libcarla/include/carla/geom/Vector3D.h

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2024-10-18 13:19:59 +08:00
// Copyright (c) 2017 Computer Vision Center (CVC) at the Universitat Autonoma
// de Barcelona (UAB).
//
// This work is licensed under the terms of the MIT license.
// For a copy, see <https://opensource.org/licenses/MIT>.
#pragma once
#include "carla/MsgPack.h"
#include <cmath>
#include <limits>
namespace carla {
namespace geom {
class Vector3D {
public:
// =========================================================================
// -- Public data members --------------------------------------------------
// =========================================================================
float x = 0.0f;
float y = 0.0f;
float z = 0.0f;
// =========================================================================
// -- Constructors ---------------------------------------------------------
// =========================================================================
Vector3D() = default;
Vector3D(float ix, float iy, float iz)
: x(ix),
y(iy),
z(iz) {}
// =========================================================================
// -- Other methods --------------------------------------------------------
// =========================================================================
float SquaredLength() const {
return x * x + y * y + z * z;
}
float Length() const {
return std::sqrt(SquaredLength());
}
float SquaredLength2D() const {
return x * x + y * y;
}
float Length2D() const {
return std::sqrt(SquaredLength2D());
}
Vector3D Abs() const {
return Vector3D(abs(x), abs(y), abs(z));
}
Vector3D MakeUnitVector() const {
const float length = Length();
DEVELOPMENT_ASSERT(length > 2.0f * std::numeric_limits<float>::epsilon());
const float k = 1.0f / length;
return Vector3D(x * k, y * k, z * k);
}
Vector3D MakeSafeUnitVector(const float epsilon) const {
const float length = Length();
const float k = (length > std::max(epsilon, 0.0f)) ? (1.0f / length) : 1.0f;
return Vector3D(x * k, y * k, z * k);
}
// =========================================================================
// -- Arithmetic operators -------------------------------------------------
// =========================================================================
Vector3D &operator+=(const Vector3D &rhs) {
x += rhs.x;
y += rhs.y;
z += rhs.z;
return *this;
}
friend Vector3D operator+(Vector3D lhs, const Vector3D &rhs) {
lhs += rhs;
return lhs;
}
Vector3D &operator-=(const Vector3D &rhs) {
x -= rhs.x;
y -= rhs.y;
z -= rhs.z;
return *this;
}
friend Vector3D operator-(Vector3D lhs, const Vector3D &rhs) {
lhs -= rhs;
return lhs;
}
Vector3D& operator-=(const float f) {
x -= f;
y -= f;
z -= f;
return *this;
}
Vector3D &operator*=(float rhs) {
x *= rhs;
y *= rhs;
z *= rhs;
return *this;
}
friend Vector3D operator*(Vector3D lhs, float rhs) {
lhs *= rhs;
return lhs;
}
friend Vector3D operator*(float lhs, Vector3D rhs) {
rhs *= lhs;
return rhs;
}
Vector3D &operator/=(float rhs) {
x /= rhs;
y /= rhs;
z /= rhs;
return *this;
}
friend Vector3D operator/(Vector3D lhs, float rhs) {
lhs /= rhs;
return lhs;
}
friend Vector3D operator/(float lhs, Vector3D rhs) {
rhs /= lhs;
return rhs;
}
// =========================================================================
// -- Comparison operators -------------------------------------------------
// =========================================================================
bool operator==(const Vector3D &rhs) const {
return (x == rhs.x) && (y == rhs.y) && (z == rhs.z);
}
bool operator!=(const Vector3D &rhs) const {
return !(*this == rhs);
}
// =========================================================================
// -- Conversions to UE4 types ---------------------------------------------
// =========================================================================
#ifdef LIBCARLA_INCLUDED_FROM_UE4
/// These 2 methods are explicitly deleted to avoid creating them by other users,
/// unlike locations, some vectors have units and some don't, by removing
/// these methods we found several places were the conversion from cm to m was missing
Vector3D(const FVector &v) = delete;
Vector3D& operator=(const FVector &rhs) = delete;
/// Return a Vector3D converted from centimeters to meters.
Vector3D ToMeters() const {
return *this * 1e-2f;
}
/// Return a Vector3D converted from meters to centimeters.
Vector3D ToCentimeters() const {
return *this * 1e2f;
}
FVector ToFVector() const {
return FVector{x, y, z};
}
#endif // LIBCARLA_INCLUDED_FROM_UE4
// =========================================================================
/// @todo The following is copy-pasted from MSGPACK_DEFINE_ARRAY.
/// This is a workaround for an issue in msgpack library. The
/// MSGPACK_DEFINE_ARRAY macro is shadowing our `z` variable.
/// https://github.com/msgpack/msgpack-c/issues/709
// =========================================================================
template <typename Packer>
void msgpack_pack(Packer& pk) const
{
clmdep_msgpack::type::make_define_array(x, y, z).msgpack_pack(pk);
}
void msgpack_unpack(clmdep_msgpack::object const& o)
{
clmdep_msgpack::type::make_define_array(x, y, z).msgpack_unpack(o);
}
template <typename MSGPACK_OBJECT>
void msgpack_object(MSGPACK_OBJECT* o, clmdep_msgpack::zone& sneaky_variable_that_shadows_z) const
{
clmdep_msgpack::type::make_define_array(x, y, z).msgpack_object(o, sneaky_variable_that_shadows_z);
}
// =========================================================================
};
} // namespace geom
} // namespace carla