Files
rdkit/Code/Geometry/point.h
Greg Landrum 75a79b6327 initial import
2006-05-06 22:20:08 +00:00

339 lines
7.8 KiB
C++

//
// Copyright (C) 2003-2006 Rational Discovery LLC
//
// @@ All Rights Reserved @@
//
#ifndef __RD_POINT_H__
#define __RD_POINT_H__
#include <iostream>
#include <cmath>
#include <vector>
#ifdef WIN32
#ifndef M_PI
#define M_PI 3.14159265358979323846
#endif
#endif
#include <RDGeneral/Invariant.h>
namespace RDGeom {
class Point3D;
class Point2D;
}
std::ostream & operator<<(std::ostream& target, const RDGeom::Point3D &pt);
std::ostream & operator<<(std::ostream& target, const RDGeom::Point2D &pt);
RDGeom::Point3D operator+ (const RDGeom::Point3D& p1, const RDGeom::Point3D& p2);
RDGeom::Point3D operator- (const RDGeom::Point3D& p1, const RDGeom::Point3D& p2);
RDGeom::Point3D operator* (const RDGeom::Point3D& p1, const double v);
RDGeom::Point3D operator/ (const RDGeom::Point3D& p1, const double v);
RDGeom::Point2D operator+ (const RDGeom::Point2D& p1, const RDGeom::Point2D& p2);
RDGeom::Point2D operator- (const RDGeom::Point2D& p1, const RDGeom::Point2D& p2);
RDGeom::Point2D operator* (const RDGeom::Point2D& p1, const double v);
RDGeom::Point2D operator/ (const RDGeom::Point2D& p1, const double v);
namespace RDGeom {
typedef class Point3D Point;
class Point3D {
public:
double x,
y,
z;
Point3D() : x(0.0), y(0.0), z(0.0) {};
Point3D(double xv,double yv,double zv): x(xv),y(yv),z(zv) {};
Point3D(const Point3D &other) :
x(other.x), y(other.y), z(other.z) {
}
Point3D&
operator=(const Point3D &other)
{
x = other.x;y=other.y;z=other.z;
return *this;
};
Point3D& operator+=(const Point3D &other) {
x += other.x;
y += other.y;
z += other.z;
return *this;
};
Point3D& operator-=(const Point3D &other) {
x -= other.x;
y -= other.y;
z -= other.z;
return *this;
};
Point3D& operator*=(double scale) {
x *= scale;
y *= scale;
z *= scale;
return *this;
};
Point3D& operator/=(double scale) {
x /= scale;
y /= scale;
z /= scale;
return *this;
};
Point3D operator-() const {
Point3D res(x, y, z);
res.x *= -1.0;
res.y *= -1.0;
res.z *= -1.0;
return res;
}
void normalize() {
double l = this->length();
x /= l;
y /= l;
z /= l;
};
double length() const {
double res = x*x+y*y+z*z;
return sqrt(res);
};
double lengthSq() const {
double res = pow(x,2) + pow(y,2) + pow(z,2);
return res;
};
double dotProduct(const Point3D &other) const {
double res = x*(other.x) + y*(other.y) + z*(other.z);
return res;
};
/*! \brief determines the angle between a vector to this point
* from the origin and a vector to the other point.
*
* The angle is unsigned: the results of this call will always
* be between 0 and M_PI
*/
double angleTo(const Point3D &other) const {
Point3D t1,t2;
t1 = *this;
t2 = other;
t1.normalize();
t2.normalize();
double dotProd = t1.dotProduct(t2);
// watch for roundoff error:
if(dotProd<-1.0) dotProd = -1.0;
else if(dotProd>1.0) dotProd = 1.0;
return acos(dotProd);
}
/*! \brief determines the signed angle between a vector to this point
* from the origin and a vector to the other point.
*
* The results of this call will be between 0 and M_2_PI
*/
double signedAngleTo(const Point3D &other) const {
double res=this->angleTo(other);
// check the sign of the z component of the cross product:
if((this->x*other.y-this->y*other.x)<-1e-6) res = 2.0*M_PI-res;
return res;
}
/*! \brief Returns a normalized direction vector from this
* point to another.
