         */
     203             :         double scalar(const B3IVector& rVec) const
     204             :         {
     205             :             return ((mnX * rVec.mnX) + (mnY * rVec.mnY) + (mnZ * rVec.mnZ));
     206             :         }
     207             : 
     208             :         /** Transform vector by given transformation matrix.
     209             : 
     210             :             Since this is a vector, translational components of the
     211             :             matrix are disregarded.
     212             :         */
     213             :         B3IVector& operator*=( const B3DHomMatrix& rMat );
     214             :     };
     215             : 
     216             :     // external operators
     217             : 
     218             : 
     219             :     /** Transform vector by given transformation matrix.
     220             : 
     221             :         Since this is a vector, translational components of the
     222             :         matrix are disregarded.
     223             :     */
     224             :     BASEGFX_DLLPUBLIC B3IVector operator*( const B3DHomMatrix& rMat, const B3IVector& rVec );
     225             : 
     226             :     /** Calculate the Cross Product of two 3D Vectors
     227             : 
     228             :         @param rVecA
     229             :         A first 3D Vector.
     230             : 
     231             :         @param rVecB
     232             :         A second 3D Vector.
     233             : 
     234             :         @return
     235             :         The Cross Product of both 3D Vectors
     236             :     */
     237             :     inline B3IVector cross(const B3IVector& rVecA, const B3IVector& rVecB)
     238             :     {
     239             :         B3IVector aVec(
     240             :             rVecA.getY() * rVecB.getZ() - rVecA.getZ() * rVecB.getY(),
     241             :             rVecA.getZ() * rVecB.getX() - rVecA.getX() * rVecB.getZ(),
     242             :             rVecA.getX() * rVecB.getY() - rVecA.getY() * rVecB.getX());
     243             :         return aVec;
     244             :     }
     245             : } // end of namespace basegfx
     246             : 
     247             : #endif // INCLUDED_BASEGFX_VECTOR_B3IVECTOR_HXX
     248             : 
     249             : /* vim:set shiftwidth=4 softtabstop=4 expandtab: */

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