Simple Vector Library 1.5 http://www.cs.cmu.edu/~ajw/doc/svl.html

Revision:
0:785cff1e5a7c
--- /dev/null	Thu Jan 01 00:00:00 1970 +0000
+++ b/Vec3.h	Mon Jan 04 15:19:10 2016 +0000
@@ -0,0 +1,421 @@
+/*
+    File:           Vec3.h
+
+    Function:       Defines a length-3 vector.
+
+    Author(s):      Andrew Willmott
+
+    Copyright:      (c) 1995-2001, Andrew Willmott
+ */
+
+#ifndef __Vec3__
+#define __Vec3__
+
+#include "Vec2.h"
+
+
+// --- Vec3 Class -------------------------------------------------------------
+
+class Vec3
+{
+public:
+
+    // Constructors
+
+                Vec3();
+                Vec3(double x, double y, double z);   // [x, y, z]
+                Vec3(const Vec3 &v);            // Copy constructor
+                Vec3(const Vec2 &v, double w);    // Hom. 2D vector
+                Vec3(ZeroOrOne k);
+                Vec3(Axis a);
+
+    // Accessor functions
+
+    Int         Elts() const { return(3); };
+
+    double        &operator [] (Int i);
+    const double  &operator [] (Int i) const;
+
+    double        *Ref() const;                   // Return pointer to data
+
+    // Assignment operators
+
+    Vec3        &operator =  (const Vec3 &a);
+    Vec3        &operator =  (ZeroOrOne k);
+    Vec3        &operator += (const Vec3 &a);
+    Vec3        &operator -= (const Vec3 &a);
+    Vec3        &operator *= (const Vec3 &a);
+    Vec3        &operator *= (double s);
+    Vec3        &operator /= (const Vec3 &a);
+    Vec3        &operator /= (double s);
+
+    // Comparison operators
+
+    Bool        operator == (const Vec3 &a) const;  // v == a?
+    Bool        operator != (const Vec3 &a) const;  // v != a?
+    Bool        operator <  (const Vec3 &a) const; // v <  a?
+    Bool        operator >= (const Vec3 &a) const; // v >= a?
+
+    // Arithmetic operators
+
+    Vec3        operator + (const Vec3 &a) const;   // v + a
+    Vec3        operator - (const Vec3 &a) const;   // v - a
+    Vec3        operator - () const;                // -v
+    Vec3        operator * (const Vec3 &a) const;   // v * a (vx * ax, ...)
+    Vec3        operator * (double s) const;          // v * s
+    Vec3        operator / (const Vec3 &a) const;   // v / a (vx / ax, ...)
+    Vec3        operator / (double s) const;          // v / s
+
+    // Initialisers
+
+    Vec3        &MakeZero();                        // Zero vector
+    Vec3        &MakeUnit(Int i, double k = vl_one);  // I[i]
+    Vec3        &MakeBlock(double k = vl_one);        // All-k vector
+
+    Vec3        &Normalise();                       // normalise vector
+
+    // Private...
