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*
* Licensed to the Apache Software Foundation (ASF) under one
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* distributed with this work for additional information
* regarding copyright ownership. The ASF licenses this file
* to you under the Apache License, Version 2.0 (the
* "License"); you may not use this file except in compliance
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*
* http://www.apache.org/licenses/LICENSE-2.0
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#ifndef _BGFX_POINT_B3IPOINT_HXX
#define _BGFX_POINT_B3IPOINT_HXX
#include <basegfx/tuple/b3ituple.hxx>
namespace basegfx
{
// predeclaration
class B3DHomMatrix;
/** Base Point class with three sal_Int32 values
This class derives all operators and common handling for
a 3D data class from B3ITuple. All necessary extensions
which are special for points will be added here.
@see B3ITuple
*/
class B3IPoint : public ::basegfx::B3ITuple
{
public:
/** Create a 3D Point
The point is initialized to (0, 0, 0)
*/
B3IPoint()
: B3ITuple()
{}
/** Create a 3D Point
@param nX
This parameter is used to initialize the X-coordinate
of the 3D Point.
@param nY
This parameter is used to initialize the Y-coordinate
of the 3D Point.
@param nZ
This parameter is used to initialize the Z-coordinate
of the 3D Point.
*/
B3IPoint(sal_Int32 nX, sal_Int32 nY, sal_Int32 nZ)
: B3ITuple(nX, nY, nZ)
{}
/** Create a copy of a 3D Point
@param rVec
The 3D Point which will be copied.
*/
B3IPoint(const B3IPoint& rVec)
: B3ITuple(rVec)
{}
/** constructor with tuple to allow copy-constructing
from B3ITuple-based classes
*/
B3IPoint(const ::basegfx::B3ITuple& rTuple)
: B3ITuple(rTuple)
{}
~B3IPoint()
{}
/** *=operator to allow usage from B3IPoint, too
*/
B3IPoint& operator*=( const B3IPoint& rPnt )
{
mnX *= rPnt.mnX;
mnY *= rPnt.mnY;
mnZ *= rPnt.mnZ;
return *this;
}
/** *=operator to allow usage from B3IPoint, too
*/
B3IPoint& operator*=(sal_Int32 t)
{
mnX *= t;
mnY *= t;
mnZ *= t;
return *this;
}
/** assignment operator to allow assigning the results
of B3ITuple calculations
*/
B3IPoint& operator=( const ::basegfx::B3ITuple& rVec )
{
mnX = rVec.getX();
mnY = rVec.getY();
mnZ = rVec.getZ();
return *this;
}
/** Transform point by given transformation matrix.
The translational components of the matrix are, in
contrast to B3DVector, applied.
*/
B3IPoint& operator*=( const ::basegfx::B3DHomMatrix& rMat );
static const B3IPoint& getEmptyPoint()
{
return (const B3IPoint&) ::basegfx::B3ITuple::getEmptyTuple();
}
};
} // end of namespace basegfx
#endif /* _BGFX_POINT_B3IPOINT_HXX */