348 lines
12 KiB
C++
348 lines
12 KiB
C++
/*
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* Copyright (C) 2012 Open Source Robotics Foundation
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*
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* Licensed under the Apache License, Version 2.0 (the "License");
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* you may not use this file except in compliance with the License.
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* You may obtain a copy of the License at
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*
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* http://www.apache.org/licenses/LICENSE-2.0
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*
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* Unless required by applicable law or agreed to in writing, software
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* distributed under the License is distributed on an "AS IS" BASIS,
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* WITHOUT WARRANTIES OR CONDITIONS OF ANY KIND, either express or implied.
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* See the License for the specific language governing permissions and
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* limitations under the License.
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*
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*/
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#ifndef _GAZEBO_VECTOR3_HH_
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#define _GAZEBO_VECTOR3_HH_
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#include <math.h>
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#include <iostream>
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#include <fstream>
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#include <ignition/math/Vector3.hh>
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#include "gazebo/math/Helpers.hh"
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#include "gazebo/util/system.hh"
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namespace gazebo
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{
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namespace math
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{
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/// \addtogroup gazebo_math
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/// \{
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/// \class Vector3 Vector3.hh math/gzmath.hh
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/// \brief The Vector3 class represents the generic vector containing 3
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/// elements. Since it's commonly used to keep coordinate system
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/// related information, its elements are labeled by x, y, z.
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class GZ_MATH_VISIBLE Vector3
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{
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/// \brief math::Vector3(0, 0, 0)
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public: static const Vector3 Zero;
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/// \brief math::Vector3(1, 1, 1)
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public: static const Vector3 One;
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/// \brief math::Vector3(1, 0, 0)
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public: static const Vector3 UnitX;
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/// \brief math::Vector3(0, 1, 0)
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public: static const Vector3 UnitY;
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/// \brief math::Vector3(0, 0, 1)
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public: static const Vector3 UnitZ;
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/// \brief Constructor
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public: Vector3();
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/// \brief Constructor
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/// \param[in] _x value along x
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/// \param[in] _y value along y
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/// \param[in] _z value along z
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public: Vector3(const double &_x, const double &_y, const double &_z);
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/// \brief Ignition math copy constructor
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/// \param[in] _v a vector
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public: Vector3(const ignition::math::Vector3d &_v);
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/// \brief Copy constructor
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/// \param[in] _v a vector
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public: Vector3(const Vector3 &_v);
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/// \brief Destructor
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public: virtual ~Vector3();
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/// \brief Return the sum of the values
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/// \return the sum
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public: double GetSum() const;
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/// \brief Calc distance to the given point
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/// \param[in] _pt the point
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/// \return the distance
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public: double Distance(const Vector3 &_pt) const;
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/// \brief Calc distance to the given point
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/// \param[in] _x value along x
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/// \param[in] _y value along y
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/// \param[in] _z value along z
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/// \return the distance
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public: double Distance(double _x, double _y, double _z) const;
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/// \brief Returns the length (magnitude) of the vector
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/// \ return the length
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public: double GetLength() const;
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/// \brief Return the square of the length (magnitude) of the vector
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/// \return the squared length
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public: double GetSquaredLength() const;
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/// \brief Normalize the vector length
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/// \return unit length vector
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public: Vector3 Normalize();
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/// \brief Round to near whole number, return the result.
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/// \return the result
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public: Vector3 Round();
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/// \brief Get a rounded version of this vector
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/// \return a rounded vector
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public: Vector3 GetRounded() const;
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/// \brief Set the contents of the vector
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/// \param[in] _x value along x
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/// \param[in] _y value along y
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/// \param[in] _z value aling z
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public: inline void Set(double _x = 0, double _y = 0 , double _z = 0)
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{
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this->x = _x;
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this->y = _y;
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this->z = _z;
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}
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/// \brief Return the cross product of this vector and pt
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/// \return the product
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public: Vector3 Cross(const Vector3 &_pt) const;
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/// \brief Return the dot product of this vector and pt
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/// \return the product
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public: double Dot(const Vector3 &_pt) const;
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/// \brief Get the absolute value of the vector
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/// \return a vector with positive elements
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public: Vector3 GetAbs() const;
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/// \brief Return a vector that is perpendicular to this one.
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/// \return an orthogonal vector
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public: Vector3 GetPerpendicular() const;
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/// \brief Get a normal vector to a triangle
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/// \param[in] _v1 first vertex of the triangle
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/// \param[in] _v2 second vertex
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/// \param[in] _v3 third vertex
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/// \return the normal
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public: static Vector3 GetNormal(const Vector3 &_v1, const Vector3 &_v2,
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const Vector3 &_v3);
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/// \brief Get distance to a line
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/// \param[in] _pt1 first point on the line
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/// \param[in] _pt2 second point on the line
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/// \return the minimum distance from this point to the line
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public: double GetDistToLine(const Vector3 &_pt1, const Vector3 &_pt2);
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/// \brief Set this vector's components to the maximum of itself and the
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/// passed in vector
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/// \param[in] _v the maximum clamping vector
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public: void SetToMax(const Vector3 &_v);
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/// \brief Set this vector's components to the minimum of itself and the
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/// passed in vector
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/// \param[in] _v the minimum clamping vector
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public: void SetToMin(const Vector3 &_v);
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/// \brief Get the maximum value in the vector
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/// \return the maximum element
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public: double GetMax() const;
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/// \brief Get the minimum value in the vector
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/// \return the minimum element
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public: double GetMin() const;
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/// \brief Convert this vector to an ignition::math::Vector3d.