+
+protected:
+
+    double elt[3];
+};
+
+
+// --- Vec operators ----------------------------------------------------------
+
+inline Vec3     operator * (double s, const Vec3 &v); // s * v
+inline double     dot(const Vec3 &a, const Vec3 &b);  // v . a
+inline double     len(const Vec3 &v);                 // || v ||
+inline double     sqrlen(const Vec3 &v);              // v . v
+inline Vec3     norm(const Vec3 &v);                // v / || v ||
+inline Void     normalise(Vec3 &v);                 // v = norm(v)
+inline Vec3     cross(const Vec3 &a, const Vec3 &b);// a x b
+inline Vec2     proj(const Vec3 &v);                // hom. projection
+
+//std::ostream &operator << (std::ostream &s, const Vec3 &v);
+//std::istream &operator >> (std::istream &s, Vec3 &v);
+
+inline void printVec3(const Vec3 &v);
+
+
+// --- Inlines ----------------------------------------------------------------
+
+inline double &Vec3::operator [] (Int i)
+{
+    CheckRange(i, 0, 3, "(Vec3::[i]) index out of range");
+    return(elt[i]);
+}
+
+inline const double &Vec3::operator [] (Int i) const
+{
+    CheckRange(i, 0, 3, "(Vec3::[i]) index out of range");
+    return(elt[i]);
+}
+
+inline Vec3::Vec3()
+{
+}
+
+inline Vec3::Vec3(double x, double y, double z)
+{
+    elt[0] = x;
+    elt[1] = y;
+    elt[2] = z;
+}
+
+inline Vec3::Vec3(const Vec3 &v)
+{
+    elt[0] = v[0];
+    elt[1] = v[1];
+    elt[2] = v[2];
+}
+
+inline Vec3::Vec3(const Vec2 &v, double w)
+{
+    elt[0] = v[0];
+    elt[1] = v[1];
+    elt[2] = w;
+}
+
+inline double *Vec3::Ref() const
+{
+    return((double *) elt);
+}
+
+inline Vec3 &Vec3::operator = (const Vec3 &v)
+{
+    elt[0] = v[0];
+    elt[1] = v[1];
+    elt[2] = v[2];
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::operator += (const Vec3 &v)
+{
+    elt[0] += v[0];
+    elt[1] += v[1];
+    elt[2] += v[2];
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::operator -= (const Vec3 &v)
+{
+    elt[0] -= v[0];
+    elt[1] -= v[1];
+    elt[2] -= v[2];
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::operator *= (const Vec3 &a)
+{
+    elt[0] *= a[0];
+    elt[1] *= a[1];
+    elt[2] *= a[2];
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::operator *= (double s)
+{
+    elt[0] *= s;
+    elt[1] *= s;
+    elt[2] *= s;
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::operator /= (const Vec3 &a)
+{
+    elt[0] /= a[0];
+    elt[1] /= a[1];
+    elt[2] /= a[2];
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::operator /= (double s)
+{
+    elt[0] /= s;
+    elt[1] /= s;
+    elt[2] /= s;
+
+    return(SELF);
+}
+
+inline Vec3 Vec3::operator + (const Vec3 &a) const
+{
+    Vec3 result;
+
+    result[0] = elt[0] + a[0];
+    result[1] = elt[1] + a[1];
+    result[2] = elt[2] + a[2];
+
+    return(result);
+}
+
+inline Vec3 Vec3::operator - (const Vec3 &a) const
+{
+    Vec3 result;
+
+    result[0] = elt[0] - a[0];
+    result[1] = elt[1] - a[1];
+    result[2] = elt[2] - a[2];
+
+    return(result);
+}
+
+inline Vec3 Vec3::operator - () const
+{
+    Vec3 result;
+
+    result[0] = -elt[0];
+    result[1] = -elt[1];
+    result[2] = -elt[2];
+
+    return(result);
+}
+
+inline Vec3 Vec3::operator * (const Vec3 &a) const
+{
+    Vec3 result;
+
+    result[0] = elt[0] * a[0];
