Program Listing for File Vertex.h¶
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// This file is part of the GAMer software.
// Copyright (C) 2016-2021
// by Christopher T. Lee and contributors
//
// This library is free software; you can redistribute it and/or
// modify it under the terms of the GNU Lesser General Public
// License as published by the Free Software Foundation; either
// version 2.1 of the License, or (at your option) any later version.
//
// This library is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
// Lesser General Public License for more details.
//
// You should have received a copy of the GNU Lesser General Public
// License along with this library; if not, see <http://www.gnu.org/licenses/>
// or write to the Free Software Foundation, Inc., 59 Temple Place, Suite 330,
// Boston, MA 02111-1307 USA
#pragma once
#include <iostream>
#include <sstream>
#include <stdexcept>
#include "gamer/gamer.h"
#include "gamer/tensor.h"
namespace gamer {
struct Vertex {
Vector position;
int marker = 0;
bool selected = false;
Vertex() : Vertex(0, 0, 0) {}
Vertex(REAL x, REAL y, REAL z) : Vertex(x, y, z, -1, false) {}
Vertex(REAL x, REAL y, REAL z, int m, bool sel) {
position[0] = x;
position[1] = y;
position[2] = z;
marker = m;
selected = sel;
}
Vertex(Vector &v) : position(v), marker(-1), selected(false) {}
Vertex(Vector &&v) : position(std::move(v)), marker(-1), selected(false) {}
Vertex(const Vertex &x)
: position(x.position), marker(x.marker), selected(x.selected) {}
Vertex(const Vertex &&x)
: position(std::move(x.position)), marker(std::move(x.marker)),
selected(std::move(x.selected)) {}
operator Vector() const { return position; }
friend std::ostream &operator<<(std::ostream &output, const Vertex &v) {
output << "Vertex(x:" << v[0] << ",y:" << v[1] << ",z:" << v[2]
<< ";m:" << v.marker << ";sel:" << v.selected << ")";
return output;
}
std::string to_string() const {
std::ostringstream output;
output << *this;
return output.str();
}
const REAL &operator[](std::size_t index) const { return position[index]; }
REAL &operator[](std::size_t index) { return position[index]; }
void operator=(const Vertex &v) {
position = v.position;
marker = v.marker;
selected = v.selected;
}
bool operator==(const Vertex &rhs) const {
Vertex temp(rhs);
if (position != temp.position)
return false;
if (marker != temp.marker)
return false;
if (selected != temp.selected)
return false;
return true;
}
bool operator!=(const Vertex &rhs) const { return !(*this == rhs); }
Vertex &operator+=(const Vector &rhs) {
// retains the marker of the lhs
position += rhs;
return *this;
}
Vertex &operator-=(const Vector &rhs) {
// retains the marker of the lhs
position -= rhs;
return *this;
}
Vertex &operator*=(const REAL x) {
position *= x;
return *this;
}
Vertex &operator/=(const REAL x) {
position /= x;
return *this;
}
};
Vertex operator+(const Vertex &A, const Vector &B);
Vertex operator-(const Vertex &A, const Vector &B);
Vector operator-(const Vertex &A, const Vertex &B);
Vertex operator*(REAL x, const Vertex &A);
Vertex operator*(const Vertex &A, REAL x);
Vertex operator/(const Vertex &A, REAL x);
REAL distance(const Vertex &A, const Vertex &B);
REAL angle(const Vertex &A, const Vertex &B, const Vertex &C);
REAL angle(const Vector &AB, const Vector &CB);
// REAL signed_angle(const Vertex &A, const Vertex &B, const Vertex &C);
REAL signed_angle(const Vector &v1, const Vector &v2, const Vector &reference);
REAL angleDeg(const Vertex &A, const Vertex &B, const Vertex &C);
REAL angleDeg(const Vector &AB, const Vector &CB);
inline REAL length(const Vector &A) { return std::sqrt(A | A); }
inline void normalize(Vector &A) {
REAL mag = length(A);
if (mag == 0)
gamer_runtime_error("Cannot normalize a vector with length of 0.");
A /= mag;
}
} // end namespace gamer