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XnVPoint.h
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XnVPoint.h
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/****************************************************************************
* *
* PrimeSense Sensor 5.x Alpha *
* Copyright (C) 2011 PrimeSense Ltd. *
* *
* This file is part of PrimeSense Sensor. *
* *
* PrimeSense Sensor 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 3 of the License, or *
* (at your option) any later version. *
* *
* PrimeSense Sensor 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 PrimeSense Sensor. If not, see <http://www.gnu.org/licenses/>.*
* *
****************************************************************************/
#ifndef _XNV_POINT_H_
#define _XNV_POINT_H_
//---------------------------------------------------------------------------
// Includes
//---------------------------------------------------------------------------
#include <XnOS.h>
#include <XnPlatform.h>
#include "XnVStatus.h"
//---------------------------------------------------------------------------
// Types
//---------------------------------------------------------------------------
/**
* XnVPoint represents a point in either Projective or Real World coordinates.
* The XnVPoint doens't know which coordinates are used - this is the user's responsibility.
* The X and Y axis values are floating points, because Real World coordinates require it.
* The Z axis value (or depth) is XN_DEPTH_TYPE.
*/
class XN_EE_CORE_API XnVPoint
{
public:
XnVPoint()
{}
XnVPoint(const XnVPoint& other)
{
SetPoint(other.X(), other.Y(), other.Z());
}
XnVPoint(XnFloat fX, XnFloat fY, XnFloat fZ)
{
SetPoint(fX, fY, fZ);
}
inline void SetPoint(XnFloat fX, XnFloat fY, XnFloat fZ)
{
X() = fX; Y() = fY; Z() = fZ;
}
inline const XnVPoint& operator=(const XnVPoint& ptOther)
{
SetPoint(ptOther.X(), ptOther.Y(), ptOther.Z());
return *this;
}
inline XnFloat X() const
{
return elements[0];
}
inline XnFloat& X()
{
return elements[0];
}
inline XnFloat Y() const
{
return elements[1];
}
inline XnFloat& Y()
{
return elements[1];
}
inline XnFloat Z() const
{
return elements[2];
}
inline XnFloat& Z()
{
return elements[2];
}
protected:
// Actually holding 4 elements, for alignment
XnFloat elements[4];
};
#endif //_XNV_POINT_H_