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/// \return This vector as an ignition::math::Vector3d.
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public: ignition::math::Vector3d Ign() const;
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/// \brief Assignment operator for ignition math
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/// \param[in] _v a new value
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/// \return this
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public: Vector3 &operator=(const ignition::math::Vector3d &_v);
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/// \brief Assignment operator
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/// \param[in] _v a new value
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/// \return The new vector
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public: Vector3 &operator =(const Vector3 &_v);
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/// \brief Assignment operator
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/// \param[in] _value assigned to all elements
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/// \return this
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public: Vector3 &operator =(double _value);
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/// \brief Addition operator
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/// \param[in] _v vector to add
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/// \return the sum vector
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public: Vector3 operator+(const Vector3 &_v) const;
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/// \brief Addition assignment operator
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/// \param[in] _v vector to add
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public: const Vector3 &operator+=(const Vector3 &_v);
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/// \brief Negation operator
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/// \return negative of this vector
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public: inline Vector3 operator-() const
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{
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return Vector3(-this->x, -this->y, -this->z);
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}
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/// \brief Subtraction operators
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/// \param[in] _pt a vector to substract
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/// \return a vector
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public: inline Vector3 operator-(const Vector3 &_pt) const
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{
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return Vector3(this->x - _pt.x,
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this->y - _pt.y,
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this->z - _pt.z);
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}
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/// \brief Subtraction operators
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/// \param[in] _pt subtrahend
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public: const Vector3 &operator-=(const Vector3 &_pt);
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/// \brief Division operator
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/// \brief[in] _pt the vector divisor
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/// \remarks this is an element wise division
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/// \return a vector
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public: const Vector3 operator/(const Vector3 &_pt) const;
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/// \brief Division assignment operator
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/// \brief[in] _pt the vector divisor
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/// \remarks this is an element wise division
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/// \return a vector
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public: const Vector3 &operator/=(const Vector3 &_pt);
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/// \brief Division operator
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/// \remarks this is an element wise division
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/// \return a vector
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public: const Vector3 operator/(double _v) const;
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/// \brief Division operator
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/// \remarks this is an element wise division
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/// \return this
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public: const Vector3 &operator/=(double _v);
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/// \brief Multiplication operator
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/// \remarks this is an element wise multiplication, not a cross product
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/// \param[in] _v
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public: Vector3 operator*(const Vector3 &_p) const;
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/// \brief Multiplication operators
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/// \remarks this is an element wise multiplication, not a cross product
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/// \param[in] _v a vector
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/// \return this
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public: const Vector3 &operator*=(const Vector3 &_v);
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/// \brief Multiplication operators
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/// \param[in] _s the scaling factor
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/// \param[in] _v input vector
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/// \return a scaled vector
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public: friend inline Vector3 operator*(double _s,
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const Vector3 &_v)
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{ return Vector3(_v.x * _s, _v.y * _s, _v.z * _s); }
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/// \brief Multiplication operators
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/// \param[in] _v the scaling factor
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/// \return a scaled vector
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public: Vector3 operator*(double _v) const;
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/// \brief Multiplication operator
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/// \param[in] _v scaling factor
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/// \return this
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public: const Vector3 &operator*=(double _v);
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/// \brief Equal to operator
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/// \param[in] _pt The vector to compare against
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/// \return true if each component is equal withing a
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/// default tolerence (1e-6), false otherwise
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public: bool operator ==(const Vector3 &_pt) const;
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/// \brief Not equal to operator
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/// \param[in] _v The vector to compare against
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/// \return true if each component is equal withing a
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/// default tolerence (1e-6), false otherwise
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public: bool operator!=(const Vector3 &_v) const;
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/// \brief See if a point is finite (e.g., not nan)
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public: bool IsFinite() const;
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/// \brief Corrects any nan values
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public: inline void Correct()
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{
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if (!std::isfinite(this->x))
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this->x = 0;
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if (!std::isfinite(this->y))
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this->y = 0;
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if (!std::isfinite(this->z))
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this->z = 0;
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}
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/// \brief [] operator
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public: double operator[](unsigned int index) const;
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/// \brief Round all values to _precision decimal places
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/// \param[in] _precision the decimal places
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public: void Round(int _precision);
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/// \brief Equality test
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/// \remarks This is equivalent to the == operator
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/// \param[in] _v the other vector
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/// \return true if the 2 vectors have the same values, false otherwise
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public: bool Equal(const Vector3 &_v) const;
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/// \brief X location
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public: double x;
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/// \brief Y location
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public: double y;
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/// \brief Z location
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public: double z;
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/// \brief Stream insertion operator
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/// \param _out output stream
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/// \param _pt Vector3 to output
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/// \return the stream
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public: friend std::ostream &operator<<(std::ostream &_out,
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const gazebo::math::Vector3 &_pt)
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{
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_out << precision(_pt.x, 6) << " " << precision(_pt.y, 6) << " "
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<< precision(_pt.z, 6);
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return _out;
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}
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/// \brief Stream extraction operator
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/// \param _in input stream
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/// \param _pt vector3 to read values into
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/// \return the stream
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public: friend std::istream &operator>>(std::istream &_in,
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gazebo::math::Vector3 &_pt)
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{
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// Skip white spaces
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_in.setf(std::ios_base::skipws);
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_in >> _pt.x >> _pt.y >> _pt.z;
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return _in;
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}
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};
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/// \}
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}
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}
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#endif
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