*
*/
Point3D directionVector(const Point3D &other) const {
Point3D res;
res.x = other.x - x;
res.y = other.y - y;
res.z = other.z - z;
res.normalize();
return res;
}
/*! \brief Cross product of this point with the another point
*
* The order is important here
* The result is "this" cross with "other" not (other x this)
*/
Point3D crossProduct(const Point3D &other) const {
Point3D res;
res.x = y*(other.z) - z*(other.y);
res.y = -x*(other.z) + z*(other.x);
res.z = x*(other.y) - y*(other.x);
return res;
};
/*! \brief Get a unit perpendicular from this point (treating it as a vector):
*
*/
Point3D getPerpendicular() const {
Point3D res(0.0,0.0,0.0);
if(x){
if(y){
res.y = -1*x;
res.x = y;
} else if(z) {
res.z = -1*x;
res.x = z;
} else {
res.y = 1;
}
} else if(y){
if(z){
res.z = -1*y;
res.y = z;
} else {
res.x = 1;
}
} else if(z){
res.x = 1;
}
double l=res.length();
POSTCONDITION(l>0.0,"zero perpendicular");
res = res/l;
return res;
}
};
// given a set of four pts in 3D compute the dihedral angle between the
// plane of the first three points (pt1, pt2, pt3) and the plane of the
// last three points (pt2, pt3, pt4)
// the computed angle is between 0 and PI
double computeDihedralAngle(Point3D pt1, Point3D pt2, Point3D pt3, Point3D pt4);
class Point2D {
public:
double x,
y;
Point2D() : x(0.0), y(0.0) {};
Point2D(double xv,double yv): x(xv),y(yv) {};
Point2D(const Point2D &other) : x(other.x), y(other.y) {
}
Point2D&
operator=(const Point2D &other)
{
x = other.x;y=other.y;
return *this;
};
Point2D& operator+=(const Point2D &other) {
x += other.x;
y += other.y;
return *this;
};
Point2D& operator-=(const Point2D &other) {
x -= other.x;
y -= other.y;
return *this;
};
Point2D& operator*=(double scale){
x *= scale;
y *= scale;
return *this;
};
Point2D& operator/=(double scale){
x /= scale;
y /= scale;
return *this;
};
Point2D operator-() const {
Point2D res(x, y);
res.x *= -1.0;
res.y *= -1.0;
return res;
}
void normalize() {
double ln = this->length();
x /= ln;
y /= ln;
};
void rotate90() {
double temp = x;
x = -y;
y = temp;
}
double length() const {
double res = pow(x,2) + pow(y,2);
return sqrt(res);
};
double lengthSq() const {
double res = x*x+y*y;
return res;
};
double dotProduct(const Point2D &other) const {
double res = x*(other.x) + y*(other.y);
return res;
};
double angleTo(const Point2D &other) const {
Point2D t1,t2;
t1 = *this;
t2 = other;
t1.normalize();
t2.normalize();
double dotProd = t1.dotProduct(t2);
// watch for roundoff error:
if(dotProd<-1.0) dotProd = -1.0;
else if(dotProd>1.0) dotProd = 1.0;
return acos(dotProd);
}
double signedAngleTo(const Point2D &other) const {
double res=this->angleTo(other);
if((this->x*other.y-this->y*other.x)<-1e-6) res = 2.0*M_PI-res;
return res;
}
Point2D directionVector(const Point2D &other) const {
Point2D res;
res.x = other.x - x;
res.y = other.y - y;
res.normalize();
return res;
}
};
typedef std::vector<RDGeom::Point3D *> Point3DPtrVect;
typedef std::vector<RDGeom::Point2D *> Point2DPtrVect;
typedef Point3DPtrVect::iterator Point3DPtrVect_I;
typedef Point3DPtrVect::const_iterator Point3DPtrVect_CI;
typedef Point2DPtrVect::iterator Point2DPtrVect_I;
typedef Point2DPtrVect::const_iterator Point2DPtrVect_CI;
typedef std::vector<const RDGeom::Point3D *> Point3DConstPtrVect;
typedef Point3DConstPtrVect::iterator Point3DConstPtrVect_I;
typedef Point3DConstPtrVect::const_iterator Point3DConstPtrVect_CI;
}
#endif