/* -*- Mode: C++; tab-width: 8; indent-tabs-mode: nil; c-basic-offset: 2 -*- */ /* vim: set ts=8 sts=2 et sw=2 tw=80: */ /* This Source Code Form is subject to the terms of the Mozilla Public * License, v. 2.0. If a copy of the MPL was not distributed with this
* file, You can obtain one at http://mozilla.org/MPL/2.0/. */
/** * Do not use this class directly. Subclass it, pass that subclass as the * Sub parameter, and only use that subclass. This allows methods to safely * cast 'this' to 'Sub*'.
*/ template <class T, class Sub> struct BasePoint3D { union { struct {
T x, y, z;
};
T components[3];
};
// Constructors
BasePoint3D() : x(0), y(0), z(0) {}
BasePoint3D(T aX, T aY, T aZ) : x(aX), y(aY), z(aZ) {}
void MoveTo(T aX, T aY, T aZ) {
x = aX;
y = aY;
z = aZ;
} void MoveBy(T aDx, T aDy, T aDz) {
x += aDx;
y += aDy;
z += aDz;
}
// Note that '=' isn't defined so we'll get the // compiler generated default assignment operator
booloperator==(const Sub& aPoint) const { return x == aPoint.x && y == aPoint.y && z == aPoint.z;
} booloperator!=(const Sub& aPoint) const { return x != aPoint.x || y != aPoint.y || z != aPoint.z;
}
Sub operator+(const Sub& aPoint) const { return Sub(x + aPoint.x, y + aPoint.y, z + aPoint.z);
}
Sub operator-(const Sub& aPoint) const { return Sub(x - aPoint.x, y - aPoint.y, z - aPoint.z);
}
Sub& operator+=(const Sub& aPoint) {
x += aPoint.x;
y += aPoint.y;
z += aPoint.z; return *static_cast<Sub*>(this);
}
Sub& operator-=(const Sub& aPoint) {
x -= aPoint.x;
y -= aPoint.y;
z -= aPoint.z; return *static_cast<Sub*>(this);
}
Sub operator*(T aScale) const { return Sub(x * aScale, y * aScale, z * aScale);
}
Sub operator/(T aScale) const { return Sub(x / aScale, y / aScale, z / aScale);
}
Sub& operator*=(T aScale) {
x *= aScale;
y *= aScale;
z *= aScale; return *static_cast<Sub*>(this);
}
Sub& operator/=(T aScale) {
x /= aScale;
y /= aScale;
z /= aScale; return *static_cast<Sub*>(this);
}
Sub operator-() const { return Sub(-x, -y, -z); }
Sub CrossProduct(const Sub& aPoint) const { return Sub(y * aPoint.z - aPoint.y * z, z * aPoint.x - aPoint.z * x,
x * aPoint.y - aPoint.x * y);
}
T DotProduct(const Sub& aPoint) const { return x * aPoint.x + y * aPoint.y + z * aPoint.z;
}
T Length() const { return sqrt(x * x + y * y + z * z); }
// Invalid for points with distance from origin of 0. void Normalize() { *this /= Length(); }
void RobustNormalize() { // If the distance is infinite, we scale it by 1/(the maximum value of T) // before doing normalization, so we can avoid getting a zero point.
T length = Length(); if (std::isinf(length)) {
*this /= std::numeric_limits<T>::max();
length = Length();
}
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