+    result[1] = elt[1] * a[1];
+    result[2] = elt[2] * a[2];
+
+    return(result);
+}
+
+inline Vec3 Vec3::operator * (double s) const
+{
+    Vec3 result;
+
+    result[0] = elt[0] * s;
+    result[1] = elt[1] * s;
+    result[2] = elt[2] * s;
+
+    return(result);
+}
+
+inline Vec3 Vec3::operator / (const Vec3 &a) const
+{
+    Vec3 result;
+
+    result[0] = elt[0] / a[0];
+    result[1] = elt[1] / a[1];
+    result[2] = elt[2] / a[2];
+
+    return(result);
+}
+
+inline Vec3 Vec3::operator / (double s) const
+{
+    Vec3 result;
+
+    result[0] = elt[0] / s;
+    result[1] = elt[1] / s;
+    result[2] = elt[2] / s;
+
+    return(result);
+}
+
+inline Vec3 operator * (double s, const Vec3 &v)
+{
+    return(v * s);
+}
+
+inline Vec3 &Vec3::MakeUnit(Int n, double k)
+{
+    if (n == 0)
+    { elt[0] = k; elt[1] = vl_zero; elt[2] = vl_zero; }
+    else if (n == 1)
+    { elt[0] = vl_zero; elt[1] = k; elt[2] = vl_zero; }
+    else if (n == 2)
+    { elt[0] = vl_zero; elt[1] = vl_zero; elt[2] = k; }
+    else
+        _Error("(Vec3::Unit) illegal unit vector");
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::MakeZero()
+{
+    elt[0] = vl_zero; elt[1] = vl_zero; elt[2] = vl_zero;
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::MakeBlock(double k)
+{
+    elt[0] = k; elt[1] = k; elt[2] = k;
+
+    return(SELF);
+}
+
+inline Vec3 &Vec3::Normalise()
+{
+    Assert(sqrlen(SELF) > 0.0, "normalising length-zero vector");
+    SELF /= len(SELF);
+
+    return(SELF);
+}
+
+
+inline Vec3::Vec3(ZeroOrOne k)
+{
+    elt[0] = k; elt[1] = k; elt[2] = k;
+}
+
+inline Vec3 &Vec3::operator = (ZeroOrOne k)
+{
+    elt[0] = k; elt[1] = k; elt[2] = k;
+
+    return(SELF);
+}
+
+inline Vec3::Vec3(Axis a)
+{
+    MakeUnit(a, vl_one);
+}
+
+
+inline Bool Vec3::operator == (const Vec3 &a) const
+{
+    return(elt[0] == a[0] && elt[1] == a[1] && elt[2] == a[2]);
+}
+
+inline Bool Vec3::operator != (const Vec3 &a) const
+{
+    return(elt[0] != a[0] || elt[1] != a[1] || elt[2] != a[2]);
+}
+
+inline Bool Vec3::operator < (const Vec3 &a) const
+{
+    return(elt[0] < a[0] && elt[1] < a[1] && elt[2] < a[2]);
+}
+
+inline Bool Vec3::operator >= (const Vec3 &a) const
+{
+    return(elt[0] >= a[0] && elt[1] >= a[1] && elt[2] >= a[2]);
+}
+
+
+inline double dot(const Vec3 &a, const Vec3 &b)
+{
+    return(a[0] * b[0] + a[1] * b[1] + a[2] * b[2]);
+}
+
+inline double len(const Vec3 &v)
+{
+    return(sqrt(dot(v, v)));
+}
+
+inline double sqrlen(const Vec3 &v)
+{
+    return(dot(v, v));
+}
+
+inline Vec3 norm(const Vec3 &v)
+{
+    Assert(sqrlen(v) > 0.0, "normalising length-zero vector");
+    return(v / len(v));
+}
+
+inline Void normalise(Vec3 &v)
+{
+    v /= len(v);
+}
+
+inline Vec3 cross(const Vec3 &a, const Vec3 &b)
+{
+    Vec3 result;
+
+    result[0] = a[1] * b[2] - a[2] * b[1];
+    result[1] = a[2] * b[0] - a[0] * b[2];
+    result[2] = a[0] * b[1] - a[1] * b[0];
+
+    return(result);
+}
+
+inline Vec2 proj(const Vec3 &v)
+{
+    Vec2 result;
+
+    Assert(v[2] != 0, "(Vec3/proj) last elt. is zero");
+
+    result[0] = v[0] / v[2];
+    result[1] = v[1] / v[2];
+
+    return(result);
+}
+
+inline void printVec3(const Vec3 &v)
+{    
+    printf("[%10f %10f %10f]",v[0],v[1],v[2]);
+}
+
+#endif