Point3D.H
Go to the documentation of this file.00001
00002
00003
00004
00005
00006
00007
00008
00009
00010
00011
00012
00013
00014
00015
00016
00017
00018
00019
00020
00021
00022
00023
00024
00025
00026
00027
00028
00029
00030
00031
00032
00033
00034
00035
00036
00037
00038 #ifndef POINT3D_H_DEFINED
00039 #define POINT3D_H_DEFINED
00040
00041 #include <cmath>
00042 #include <string>
00043
00044
00045
00046
00047
00048
00049
00050 class Point3D
00051 {
00052 public:
00053
00054 inline Point3D();
00055
00056
00057 inline Point3D(const int xx, const int yy, const int zz);
00058
00059
00060 inline Point3D& operator+=(const Point3D &p);
00061
00062 inline Point3D& operator-=(const Point3D &p);
00063
00064 inline Point3D& operator*=(const Point3D &p);
00065
00066 inline Point3D& operator/=(const Point3D &p);
00067
00068
00069 inline Point3D operator+(const Point3D &p) const;
00070
00071 inline Point3D operator-(const Point3D &p) const;
00072
00073 inline Point3D operator*(const Point3D &p) const;
00074
00075 inline Point3D operator/(const Point3D &p) const;
00076
00077
00078 inline Point3D& operator+=(const int val);
00079
00080 inline Point3D& operator-=(const int val);
00081
00082 inline Point3D& operator*=(const int val);
00083
00084 inline Point3D& operator/=(const int val);
00085
00086
00087 inline Point3D operator+(const int val) const;
00088
00089 inline Point3D operator-(const int val) const;
00090
00091 inline Point3D operator*(const int val) const;
00092
00093 inline Point3D operator/(const int val) const;
00094
00095
00096 inline bool isValidX() const;
00097
00098
00099 inline bool isValidY() const;
00100
00101
00102 inline bool isValidZ() const;
00103
00104
00105 inline float squdist(const Point3D& p) const;
00106
00107
00108 inline float distance(const Point3D& p) const;
00109
00110
00111 int x, y, z;
00112 };
00113
00114
00115
00116 inline bool operator==(const Point3D& p1, const Point3D& p2);
00117
00118
00119 inline bool operator!=(const Point3D& p1, const Point3D& p2);
00120
00121
00122 std::string convertToString(const Point3D& val);
00123
00124
00125 void convertFromString(const std::string& str, Point3D& val);
00126
00127
00128
00129
00130
00131
00132
00133 inline Point3D::Point3D()
00134 { x = 0; y = 0; z = 0;}
00135
00136
00137 inline Point3D::Point3D(const int xx, const int yy, const int zz)
00138 { x = xx; y = yy; z = zz;}
00139
00140
00141 inline Point3D& Point3D::operator+=(const Point3D &p)
00142 { x += p.x; y += p.y; z += p.z; return *this; }
00143
00144
00145 inline Point3D& Point3D::operator-=(const Point3D &p)
00146 { x -= p.x; y -= p.y; z -= p.z; return *this; }
00147
00148
00149 inline Point3D& Point3D::operator*=(const Point3D &p)
00150 { x *= p.x; y *= p.y; z *= p.z; return *this; }
00151
00152
00153 inline Point3D& Point3D::operator/=(const Point3D &p)
00154 { x /= p.x; y /= p.y; z /= p.z; return *this; }
00155
00156
00157 inline Point3D Point3D::operator+(const Point3D &p) const
00158 { return Point3D(x + p.x, y + p.y, z + p.z); }
00159
00160
00161 inline Point3D Point3D::operator-(const Point3D &p) const
00162 { return Point3D(x - p.x, y - p.y, z - p.z); }
00163
00164
00165 inline Point3D Point3D::operator*(const Point3D &p) const
00166 { return Point3D(x * p.x, y * p.y, z * p.z); }
00167
00168
00169 inline Point3D Point3D::operator/(const Point3D &p) const
00170 { return Point3D(x / p.x, y / p.y, z / p.z); }
00171
00172
00173 inline Point3D& Point3D::operator+=(const int val)
00174 { x += val; y += val; z += val; return *this; }
00175
00176
00177 inline Point3D& Point3D::operator-=(const int val)
00178 { x -= val; y -= val; z -= val; return *this; }
00179
00180
00181 inline Point3D& Point3D::operator*=(const int val)
00182 { x *= val; y *= val; z *= val; return *this; }
00183
00184
00185 inline Point3D& Point3D::operator/=(const int val)
00186 { x /= val; y /= val; z /= val; return *this; }
00187
00188
00189 inline Point3D Point3D::operator+(const int val) const
00190 { return Point3D(x + val, y + val, z + val); }
00191
00192
00193 inline Point3D Point3D::operator-(const int val) const
00194 { return Point3D(x - val, y - val, z - val); }
00195
00196
00197 inline Point3D Point3D::operator*(const int val) const
00198 { return Point3D(x * val, y * val, z * val); }
00199
00200
00201 inline Point3D Point3D::operator/(const int val) const
00202 { return Point3D(x / val, y / val, z / val); }
00203
00204
00205 inline bool operator==(const Point3D& p1, const Point3D& p2)
00206 { return p1.x == p2.x && p1.y == p2.y && p1.z == p2.z; }
00207
00208
00209 inline bool operator!=(const Point3D& p1, const Point3D& p2)
00210 { return p1.x != p2.x || p1.y != p2.y || p1.z != p2.z; }
00211
00212
00213 inline bool Point3D::isValidX() const
00214 { return (x >= 0); }
00215
00216
00217 inline bool Point3D::isValidY() const
00218 { return (y >= 0); }
00219
00220
00221 inline bool Point3D::isValidZ() const
00222 { return (z >= 0); }
00223
00224
00225 inline float Point3D::squdist(const Point3D& p) const
00226 {
00227 int d1 = p.x - x, d2 = p.y - y, d3 = p.z - z;
00228 return (d1 * d1 + d2 * d2 + d3 * d3);
00229 }
00230
00231
00232 inline float Point3D::distance(const Point3D& p) const
00233 { return sqrt(squdist(p)); }
00234
00235
00236
00237
00238
00239
00240
00241
00242 #endif