/* -*- Mode: C++; tab-width: 4; indent-tabs-mode: nil; c-basic-offset: 4 -*- */
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*/
#pragma once
#include <basegfx/tuple/b3dtuple.hxx>
#include <basegfx/basegfxdllapi.h>
namespace basegfx
{
class B3DHomMatrix;
/** Base Point class with three double values
This class derives all operators and common handling for
a 3 D data class from B3DTuple . All necessary extensions
which are special for 3 D Vectors are added here .
@ see B3DTuple
*/
class SAL_WARN_UNUSED BASEGFX_DLLPUBLIC B3DVector : public ::basegfx::B3DTuple
{
public :
/** Create a 3D Vector
The vector is initialized to ( 0 . 0 , 0 . 0 , 0 . 0 )
*/
B3DVector()
{}
/** Create a 3D Vector
@ param fX
This parameter is used to initialize the X - coordinate
of the 3 D Vector .
@ param fY
This parameter is used to initialize the Y - coordinate
of the 3 D Vector .
@ param fZ
This parameter is used to initialize the Z - coordinate
of the 3 D Vector .
*/
B3DVector(double fX, double fY, double fZ)
: B3DTuple(fX, fY, fZ)
{}
/** constructor with tuple to allow copy-constructing
from B3DTuple - based classes
*/
B3DVector(const ::basegfx::B3DTuple& rTuple)
: B3DTuple(rTuple)
{}
/** *=operator to allow usage from B3DVector, too
*/
B3DVector& operator *=( const B3DVector& rPnt )
{
mnX *= rPnt.mnX;
mnY *= rPnt.mnY;
mnZ *= rPnt.mnZ;
return *this ;
}
/** *=operator to allow usage from B3DVector, too
*/
B3DVector& operator *=(double t)
{
mnX *= t;
mnY *= t;
mnZ *= t;
return *this ;
}
/** assignment operator to allow assigning the results
of B3DTuple calculations
*/
B3DVector& operator =( const ::basegfx::B3DTuple& rVec )
{
mnX = rVec.getX();
mnY = rVec.getY();
mnZ = rVec.getZ();
return *this ;
}
/** Calculate the length of this 3D Vector
@ return The Length of the 3 D Vector
*/
double getLength() const
{
return std::hypot(mnX, mnY, mnZ);
}
/** Calculate the length in the XZ-Plane for this 3D Vector
@ return The XZ - Plane Length of the 3 D Vector
*/
double getXZLength() const
{
return std::hypot(mnX, mnZ);
}
/** Calculate the length in the YZ-Plane for this 3D Vector
@ return The YZ - Plane Length of the 3 D Vector
*/
double getYZLength() const
{
return std::hypot(mnY, mnZ);
}
/** Set the length of this 3D Vector
@ param fLen
The to be achieved length of the 3 D Vector
*/
B3DVector& setLength(double fLen)
{
double fLenNow(std::hypot(mnX, mnY, mnZ));
if (!::basegfx::fTools::equalZero(fLenNow))
{
const double fOne(1 .0 );
if (!::basegfx::fTools::equal(fOne, fLenNow))
{
fLen /= fLenNow;
}
mnX *= fLen;
mnY *= fLen;
mnZ *= fLen;
}
return *this ;
}
/** Normalize this 3D Vector
The length of the 3 D Vector is set to 1 . 0
*/
B3DVector& normalize();
/** get a 3D Vector which is perpendicular to this and a given 3D Vector
@ attention This only works if this and the given 3 D Vector are
both normalized .
@ param rNormalizedVec
A normalized 3 D Vector .
@ return
A 3 D Vector perpendicular to this and the given one
*/
B3DVector getPerpendicular(const B3DVector& rNormalizedVec) const ;
/** Calculate the Scalar product
This method calculates the Scalar product between this
and the given 3 D Vector .
@ param rVec
A second 3 D Vector .
@ return
The Scalar Product of two 3 D Vectors
*/
double scalar(const B3DVector& rVec) const
{
return ((mnX * rVec.mnX) + (mnY * rVec.mnY) + (mnZ * rVec.mnZ));
}
/** Transform vector by given transformation matrix.
Since this is a vector , translational components of the
matrix are disregarded .
*/
B3DVector& operator *=( const B3DHomMatrix& rMat );
static const B3DVector& getEmptyVector()
{
return static_cast <const B3DVector&>( ::basegfx::B3DTuple::getEmptyTuple() );
}
};
// external operators
/** Test two vectors which need not to be normalized for parallelism
@ param rVecA
The first 3 D Vector
@ param rVecB
The second 3 D Vector
@ return
bool if the two values are parallel . Also true if
one of the vectors is empty .
*/
BASEGFX_DLLPUBLIC bool areParallel( const B3DVector& rVecA, const B3DVector& rVecB );
/** Transform vector by given transformation matrix.
Since this is a vector , translational components of the
matrix are disregarded .
*/
BASEGFX_DLLPUBLIC B3DVector operator *( const B3DHomMatrix& rMat, const B3DVector& rVec );
/** Calculate the Cross Product of two 3D Vectors
@ param rVecA
A first 3 D Vector .
@ param rVecB
A second 3 D Vector .
@ return
The Cross Product of both 3 D Vectors
*/
inline B3DVector cross(const B3DVector& rVecA, const B3DVector& rVecB)
{
B3DVector aVec(
rVecA.getY() * rVecB.getZ() - rVecA.getZ() * rVecB.getY(),
rVecA.getZ() * rVecB.getX() - rVecA.getX() * rVecB.getZ(),
rVecA.getX() * rVecB.getY() - rVecA.getY() * rVecB.getX());
return aVec;
}
} // end of namespace basegfx
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